Tips, Tricks and Newb Questions: Reborn!

Well, there are other eggs than the avian variety.

What’s your feelings about insects? Especially arachnids?

What to do when your new character starts coughing for the first time?

  1. Take one panaceus. Don’t call the doctor in the morning, because you will be totally fine.
  2. Put on a gas mask, activate it, now never take it off. Because sod you, Common Cold, you’re worse than radiation.

I’ve lost characters to the common cold. Multiple.

the real answer is to eat better food, cause your character has a low hidden health stat, and thus is more likely to get a cold

… secondary i guess is always have cough syrup on you

Just chill next to the rat king until you get disease immunity.

It’s easier to find Panaceus than it is to keep that health stat up, in my experience. I was eating homecooked food switching between meat based and vegetable/fruit based and no junk. Still got it.

easier to find a miracle cure-all than to find cough syrup? XD

decent health lowers the chance, but theres always a chance you’ll get it anyway.

Cough syrup is only really a stop-gap, it runs out surprisingly fast if you just keep catching colds one after another. Once you get a cold once, you’re weaker and tired and less able to take care of yourself so you’re more likely to catch it again.

Not if you’re wearing an active gas mask. It’s spread by air, so that is a better safeguard (100% from what I read somewhere).

So reading on some of the potential random unique NPCs that spawn. It mentions that they have like a 50% chance to spawn in one location or 25% for somewhere else.

Does this percent mean they could never appear at all in a single world?

Is the location unique? Like, if they have a 25% chance of appearing in a Hospital then you just have to keep finding hospitals.

Though dosen’t the game have a map limit or something? So you’d eventually will run out of hospitals. A along with that, potentially any chance of ever meeting certain NPC.

The map can be expanded indefinitely, and even “UNIQUE” locations can respawn multiple times, though only once per 180x180 overmap terrain tile overmap buffer. That’s a bug in our current implementation but it’s going to take effort to fix.

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Ah, I see I see.

That’s relieving to hear. Thanks for clearing that up

you can even potentially get multiples of the same ‘unique’ npc!

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Really? Well then, that may be awkward haha

Only if you’re dating.

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Unless of course they’re into that.:wink:

Can one rack a 2-wide vehicle in a “ferry” of the form:

RRRR+----\
    H####|
    H####|
RRRR+----/

I’ve looked into vehicle::try_to_rack_nearby_vehicle( const std::vector<std::vector> &list_of_racks ) and don’t see why not.

I did some calculations/testing with how much draft reduction one gets from how many boat hulls, and realised that a 2-wide amphibious vehicle is not really feasible (can’t really carry much before sinking, unless it is abnormally long at 8+ tiles) and a 3-wide vehicle loaded with 2000+ kg probably still has too much water drag even if 3*7-4 tiles are boat hulls. So, I was thinking about a 4-wide 10-15 tile long “ferry”, to which a normal 2-wide vehicle would attach.

Because the code that looks for mountable vehicles checks one side of all racks per iteration, not all sides:

for( const point &offset : four_cardinal_directions ) {
            tripoint search_pos( rack_pos + offset );

So in your configuration it wouldn’t see whole vehicle. That’s why mountable vehicles have to be 1 tile wide.

That’s the inner loop. The outer loop runs on all bike racks (not sure what the middle ones does, though). It seems to drop a token into a vehicle bucket for every reachable vehicle tile, then looking if that sums up to the number of tiles in that vehicle. But enough of that.

Is it possible to also show hidden recipes in crafting screen? I would like that the ones that can be crafted be coloured dark green and the hidden darkened out.

well, they wouldn’t be hidden if you could see them easily. if you debug your stats high so that you’d have access to them, and then debug them back to your starting stats, then i dont think they’d go away, effectively giving you what you want.