Tips, Tricks, and Newb Questions!

Is it possible to repair a damaged ‘lockpick kit’? (It’s made from aluminium) I tried using a welder but without success.

I doubt it tbh.

/ / / : that might work.

If rivet already pushed melee weapon maintenance into the game, you could try using the same methods to repair it.

How do vehicles explode?
For some reason my vehicle always explode when colliding with another wreck.
I’ve tested with a very long motorcycle with a pike at the tip. Ive placed a full gas tank and rammed zombies to no explosion. I then tried a engine but no explosion.(100-150 mph) I would easily find out how its caused but I keep dyeing and the game wont let me do things after death. =p

I need to know so I can drive at 250 mph and just ram anything in my way while speeding around.

Gas tank damage is the most common cause IIRC.

Can I pick a brazier up after I placed it and used it?

yes, either try 'e’xamining it or try moving on to it.

In experimental, is there a crafting recipe for fuel oil? Like, to refill oil lamps? Probably just in some obscure book I haven’t looted yet.

Yeah there ought to be a recipe for it in a book somewhere, just about everything in the game these days can be crafted, you just have to find the right book.

Alright, thanks. Guess it’s time to load up and raid some more. :slight_smile:

Working on the translation, not sure about the “reloaded” ammo in the 0.A version.

According to my understanding,
Reloaded/Hand-reloaded: Fire an ammo, collect the hull left, reload it => Get reloaded ammo

Any difference from the “normal” ammo that I was able to craft in 0.9 stable?

[quote=“M.A., post:2431, topic:42”]Working on the translation, not sure about the “reloaded” ammo in the 0.A version.

According to my understanding,
Reloaded/Hand-reloaded: Fire an ammo, collect the hull left, reload it => Get reloaded ammo

Any difference from the “normal” ammo that I was able to craft in 0.9 stable?

P.S. Do not have a gun in my real life.[/quote]

Handloaded ammo isn’t as uniform or as tightly packed/set/etc as you can achieve with factory machinery, so it’s marginally worse. Most important difference is that thanks to coding limitations, player-activated turrets can only take “9mm”, not “reloaded 9mm”.

Hoping that helps.

[quote=“KA101, post:2432, topic:42”]Handloaded ammo isn’t as uniform or as tightly packed/set/etc as you can achieve with factory machinery, so it’s marginally worse. Most important difference is that thanks to coding limitations, player-activated turrets can only take “9mm”, not “reloaded 9mm”.

Hoping that helps.[/quote]

Thanks.
So…we are no longer able to craft “formal” ammo but the “reloaded” one?

The irony here is that I often see people claiming that hand loaded ammo is BETTER.

[quote=“DG123, post:2434, topic:42”]The irony here is that I often see people claiming that hand loaded ammo is BETTER.[/quote]It’s like anything not made in a factory: some is better, some is worse. The average guy who simply reloads his own ammo to save money generally isn’t going to have the best quality reloads, but someone who does it professionally so he can sell it or as his main hobby will have better quality reloads than any factory could possibly make.

[quote=“M.A., post:2431, topic:42”]Working on the translation, not sure about the “reloaded” ammo in the 0.A version.

According to my understanding,
Reloaded/Hand-reloaded: Fire an ammo, collect the hull left, reload it => Get reloaded ammo

Any difference from the “normal” ammo that I was able to craft in 0.9 stable?[/quote]

It’s slightly less reliable than factory-made ammunition, and generally has slightly reduced numbers across the board. Also worth 1/10th as much when trading.

This is the idea right here. At some point after 0.A and the lifting of the feature freeze, we’ll get high quality handloads, but for now it’s assumed that the self-taught player character falls into the ‘average guy’ category and so their reloads aren’t quite as good as OEM rounds.

Any plans for custom bullets?

Theoretically I imagine you could overcharge a round with extra propellant and install a hollow point filled with mercury, for example.

[quote=“DG123, post:2437, topic:42”]Any plans for custom bullets?

Theoretically I imagine you could overcharge a round with extra propellant and install a hollow point filled with mercury, for example.[/quote]

That’s more or less the idea. Eventually a sufficiently skilled reloader will be able to produce rounds that are even better than factory-made ones.

Most of the time if you are putting the effort into serious reloading, you should come up with a better finished product if you know what you are doing. Unless you want a higher quality round (flatter shooting for an eg.) there is seldom much point in rifle reloading.

Blunter bullet tips for extra force and one breakage?