As far as I’ve understood, getting stuck in the prone position when waking up is a bug, triggered by some circumstances (tossing and turning rather than falling asleep directly, I think), so I assume it’s intended that you’d get stuck in it only when woken up abruptly.
As far as I understand you need Electronics 7 to construct a hacking laptop, and in addition to that, you need to find one of two specific books, at least one of which probably only is found in labs. I think the computer skill affects your chances of hacking, so you’d need a decent skill to have a chance to succeed within a reasonable number of attempts.
I don’t remember the options you had with captured bots: I just disabled them, sometimes after having them follow me to my vehicle, so it’s easier to load them (for potential future use/disassembling). Also, make sure to disable any grenade launching ones ASAP: they don’t care if you’re in their blast radius when attacking hostiles…
Is there any other way to hack things then, or do you always have to destroy everything (and everything around them, if you have to try to toss grenades from cover)?
It is technically still in the game just there is no way to craft or find it. You can still spawn one in if you like, maybe after finding the book , hackpro usb and other stuff.
Thanks, but I won’t do that. I was more interested in if there was some kind of replacement for the removed functionality that allowed you to achieve something similar but in a less convenient way.
Yeah, sorry I meant what are the odds of a hack being unfriendly on deployment, nothing about the control laptop. I bought a ton of cheap manhacks from the hub and they can be pretty useful. Apparently computers 4 electronics 8 is enough they are pretty reliable but I’m a bit nervous about using the explosive ones since failure is not good.
And yes, you can buy scrambler grenades from the hub. They are a bit pricey at like 90 apocbuxs apiece but hey, I don’t really need 30 m4s anyway. The scrambler grenades don’t seem to damage you so you do have to throw them but don’t need to worry about accidents too much.
Is there a way to identify what kind of burrower you see approaching (apart from using debug mode, which I assume could be used)?
I’ve got one digging up the terrain near a bunch of zombies I’d like to remove, but I’d rather have an idea about what I’m facing, as the weaker ones are quite easier to deal with than the worst ones.
I somehow doubt it, and don’t think there should be, short of some kind of ground-mapping radar at the absolute highest level of the tech tree. Burrowers would be a joke otherwise, if you could tell a giant worm apart from a graboid before it attacks.
There could be clearly visible signs, such as burrowing speed, movement pattern, or detection range.
Edit: Another question:
Is there some way to clean up sludge trails (apart from waiting for hours [seems to usually be sufficient to get past, unless the offending tile is a door opening and you’re out of luck])? The half life of the damned thing is unpleasantly long.
It seems vehicles aren’t affected, so a foldable unicycle ought to work as a work around, but that a fair bit of bulk to haul around in your “just in case” pile of contingency stuff.
When I got it in 0.E2 stable I think the maximum duration was something like 18 days according to what I could find (although it seemed like over 3 weeks in game).
There’s no cure for it. All you can do is to alleviate the effects by using cough syrup, preferably the non drowsy version. Then sleep twice per day and aim to do only light tasks (such as reading). My character did install CBMs during that period, as that involves long stretches of “sleeping”.
You reduce the risk of catching colds by eating healthy food and avoiding things damaging your health (such as e.g. radiation).
Edit: And a question of mine:
What happens with fields that aren’t harvested? I’m currently at a farm that had most of the fields planted with corn, and I don’t think I want to put in the effort of trying to preserve all of it. Do I still have to harvest it for the fields to be usable next year (they obviously have to be for any fast growing second harvest using that space), or will they just have disappeared when spring comes around?
It’s quite random. I’ve had the same character in 0.F stable get colds that lasted 1 day and colds that lasted 20+ days. She also got a cold less than a day after getting over the previous one.
Well, I did have a character (0.F stable) contacting cold on day one, be rid of it on day 2 or 3, and then get it again a day later, finally clearing after about two weeks, but I assumed it was the same cold, with a glitch in the reporting. Interestingly, that seemed to prolong the suffering from heroin addiction by about a week (not including the shakes, which would have lasted for one or more seasons if not cured with medications after a month or two).
Edit: Another question:
If the control laptop has been removed, how would you disable the cyborgs that can be rescued if you can knock them out and remove the control circuit from them? EMP attacks?
Edit 2: [0.F stable] Well, I’ve installed the directed EMP blast CMB in my character, and it seems to do a horrible job at disabling cyborgs. I’ve blasted 5 broken cyborgs, and they end up critically injured after the first blast, and died after the second. In one of those cases the cyborg was scrambled and became friendly, after which I could disable it (but not operate on it, just use it as a slave. Obviously I didn’t blast that one a second time).
I’ve also destroyed 4 Talon UGV’s using the blast, and, again, it required two hits.
Finally I’ve save scummed against a prototype cyborg to see if it can be disabled, but out of about 5 attempts it died outright at the first blast in one case, and died after two the other times, with no case of it turning friendly, so my guess is that the scrambling/conversion rate is something around 10% or lower: not a great way of liberating prototype cyborgs…
After bout 4 additional attempts (with one instakill), the prototype cyborg turned friendly and could be rescued. Definitely lousy odds.
Edit: Another question:
Does an animal on top of eggs prevent them from hatching?
The reason for the question is that I’ve tied down a number of chicken in order to keep them in place while expecting them to replicate. However, eggs just rot and disappear, while gathered eggs left on their own have hatched and produced turkeys and chicken.
I think I saw a pull request that mentioned separating eggs into “fertilized” and “unfertilized,” with the latter disappearing when their rotten state expires like most rotten food instead of producing baby birds/snakes. Not sure which version it was, though, it might have even been in 0.E.
There are unfertilized eggs in the game: all the eggs you find in cartons in houses early on in 0.F are unfertilized, and shown to be unfertilized. However, I don’t think logic to designate eggs produced by animals (as opposed to spawned) as fertilized or unfertilized has been introduced.
I went ahead and untied all my animals in the hope they’ll produce offspring (they’ll currently all in a pasture, except for the turkeys, which are kept in stalls [as they can fly over the fences otherwise]).
Edit: A cat that was tied down did produce a litter of kitten, so it seems being tied down doesn’t prevent live births (at least with litter sizes larger than one).