There’s a vehicle that has 6 cargo containers that is pretty common. Of course, you would need the right tools and skill to remove them.[/quote]This is generally how I get cargo containers. The ropes are way too big of a pain to craft. Much easier to find a wrecked semi trailer somewhere and pull all the non-destroyed ones out (the destroyed ones don’t seem to give rope at all, which is lame)
Flatbed trucks are a really common spawn in cities (I’d say about 3 times too common) and they have up to 6 cargo carriers each.
They’re probably the best source not only of cargo carriers, but also of ropes.
Actually the logic for a reload of a gun with a partially-loaded removable magazine is eject magazine, insert more rounds, re-insert magazine, what you’d call a non-tactical reload. It’s just that due to game balance this operation is much shorter than in reality (about 18 seconds for a Glock 19 instead of something like a minute).
The only way to get a tactical reload is to obtain a “spare magazine” gunmod and have it loaded. When your gun has 0 rounds and you reload, the spare magazine is swapped in and it’s 10x faster than a manual reload.
I’m still pondering making reloads take a more “realistic” amount of time, and balancing it by making spare magazine gunmods more common, and possibly allowing more than 4 gunmods to be applied to a gun. Other mitigating factors would be a separate speedloader item and allowing multiple spare magazines on a single gun.
If reload times were adjusted, non-tactical reloads would be, well, like the name says, non-tactical, you can’t do them in combat because they take a prohibitively long time. This would also serve to widen the variation between removable-magazine guns and single-round reload guns. From a realism POV it’s a clear win, but I’m on the fence from a gameplay POV, I’m still debating it with myself.[/quote]
I like the game on the idea of keeping partially loaded magazines separate for realism purposes.
If you look what has been done in the Road from McCarthy for example, there the Survivor loaded his gun with fake bullets crafted from wood cut to size and coloured with silver.
The problem was that he actually had a primer in the shotgun shells he found. But when did he had thrown the casings for the revolver ammunition away?
The game takes itself fairly seriously so for the sake of lore it should be contained at least in being able to craft such a bogus item ("You examine the weapon of your opponent, there appears to be all chambers loaded… ").
Anyway thats just my two cents.
Thanks and regards
Robert
Speaking of ropes, I’ve just become a lovely fluffy spider. I can literally make infinite; I’ve never felt more powerful. Better yet I can disassemble said ropes and never run out of thread, long string or anything like that! Yay for spideryness! Go for the spider mutation tree if you’re always finding yourself needing ropes.
Only with save editing.[/quote]
Guessed as much, only I couldn’t find the name of my toon in any of the files in the save folder…
Any other useful skills? By the time i’m far enough to become a spider with specific mutagen, thread is hardly an issue.
Is it possible to dismantle a copbot or an eye bot. There are a couple of dead ones not far from my base and I want to load them up in my pickup and bring them home to dismantle them.
I’m going for a strictly unarmed character. What’s the best way to maximize my damage? I put 14 points in strength to start off and am using krav maga. I can kill stuff but it takes about 3-4 hits for an average zombie. I remember seeing something about unarmed weapons but I don’t think i’ve ever seen any. Don’t some of the mutation paths give some unarmed bonuses? Which one has the strongest boost?
Probably bionics. Bionic claws (the bionic monster profession, which costs 0 points in chargen, starts with them) come to mind.
Bionic claws. Monosword is even better than claws. Barring that, punch dagger is solid.
“Monstrous” mutations give quite a bit of extra damage at high str and dex+unarmed levels. Hooves, talons, saber teeth and upgraded beak are great. Claws, tails, horns and non-saber teeth are at best mediocre.
Some numbers: talons are str4 (cap at 60), hooves str3 (cap at 40), upg. beak can reach 50, thick tail is 8, horns are around 20 (antlers 4).
Invest in dex or they won’t proc often until you reach high unarmed (except hand claws, but those aren’t worth it).
Don’t take styles at start, except maybe ninjutsu. It’s the only one worth paying 3 points instead of putting those points into stats. At high stats, boxing is great and you can get it for free from boxing gyms. Boxing scales with dex and per and you want dex anyway because it is the best stat in the game.
Probably bionics. Bionic claws (the bionic monster profession, which costs 0 points in chargen, starts with them) come to mind.[/quote]
Rat/Survivor has ones that can dig fairly well; Cephalopod gets extra attacks that should be pretty decent with that much ST, as does Plant (but less of 'em), and Chimera/Raptor/Ursine/Cattle should all do well with that sort of damage output. (Chimera has all sorts of attacks but tends to be a bit uncontrolled.)
TKD/Boxing/Muay Thai MA styles ought to be pretty good. ST above all else, though, is Tiger Kung Fu. Unlike Ninjutsu, which can rarely be found in-game, Tiger is chargen/debug exclusive at the moment.
Try 'B’utchering them.
How do I cure raw pelts?
You’ll need some survival skills, to start. Try searching for the recipe in your craft list. If it doesn’t come up, you’ll need to raise your Survival or get the recipe from a book. (Also, the recipe takes a cutting tool, and either one salt or two salt water or ten saline solution.)
What does it mean when a piece of clothing says that it can be ‘refitted’?
Means you can make it (fits) with a sewing kit or a needle and reduce encumbrance by 1.
Anyone know if it’s possible to make a fully wooden wheelbarrow or equivalent thereof? I noticed a wooden wheel, I can make a wooden frame, but I have not idea if I can use anything wooden for the basket part.
Travois has 200 cargo and is made from wood and ropes.
You’ll still need welder/tape to put it together, though. And nails to make the frame and the wheel.
After splattering hordes and running down a quantity of shrubs I’ve started thinking about how to make the ideal bumper but I don’t really know the deeper works.
Shrubbery seems to ignore rams so the frame behind seems to catch them instead, thus more repairs.
I have not tried roller drums yet but what advantage do they provide other than having high durability and any drawbacks?
[quote=“Ivefan, post:6059, topic:42”]After splattering hordes and running down a quantity of shrubs I’ve started thinking about how to make the ideal bumper but I don’t really know the deeper works.
Shrubbery seems to ignore rams so the frame behind seems to catch them instead, thus more repairs.
I have not tried roller drums yet but what advantage do they provide other than having high durability and any drawbacks?[/quote]
Roller drums are essentially a solid steel wheel: they weigh a lot and will slow your vehicle, but can take more punishment than heady duty frames. They will trigger most any trap and ought to survive a few mines.
I wondered what the travois was actually for. I would have taken it for a wheel substitute if we had snow on the ground in winter, but barring that, I had no idea. Wooden/rope vehicle container, though. I’ll bear that in mind next time I lose my mind and want to mount a wooden container on a wooden frame and pull it along on a wooden wheel.
Praise duct tape. We’d all be zombie chow without it.