I believe there’s a vehicle part you can install that’s quite handy in that it allows a vehicle to jack itself. There’s also another that can jack a vehicle close-by. I’m uncertain about its stats but it should cover your needs, if one of the better mobile ones isn’t on hand.
If I’m not mistaken I think jacking quality or level translates as tons per level, level 16 being able to jack 16 tons.
Cant’t understand warmth mechanic. While it was spring, I more or less managed without actually understanding it - just make warmth numbers on “+” screen be in green, and looks like it’s ok. Now it’s summer, and I don’t get it - how do you NOT get warm while having something like decent armor at the same time? Look at this:
I removed all the things that gave me armor (light survivor suit, boots, gloves and hood), I’m practically naked, and still those numbers are in yellow. But at least I don’t seem to have “warm” status, so that’s a plus. If I equip some or all of aforementioned items, the numbers go to 50-somethings and I almost instantly become warm, with morale malus of course.
So, my questions are:
What do those numbers actually mean? To what values should I try bringing them?
Is there a way to do it without making my character running naked in summer?
e: okay, I don’t get it at all. Spent some time crafting, now the numbers are all at 36, outside temperature is 26(down from 28 when screenshot was made), but I got “warm” status. wtf?
Short answer, you can’t really without some of the high end non craftable armour.
Long answer, climate control CBM if you are going for CBMs or sticking to moving around at night if not. You could use flame resistant gear, it’s 100% coverage with only 5 warmth, maybe line it with kevlar/leather to increase its protection value. Stick to somewhere underground or inside a vehicle until night time then do your thing then.
You can also jump in water to temporarily relieve yourself of some of the warmth of your clothes, though you’ll get morale penalties for being wet but you can avoid the speed penalties of being hot at least.
Was that screenshot taken inside a building? I have encountered many examples where the inside of buildings were substantially hotter than outside. Stand inside the door and temp would be 50, take one step to outside the door and temp would drop to 30. Some buildings just retain/generate heat and the difference definitely felt like a bug as the house next door would not have the same problem.
Don’t know about common cold or even influenza (because I’m always well medicated and warm in these cases), but when I managed to get bronchitis due to overconfidence/negligence I was periodically awakened because the body needed to try to cough out something it didn’t like. It was not the proper awakened kind but I was definitely conscious at the time, if exhausted.
From what I understand the game simply removes the need for the player to $ repeatedly to make the character try to sleep again. IIRC in an earlier build PCs just stopped trying to sleep in these cases.
I got the cold after almost dying from fungal infection. Guess that one dropped my health low enough for me to catch a cold while doing just regular vehicle maintenance.
@Vormithrax: yes, it was inside a building and the next check, with 26 Celsius and warm status was taken inside the building too.
Anyway, could someone explain what do those numbers in encumbrance/warmth section actually mean and how does it translate into warm/cold status? Because for game striving to realistically model temperature issues, it currently doesn’t look much realistic to me. 28C/not warm --> 26C/warm in same clothes, how is it even possible.
Pickaxe. It draws everything within five billion kilometres to your position, though, as expected. It should probably require some ear protection for PCs who aren’t deaf.
I don’t think I’m ever removing the No Fungals mod at this rate. Not only will those bastards eat through anything including roads and concrete eventually, but they can even telefrag now if stuck in a confined space with a portal on another z-level.
As for catching a cold, I recently got one in the later stages of a challenge run gone somewhat weird after failing to notice just-not-cold-enough-for-a-warning feet temperature for a long time. So the lesson is getting too accustomed to the steadily warming upside world when your base is in a basement at +6 on a Celsius scale can be mildly inconvenient.
An important thing to know about the temperature info - damaged body parts are more susceptible to temperature and will reflect lower/higher than usual values, which if extreme enough can cause additional damage. If you have body parts that are heavily damaged always carefully check their temperature status before passing long periods of time (reading/crafting/sleeping). You may need to adjust clothes to compensate until the body part heals and the temperature returns to normal levels.
Sadly the no fungals mods, only stops the mobs, not the disease or terrain spawned because of a portal/rift, have seen some fungal trees and fungal beds.
Now I regret I didn’t activate this mod for current playthrough. Traders faction decided to make an outpost and asked me to go there. First of all, I don’t understand how outpost guys got past Beagle UGV which was literally blocking the only road there but let’s omit it. The problem with their outpost is… this:
See this sh*t? There are about 20 fungaloids in there, and there is neither a reaction from NPCs nor am I able to talk to them about it. Now, I get that while those things are outside reality bubble they wouldn’t propagate(right? riiiiiight?) but seeing the speed with which they spam their crap inside the RB, I wouldn’t be able to do many quests for the traders. I think like, 3, maybe 4, then if I don’t intervene they are gone. Wonder what will happen to their current quest in that case, will it count as failed?
Somewhat related (to factions anyway) question: how do basecamps work? Or, more specifically, is it possible to make one somewhere except the open field? edit: if yes then where?
Also, when I tried to make one in a field, I got warning that there are no water sources nearby despite there being a pond on a farm field which was no more than 7 overmap tiles away. So, what are the requirements, exactly? Should it be a field near a forest, and a river/lake, and something else not mentioned in basecamp tutorial speech any NPC gives you?
Use fungicide to clear about 2 or 3 tiles of fungal beds away from anything flammable that can spread uncontrollably and destroy the joint like walls, etc. Once you’ve cleared the way blaze away.
On bases, I’ve found that it doesn’t complain of there’s at least both a river or lake overmap tile and a swamp tile in the radius around the tiles that immediately surround your character. A forest tile should fit in that range as well. You only need one of each to go along with your open fields.
Something like this:
[X][X][F][X][X]
[X][B][B][B][X]
[X][B][C][B][X]
[S][B][B][B][X]
[R][X][X][X][X]
Key:
S: swamp
F: Forest
B: Open fields for base
C: Center of base
R: River or lake tile
X: Whatever
I’ve heard that they’re working on making the base camp building compatible with other tiles like pre-gen buildings but I don’t know where that thing’s development lies.
If you don’t want to start over in a new world you could add the following as a mod (it’s possible to add mods to existing worlds by editing “mods.json” file in a world’s save directory, which might or might not break everything horribly). Not sure if this would be sufficient to stop the fungal menace for good but from what I understand about their workings they only propagate through spores.
[
{
"type": "MOD_INFO",
"ident": "Suffer_Not_The_Shroom_To_Live",
"name": "Suffer Not The Shroom To Live",
"authors": [ "whatever" ],
"description": "Removes the fungal spore's ability to infect (modify) terrain or evolve into fungaloids.",
"category": "rebalance",
"dependencies": [ "dda" ]
},
{
"copy-from": "mon_spore",
"override": true,
"id": "mon_spore",
"type": "MONSTER",
"name": "spore cloud",
"description": "A mass of spores the size of a balled fist, wafting around in the air.",
"special_attacks": [ ],
"upgrades": { }
}
]
You can build a camp in any field, fire station, and select evac shelters. You will get the warning but it’s just a warning and you can mostly ignore it if you like the location you’re at.
So, are all labs in experimental now spawning as the new type (with ground-level office and cargo elevator) with no finale and tons of chemicals that aren’t of any real use? The last 3 I found in my current game are and I don’t see the point of raiding them.
there are still the other labs with a finale, maked as a “science lab” not just as “lab”, the reasearch facilities also have an underground lab that has a finale, so those two are like the old labs, while the new ones are like resources troves.