[quote=“Coolthulhu, post:4589, topic:42”]What exactly do heavier frames do, other than resisting damage? Do they actually protect things attached to them like plating?
Why don’t I get acid rains in experimental? Are they disabled?
How exactly do fungus spores work? I have seen spores get released (from fungaloids, fungal spires and my infected survivors), spores bursting and disappearing, some young fungaloids running around and growing up, but I have yet to see a young fungaloid spawn.
Are mutations weighted in some way? They all have point values, so I’d expect positively mutated survivor to get more negative mutations whenever a mutation isn’t forced to be good. Is it the case?
Are survivors with mutations from one category more likely to get more mutations from that category or do they just unlock related mutations?
How is crafted food “rottedness” calculated when materials are partially rotten? Is it possible to un-rot rotten food by crafting it into food that can’t be rotten? Is it possible to un-rot it by crafting it into food with longer shelf life or by mixing it with fresh ingredients?[/quote]
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Take more punishment, that’s about it.
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Yes, ever since the new weather system. We plan to add them again once we can have regional weather overrides, such as near portals, ice labs, etc.
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Spore-release can give the spores-disease if you’re hit, which can lead to fungal infection. Floating spores can rarely germinate into young fungaloids.
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Point values are mostly an eyeball-check on how good/lousy a mutation is. If a mutation were to become available in chargen, as with the Lab/Experiment starts, then that’s what you’d pay/get for it. Once the game’s started, yeah, the points don’t mean much. Every mutation carries a certain amount of weight for every category in which it’s filed, and non-targeted mutations tend to give mutations from your heaviest-weighted category.
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I’m not sure, but in general the answer is Shouldn’t Be.