Tips, Tricks, and Newb Questions!

sometimes you’re caught in a terraforming fever… getting rid of bushes is easy, felling a tree too but… how does one get rid of those pesky young trees?! burn’em?

smash them with a blunt weapon.

ehm, it works! thank you. i should have tried that before asking =D

Needs more mininukes. That’ll deforest things real quick.

Alternatively, go find a silo and change the whole landscape in an instant.

Alternatively alternatively, for a cleaner, non-radioactive solution, go find an rdx charge, and watch the entire forest get scythed away.

Or just set the whole forest on fire and try to come back when it’s raining.

Alternatively, go find a silo and change the whole landscape in an instant.

Alternatively alternatively, for a cleaner, non-radioactive solution, go find an rdx charge, and watch the entire forest get scythed away.

Or just set the whole forest on fire and try to come back when it’s raining.[/quote]

before creating fire lure fungaloidst at that place

Alternatively, go find a silo and change the whole landscape in an instant.

Alternatively alternatively, for a cleaner, non-radioactive solution, go find an rdx charge, and watch the entire forest get scythed away.

Or just set the whole forest on fire and try to come back when it’s raining.[/quote]

before creating fire lure fungaloidst at that place[/quote]

Fire’s pretty much what I use to kill those fungal towers, or spires. Whichever of the two that has the fungal haze. Blow the main fungal up, do cleanup at the edge with lots and lots of fire.

Ah, I had great fun with a few dozen molotovs and a fungal tower once.

Given it took most of the molotovs I made to plink away a fireproof tower with just the impact damage ofd those bottles, I should’ve just shot it.

So I’m trying a Cephalopod Unwilling Mutant Lab Challenge Start … in which I take slimy/etc. and all of the tentacle mutations that I can, and then try to find mutant serum before/in between dying to mutate myself further. (I seem to go through like 8 starts an hour with those turrets in the rooms…) Anyways, the justification is, it makes more ‘rp sense’ if you’ve already been mutated by the government to ‘double down’ and hope for the best, in a bad situation, then it does to break in and become a bird or something. And there are a LOT of Cephalopod mutations available now, kinda. So, it lets me get in the spirit of mutating, I guess.

Anyways, my question is this.

Am I the only one to find it wierd that my character, who, several mutant serums later, has a beak, is slimy, and has mouth tentacles … can somehow still talk? Its just kinda wierd. I mean, I get why, gameplay wise. But you know, after a certain point, I think the physiology has just changed. I mean, have you looked at an octopus or giant squid mouth? I just can’t see that talking. I’m also kinda thinking through the ramifications. I’m kinda surprised heavy mutations don’t drive any of my npcs suicidal. I mean, I could rp it, I guess, but depression and the like is already in the game. I’m not really sure what I’m asking, I guess. But my character kinda feels like something out of the movie ‘The Fly’ to me, but with an octopus.

Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.

Alternatively, go find a silo and change the whole landscape in an instant.

Alternatively alternatively, for a cleaner, non-radioactive solution, go find an rdx charge, and watch the entire forest get scythed away.

Or just set the whole forest on fire and try to come back when it’s raining.[/quote]

before creating fire lure fungaloidst at that place[/quote]

Fire’s pretty much what I use to kill those fungal towers, or spires. Whichever of the two that has the fungal haze. Blow the main fungal up, do cleanup at the edge with lots and lots of fire.[/quote]

1 time i had base near fungal tower area was filled with fungaloids and soon they fungified nearly everything

after some updates horde was added and horde lured onto me
quickly crafter few moltows to fight
used one fire spread so fast in fungus and if not that street in forest that character will be dead
quickly go to house unload everything on street what is fireporff but i come to late
jump in seat of bike with cargo carriers and drive staright into burning sevage plant
i do not taken any damage at least and started load stuff onto bike
during loading fire killed me

[quote=“secretfire, post:7270, topic:42”]So I’m trying a Cephalopod Unwilling Mutant Lab Challenge Start … in which I take slimy/etc. and all of the tentacle mutations that I can, and then try to find mutant serum before/in between dying to mutate myself further. (I seem to go through like 8 starts an hour with those turrets in the rooms…)[/quote]Turrets are easy to avoid if you are careful – don’t use a flashlight all the time, take note of walls that are lit up from a distance, and don’t go into those rooms. Open doors from a diagonal direction, then peek around the corner with shift+X. Likewise, if you see robots, disable your light and move away. You can take down manhacks easily by throwing things at them, and then use their remains as more throwing weapons. If you are worried about running into any enemies, try smashing the wall of a room with S+direction of wall - this makes anything except turrets in the room move towards or attack the wall, making noise. If you have two ways to get to a room, you can even lure enemies into one side by smashing the wall a few times, then run through the door on the other side.

Good advice!

Question. At what point down the mutation tree do you get out of wearing clothes? Seems kinda wierd. I looked at all the mutations for all categories but didn’t see anything that amounted to ‘you are a nonhuman creature with sufficient insulation that you no longer need to wear clothes’, but it kinda doesn’t make sense for an octopus (or a giant insect, or slime, or whatever) to go around wearing clothes.

It depends on the mutations, actually. Some provide bonuses that mitigate various reasons for wearing clothes (fur, feathers, padded feet). Others provide alternative reasons to forgo clothes (fangs, long fingernails).

The third situation is when a mutation restricts wearing NORMAL clothing. Hooves, large talons, tentacles, snouts etc.

For a squidy character, you can make tentacle sleeves presumably since you don’t get many mutations to mitigate clothing restrictions.

Or, as my most recent robustly unstable character just experienced, Sores.

205 pain if I have even two articles of clothing on.

And it’s winter.

Note to future selves: prioritize cooking to stockpile purifier BEFORE it’s needed.

Ouch. Might as well see how !!FUN!! toughing it out naked would be.

I would, but I hate inventory juggling with a passion. Maybe when someone implements bags packed with stuff that I can lug around instead of one item at a time.

I’m about to try injecting all of the random serums I’ve found in case one removes it.

[ETA] Nope. Just gave me carnivore, stubby wings, and I think might have pushed me over the lizard threshold.

[ETAA] And of course, the instant I take off my filter mask, a cold.

Straw basket? Plastic shopping bag? Bindle? Shopping cart? o3o

Though for pure nudists, a shopping cart is your best friend.

[quote=“Random_dragon, post:7279, topic:42”]Straw basket? Plastic shopping bag? Bindle? Shopping cart? o3o

Though for pure nudists, a shopping cart is your best friend.[/quote]
It’s pure nudist. No clothes at all.

Unfortunately, I’ve been hermiting this character so far. I have no idea where the nearest town even IS.

Welp, you’re fucked.

Feathers and fur are good for you. owo

I think the Medical and maybe Slime categories also have disease resistance, so that’s good for not catching the flu.