Get a frame and open the (*)construction menu. Should be an option to start vehicle construction there.[/quote]
Woooow. I swear I tried that- I must have overlooked it. Thanks!
Get a frame and open the (*)construction menu. Should be an option to start vehicle construction there.[/quote]
Woooow. I swear I tried that- I must have overlooked it. Thanks![/quote]Yeah, crafting menu does not = construction menu
To save others from code searching (and for my future reference), foldable parts:
Foldable seat
Foldable light frame
Cloth roof
Wheel chair wheel
Casters
Foot pedals
Hand rims
Wire bike basket
Controls
In theory, I can make a foldable golf cart powered by my feet and hands?
The Anarchist’s Guide gets it to four, actually.
Though grinding to 4 from 3 is probably faster than finding one of those.
Feet or hands.
A muscle engine currently makes it impossible to install any other engine, including other muscle engines.
Some of the clothing items have a tag saying things like “this is worn close to the skin”, “this is the belted layer” or “this is worn over your other clothes”, yet I can still arrange them in any order.
Am I cheating by putting my duffel bag underneath my bulletproof vest? Or does the game automatically treat belted/overcoat as being above others and skin-tight as beneath?
[quote=“baldamundo, post:4888, topic:42”]Some of the clothing items have a tag saying things like “this is worn close to the skin”, “this is the belted layer” or “this is worn over your other clothes”, yet I can still arrange them in any order.
Am I cheating by putting my duffel bag underneath my bulletproof vest? Or does the game automatically treat belted/overcoat as being above others and skin-tight as beneath?[/quote]
I’m curious about this too.
Game treats said bags as being over said clothes, sorry.
You sure about this?
I’m reading player::absorb in player.cpp and there seems to be nothing prioritizing OVER/UNDER/BELTED/other layers over any other.
Also, from my personal experience it seems that putting trenchcoat and backpack under survivor suit helps a lot.
On a side note, effects of most armor mutations (and also CBMs) are tiny. I’m going to take thin skinned on my next survivor - it’s just 1 cut damage more. Light bones and hollow bones are percentage based and thus possibly devastating, though.
Is Melchior in labs good for anything besides black boxes?
Is there an easy way to handle large quantities of water? Specifically speaking I want to store all my clean water in a 55 gallon drum instead of the dozens of gallon jugs I have, but the only way I could figure out how to pour water into the drum was to lift it up and wield it (as the volume it has won’t fit in any bag.) I tried dumping the water out over the barrel, but it only gave me the option to pour the water on the floor.
There’s an Issue on this, but we haven’t received a PR yet.
[quote=“TheFlame52, post:4889, topic:42”][quote=“baldamundo, post:4888, topic:42”]Some of the clothing items have a tag saying things like “this is worn close to the skin”, “this is the belted layer” or “this is worn over your other clothes”, yet I can still arrange them in any order.
Am I cheating by putting my duffel bag underneath my bulletproof vest? Or does the game automatically treat belted/overcoat as being above others and skin-tight as beneath?[/quote]
I’m curious about this too.[/quote]
In my experience the game seems to prioritize destroying whichever will be most inconveniencing.
I’m also curious about how I will regularly be fighting zeds and loose my boxers before any other clothing, pants included.
Perhaps cata characters put pants below their knees, you know like cool kids do.
Relayer your clothes (default key: +) so that resistant clothing is outside and backpacks are inside. Don’t think about how it works, it’s pretty much non-euclidean - you can have underwear protect your duffel bags (and I’m not making any sort of an euphemism here).
By default, your clothing is layered in the order you put it on. So if you put on those briefs last, your survivor looks a bit like Superman.
Damage is processed from the lowest item (the last one you put on) to the highest one, each article of clothing having a chance to work as armor (take a hit and possibly block a part of it) equal to its coverage.
Too bad my OCD is stronger than my min-max urge.
[quote=“Coolthulhu, post:4897, topic:42”]Relayer your clothes (default key: +) so that resistant clothing is outside and backpacks are inside. Don’t think about how it works, it’s pretty much non-euclidean - you can have underwear protect your duffel bags (and I’m not making any sort of an euphemism here).
By default, your clothing is layered in the order you put it on. So if you put on those briefs last, your survivor looks a bit like Superman.
Damage is processed from the lowest item (the last one you put on) to the highest one, each article of clothing having a chance to work as armor (take a hit and possibly block a part of it) equal to its coverage.[/quote]
i still lost my socks before combat boots
alslo my scabad is damaged before my survivor suit
Bashing damage can damage items worn below other items, as long as they don’t stop all the damage. Cutting damage can only do so when it also damages all the items above.
So being bashed around by a hulk can damage your stuff worn under heavy armor.
Oh, and for items that aren’t sturdy (“can take a lot of punishment” or something like that), there’s an additional flat 2% chance that they get damaged every time they absorb a hit, even if it’s 0 damage by then. Socks have 100% coverage, so they get full 2% chance to get damaged every time your feet are bashed. Dogs and children often hit legs because they’re smaller than you. Also, this 2% chance is repeated for cutting damage, but once again - items can be cut only if all the items above them are cut.
[quote=“Coolthulhu, post:4900, topic:42”]Bashing damage can damage items worn below other items, as long as they don’t stop all the damage. Cutting damage can only do so when it also damages all the items above.
So being bashed around by a hulk can damage your stuff worn under heavy armor.
Oh, and for items that aren’t sturdy (“can take a lot of punishment” or something like that), there’s an additional flat 2% chance that they get damaged every time they absorb a hit, even if it’s 0 damage by then. Socks have 100% coverage, so they get full 2% chance to get damaged every time your feet are bashed. Dogs and children often hit legs because they’re smaller than you. Also, this 2% chance is repeated for cutting damage, but once again - items can be cut only if all the items above them are cut.[/quote]
this explain everything