Building 2-tile vehicle. Trying to use 4" casters. Installing first is okay, installing second… “you need mechanics 6 for multiple steering axis”. WTF? Like, really? Suddenly, for some reason, I cannot slap 2 shopping carts together with some rope/wire (because that’s what I tried to make would look IRL) unless you’re some professional-tier mechanic? Maybe this one type of wheels should be an exclusion to that rule?
Do wheels/frames have a weight limit? Or you could build 5-ton APC using aforementioned miniwheels from office chair, which only weakness would be very bad offroad multiplier?
What are criteria for a vehicle to be foldable? That each its component (except wheels?) have “foldable” tag? Or are there some other things I must know about?
Also, question about z-levels. AFAIU currently both players and monsters can only hear sounds from another zlevel but not see it, right? If that’s true, why I only ever saw recommendations to use underground levels for a base, not upper floors? Except temperature issues, that is.
1.- there is a difference on a normal axis and a steering one, you are able to select which kind to install
2.-iirc, you pretty much answered yourself, but i could be wrong, vehicle construction has been updated, if it works, you can offset the offroad multiplier with more wheels.
3.-i think so, luckily, now if you install a component that will make the vehicle unfoldable you get an advice and are able to choose to proceed or not
4.- i think because of smell, and because rock walls are indestructible, so if you are surrounded, you can have a last stand corridor and make a fire from the other side and burn everything. dont trus tme on this answer though.
i think i figured it out i think its the Wayfarer trait that blocked me from exiting the mech if thats the case then quite dumb you can enter the vehicle but not exit it
The thing is, you don’t need an axis for 4" casters, you can just slap them onto a frame. Which would count as a steering axis. Which is gated behind Mech6 for 2 or more of those.
More questions! (will those ever end? highly unlikely )
If I tame some dogs/puppies, will they need food? Same about horses, although their food is so easy to make it’s almost a non-issue.
Does underbrush regenerate over time?
Do vehicles spend more fuel on starting than on continuous use? Does fuel consumption depend on speed/acceleration/ any other factors except vehicle volume*operation time?
C L U H I O F - those letters are at the top of “install vehicle part” menu. What do they mean?
Vehicles with combustion engines consume a small amount of fuel idling. All vehicles consume fuel while accelerating, in a ridiculously complicated system of equations. The exact amount of fuel depends on the fuel type, engine type, engine power, vehicle speed, vehicle aerodynamic profile, vehicle mass, wheel configuration, and terrain under the wheels. The fuel consumption relationships are explained in more detail under the “Vehicles” section of the game’s help menu.
As a note, vehicles that are driving under cruise control silently decelerate due to air drag, rolling resistance, and water drag (as appropriate) and re-accelerate to cruise speed every second, which is why your vehicle burns fuel while you’re just driving around.
Those are the tab keys for the parts list filters:
'A’ll
'C’argo
'L’ight
'U’til
'H’ull
'I’nternal
'O’ther
'F’ilter
Like everything else in the vehicle interaction menu, it works that way because it mostly works and no one wants to tear it apart and fix it properly.
I often leave the blinking off for the same reason, then simple toggle it a couple times by hand to remind myself where interesting things are. The maps get very busy (and start that way), especially if in a bigger city-type area.
If the sleeping bag is on a decent sleeping spot and unrolled. They select comfortable sleeping areas when available, but the sleeping bag won’t matter since NPCs don’t seem to care about temperature.
My NPCs don’t want to work on construction project set via zone manager. Nothing fancy, just a makeshift bed. There are tons of materials <10 tiles away from both them and planned place, they both have hammers(real deal, not makeshift one). When I ask them to work on construction, they say “bye”, then next line in log is “X completed their assigned task”. Needless to say, there’s no bed magically appearing in 1 second out of thin air Do I need to make a basecamp for it to work? They sort all the crap I bring to my base just fine without that camp thing.
Just remembered: previously they also didn’t chop trees, even though there was fire axe lying nearby. Same thing, “X completed their assigned task”.
Yes and yes. Of course, needed tools and materials are there. I tried both with tools in designated zone and in NPC’s inventory.
And considering chopping trees, I even have zone for wood, if that’s necessary.
e: another question: where the hell do you find autoclave pouches? I’ve raided all pharmacies, doctor’s offices and a hospital in 2 cities already, got exactly 0 pouches. Also, from what I’ve read it is unclear: are they single-use or reusable?
Can someone explain the requirements to trigger the status effects on zombies? (like downed, stun, dazed) some are pretty easy to know like the ones from martial arts, but some others make me wonder, like when there is a mob of zombies just hitting a car and suddenly i see the message " the zombie struggle to stand" or sometimes when you shot a firearm