Just load it into a gun and unload it again - ammunition is repaired.
Is poppin a few iodine tablets each time a zed scientist shoots that beam thing enough to ward off radiation?
As far as I recall, iodine doesn’t stack too well.
Still, the beam is really weak, adding like 50 radiation (you need 100 to get stat debuffs and 150 to take any damage). It’s not worth worrying about, except when it does mutate you (1/6 chance, happens instead of radiation).
Those beams rarely even hit.
Most of the time i dodge it.
In all the time playing i have only been mutated once by such a beam.
It really does seem to have only limited uses. The protection is absurdly high though. I now remember something about a monster named Flaming Eye? They’re supposedly extremely dangerous and can snipe you before you even see them. So maybe try power armor when taking down a Flaming Eye.
Power armor doesn’t really have a single good selling point. It’s just a very specialized and difficult item. It can keep you really warm even when powered off, and provide even more extreme protection when powered on. Definitely for ice lab diving, maybe for dancing on lava, for investigating toxic dump sites, or for fighting hulks unarmed. Consider using it unpowered for as long as possible, and not powering it up until really necessary.
The flaw here might hide in expectations. Traditionally power armor has been the pinnacle of all armor but in CDDA it is a heavy, energy-hungry, unwieldy item… And it was designed to be like that by the author (who ever that might be). The thinking might be that the joints might be vulnerable to loose straps, as they might clog/block them, which would make it unwise to carry any traditional bag or a gun. The question then becomes if power armor really is a good piece of equipment if it comes with such vulnerability. Or perhaps if the real flaw is that no one has designed any power-armor-compatible load-bearing equipment (bags) to go with it. It might exist in the game, it might not, I wouldn’t know.
Do tell me the results of being smacked by a hulk while wearing a power armor. I’m not willing to find out on my own. Might just get that fast travel to the next town that was being talked about…[/quote]
One of the problems I have with the stuff is that it’s not even self-powered. It takes up a gigantic part of my weight allowance despite the fact that, as powered armor, it -should- be carrying itself. That’s the whole selling point between extremely heavy personal armor and powered frames.
If I didn’t have a basic load of about 42 kilos with HPA+Frame+katana, I wouldn’t be so /super salty/. If I could actually strap items to the outside of my armor (survivor utility belt, scabbards, the likes) that’d be nice, too. >_>
You’d think a sufficient strength bonus when active would be a simple way to do that. owo
Wish I could find where the effects for activating Power Armor are hidden in the data files, to see if you can attach a negative weight bonus to activation. But alas, I cannot seem to find it. >_>
Negative weight. What the derp. I forget, is activated power armor considered a separate item from deactivated power armor? If it uses the transform item function you could make the active version have a lower weight, I think.
You could edit that json, yeah. It’d be under power armor (active), but I’m not sure where it’s located. That could lead to some weirdness where activating the armor in your inventory makes it easier to carry, which is suboptimal for a long term solution but would solve your current problem write it. Strapped items would require code though. I think it’s in player.cpp
[quote=“Cornuthaum, post:8086, topic:42”]One of the problems I have with the stuff is that it’s not even self-powered. It takes up a gigantic part of my weight allowance despite the fact that, as powered armor, it -should- be carrying itself. That’s the whole selling point between extremely heavy personal armor and powered frames.
If I didn’t have a basic load of about 42 kilos with HPA+Frame+katana, I wouldn’t be so /super salty/. If I could actually strap items to the outside of my armor (survivor utility belt, scabbards, the likes) that’d be nice, too. >_>[/quote]
Try to find some RM13; it’s not nearly as heavy and it allows you to wear other stuff along with it.
Damn, it seems like the use action doesn’t allow that.
Ahh, I thought it was done via the old tool_armor.json transform. Yeah, you’d have to code something up.
Would have to go sauce divin’ indeed.
How much strength bonus would it take to offset the weight of a basic power armor set? owo
Can’t power it with bionics
Clearly we need a tinder-fueled ersatz UPS.
[sub]No, that would be derptastic.[/sub]
I have one, but that one eats plutonium cells, can’t be powered by bionics and, tbf, is not as cool as power armor :
Most of my complaints boil down to “we can tailor our clothes to fit our hideous mutant physiques, why can’t we tailor utility clothing to fit onto Power Armor?” Stuff like holsters, scabbards, sheathes. And especially utility belts.
The remaining complaints are “this stuff doesn’t negate or even reduce its own weight and as such -shouldn’t- count as powered”
And now a question: do perishable goods in tin cans go bad? Dunno if it negates spoilage or just slows it.
So, I’ve switched to the experimental build, and the stamina thing makes the games MUCH more difficult (in a good way… mostly). It do think that just walking shouldn’t be tiring me out so fast, but otherwise, it seems pretty good.
Also, the new zombies are pretty good… good ideas. The glowing one in particular is the point of this question: is there any way to remove the glowing junk other than just waiting? Between the stamina thing and the glowing thing, night raids are MUCH MUCH harder.
Are you running everywhere? Because otherwise it shouldn’t drain your stamina.
Not sure about the glow though.
I’ve had a 3000-volume stack of canned food sitting next to my fireplace for 2 ingame years. Still as delicious as the day I looted them.