Then its no longer a cataclysm as there are more people than zombles.
I still want more than just 1 NPC, which is what I usually get.
Dynamic NPCs is just plain annoying at times.
[quote=“Random_dragon, post:7943, topic:42”]I still want more than just 1 NPC, which is what I usually get.
Dynamic NPCs is just plain annoying at times.[/quote]
Yes although if an npc is innately hostile safe mod lets you know rather than trying to guess. That actually saved me once.
It doesn’t.
Static NPCs only spawn in some rare locations, like evac center or bandit cabin or at start with you (always 1 NPC).
They always spawn in predetermined locations and numbers, so it would be hard to “scale” their numbers.
I wish there was an inbetween of Static npc, and Dynamic NPC. Probably a rework to make npcs less death prone would do it. and monsters/npcs will ever be able to move around outside of the reality bubble, that would really help.
Would be useful, yes.
Or making static npc’s just that, NOT running to engage the horde passing shelter because someone left the door open, naturally by “accident”.
I see there’s some kind of stamina system now. How do I run though? I don’t see it in the commands list
The defaultkey was " i think
" by default.
Okay, found the stairs which might lead to the necropolis, but it says halfway down the way is blocked off.
So… any solutions? …please don’t tell me that Z-levels have to be added in since I forgot to do that.
[quote=“Azrad, post:7952, topic:42”]Okay, found the stairs which might lead to the necropolis, but it says halfway down the way is blocked off.
So… any solutions? …please don’t tell me that Z-levels have to be added in since I forgot to do that.[/quote]
There might be other stairs. Alternatively, should have sewers or a subway station, if I recall.
It does have underground locations listed in the mapgen files, so either they’re unfinished or the way to get in there isn’t readily apparent.
Wondering if this is possible. If I were in a lab challenge, and had found the thermal dissipation CBM, can I set the entrance area on fire, and when the walls collapse can I use that CBM to walk out of the fire unharmed?
Not now they’re cement.
Not now they’re cement.[/quote]
Walls yes. Ceiling possibly not. BURN THE FLOOR!
How do the tail mutations work? Most of them say that it improves balance, so what does that do? Reduce encumbrance or something?
Mostly it is an increase in dexterity. Even though the main wiki is out of date it does give details about those mutations.
Dodging, I think
Some of them can be also used to slap weakly.
How doI get my turret to fire?
I installed a mountable pulse laser and a turret chassis on my solar powered car, but when I try to configure it I have no options but to quit, and when I activate it, it says that all turrets are set to not fire.
I am sure I am missing something here…do I need turret fire controls installed in the car? those are hard to come by, it seems.
[quote=“Rince Wind, post:7960, topic:42”]How doI get my turret to fire?
I installed a mountable pulse laser and a turret chassis on my solar powered car, but when I try to configure it I have no options but to quit, and when I activate it, it says that all turrets are set to not fire.
I am sure I am missing something here…do I need turret fire controls installed in the car? those are hard to come by, it seems.[/quote]
You should be able to toggle the turret’s fire mode from the controls, though if you’re using Blazemod it likely tweaked stuff.
Placing the turret where you can man it to fire manually is less wasteful though.