I thought you could find the gunpowder recipe in the book Advanced Physical Chemistry but I can’t seem to find it.
Also, is there any way to destroy sidewalk? It’s making fortifying and gardening in my prison a pain.
I thought you could find the gunpowder recipe in the book Advanced Physical Chemistry but I can’t seem to find it.
Also, is there any way to destroy sidewalk? It’s making fortifying and gardening in my prison a pain.
On stable there’s some sort of glitch, I think, where if you set a piece of furniture on the road and set it on fire, maybe a raging fire, the terrain will turn into a pile of ash which you can shovel away and it’ll be a dirt tile in the end. Doesn’t seem to work now though.
Now, a more time consuming thing you can do, is construct door frames. Just door frames, then smash it and whatever tile it was will become dirt, which is handy for having an indoor area where you can gather rain water without having to go outside. It’s easy for a one tile spot, but for a whole sidewalk you got your work cut out for you.
Of course, there’s always the option of debugging the sidewalk away.
Ah, that’s helpful. I don’t know how much noisier at a given output diesels would realistically be compared to gasoline. Either way it translates into modding in a diesel equivalent to the game’s V12 engine being a Fun idea. :V
EDIT: While I’m at it, how does one get a modinfo’s “dependencies” section to work?
[quote=“jcd, post:9079, topic:42”][quote=“deoxy, post:9078, topic:42”][quote=“deoxy, post:9069, topic:42”]So, I downloaded the latest experimental last night, and I found an atomic nightlight (yay!), but when I carry it, it ruins my night vision. (I dislike this lighting overhaul in general, but that’s a different topic.)
Is there any way to carry an atomic nightlight with me, say, closed up in my pocket/backpack or something so I’m not changing the lighting around me unless I want to? Because if there’s not, atomic lighting just became nearly useless for large chunks of the game.[/quote]
so, no way to hide the light?[/quote]
None implemented yet afaik (but you could put it inside your trusty cart/car from where it should be giving no light until you take it out)[/quote]
So… yeah, I’m really not liking this lighting overhaul. :-/ Just one more reason, throw it on the pile…
[quote=“Dlightfull, post:9080, topic:42”]have you ever driven a car? in practice, not in theory, people rarely drive gasoline cars at more than 3k rpm, because it makes a hell of a lot more noise. When you get to 2,5k-3k rpm you switch gear (i hope i said it right, english is not my native language).
For diesel cars, it’s the same, you usually want to switch gear at 3k rpm, not more.
I am talking normal driving, not racing.
While it’s true that gasoline engines have a higher limit on the rpm (about 7-8k iirc) than diesel engines (5-6k rpm? haven’t driven a diesel car for some time) the normal usage doesn’t go often above 3k rpm.[/quote]
For me normal usage goes easily to 4,5k rpm in my gasoline engine car. That’s max gear and 130-140km/h
Also for that extra power when i need to overtake a car or in steep angles.
Of course, i strive to work mostly at ~2,5k rpm with the highest possible gear, as i found that’s the best fuel economy for my car.
I have not driven a diesel at all, but it would always be at a slower rpm (in a similar situation) because of physics:
In a gasoline engine, the fuel comes premixed into the cylinder and then the spark plug creates the ignition. So there is no limit to rpm, other than the mechanical and thermal stress to the engine.
But for the diesel engine, pure fuel gets injected into the cylinder at a vey high pressure, and its GOT TO mix very well with the already existing air over there in order to self-combust. This happens in a very short period of time, and in order to achieve it, you have to allow for lower rpms, as rpm directly affects the available time.
Failure to achieve a good fuel-to-air mix means that there will be unburnt fuel in the cylinder that will eventually combust in a destructive, for the engine, way (this will not be instant, rather this frequently happening will destroy the engine)
There are many designs for diesels where the mixing happens faster (by manipulating the fuel injection and cylinder geometry e.g. creating a ‘swirling’ effect), but this has problems in that it will reduce the fuel economy (more energy will be lost mixing the fuel), requiring even greater pressures in order to achieve the same fuel economy.
Anyway, point is that this inherent feature of diesels will ALWAYS make them slower than equivalent gasoline engines in an equivalent situation.
I mean, i have been in diesel cars as passenger, where i think i noticed that usual low-load rpm (when moving) was 1000-1500 while for the gasolines it is over 2000. High load is 3-3,5k for diesels and 5-6k for gasolines. What does this say?
[quote=“jcd, post:9086, topic:42”][quote=“Dlightfull, post:9080, topic:42”]have you ever driven a car? in practice, not in theory, people rarely drive gasoline cars at more than 3k rpm, because it makes a hell of a lot more noise. When you get to 2,5k-3k rpm you switch gear (i hope i said it right, english is not my native language).
For diesel cars, it’s the same, you usually want to switch gear at 3k rpm, not more.
I am talking normal driving, not racing.
While it’s true that gasoline engines have a higher limit on the rpm (about 7-8k iirc) than diesel engines (5-6k rpm? haven’t driven a diesel car for some time) the normal usage doesn’t go often above 3k rpm.[/quote]
For me normal usage goes easily to 4,5k rpm in my gasoline engine car. That’s max gear and 130-140km/h
Also for that extra power when i need to overtake a car or in steep angles.
Of course, i strive to work mostly at ~2,5k rpm with the highest possible gear, as i found that’s the best fuel economy for my car.
I have not driven a diesel at all, but it would always be at a slower rpm (in a similar situation) because of physics:
In a gasoline engine, the fuel comes premixed into the cylinder and then the spark plug creates the ignition. So there is no limit to rpm, other than the mechanical and thermal stress to the engine.
But for the diesel engine, pure fuel gets injected into the cylinder at a vey high pressure, and its GOT TO mix very well with the already existing air over there in order to self-combust. This happens in a very short period of time, and in order to achieve it, you have to allow for lower rpms, as rpm directly affects the available time.
Failure to achieve a good fuel-to-air mix means that there will be unburnt fuel in the cylinder that will eventually combust in a destructive, for the engine, way (this will not be instant, rather this frequently happening will destroy the engine)
There are many designs for diesels where the mixing happens faster (by manipulating the fuel injection and cylinder geometry e.g. creating a ‘swirling’ effect), but this has problems in that it will reduce the fuel economy (more energy will be lost mixing the fuel), requiring even greater pressures in order to achieve the same fuel economy.
Anyway, point is that this inherent feature of diesels will ALWAYS make them slower than equivalent gasoline engines in an equivalent situation.
I mean, i have been in diesel cars as passenger, where i think i noticed that usual low-load rpm (when moving) was 1000-1500 while for the gasolines it is over 2000. High load is 3-3,5k for diesels and 5-6k for gasolines. What does this say?[/quote]
look, i have both diesel and gasoline cars and i can tell you for sure that the rpm difference is very low. When the car is on stand by, engine running, but in neutral gear, both of them work at about 700-1200 rpm, depending on engine. And when driving, both of them have a normal usage at 2k-2,5k rpm, as you said yourself, the most economic way of driving it.
At 3k rpm, diesel makes a lot more noise than a gasoline engine.
I have no clue about the theory behind it, but i am telling you how it is in practice.
Update: I did some testing with the debug. Apparently the recipe for gunpower no longer exists. Gunpowder is no longer craftable. Which is a shame since you are lucky if you get 100 when you visit a gun store, and for some bullets you need 1000 or more. Hope they fix that. Since then, I will have to cheat my way through hand-reloading
There are a lot of ways to still acquire it though, with the proper tools any ammunition you don’t intend to use is a great source of it. And if your particularly adventurous, landmines and thus minefields are a great (and suprisingly common) source of gunpowder.
Hmm. Maybe we should make black powder crafting possible then and distinguish between modern arms and black powder arms better.
Black powder is fairly simple to craft.
Black powder is craftable in the lastest experimental, and it is quite easy too
Well then. That would be reasonable for gunpowder to be non-craftable.
I can see this actually. It requires a lot of expertise to make modern smokeless powder. It requires a high expertise in explosions, a specific lab, and knowledge. I think only one company in the US makes nitrocellulose which is required for it. The ways to make it or some of the process is just not published. I think it’s under the United Nations agreement that way.
Remember in modern times your mixing the primer WITH the powder. This would be pretty cool as it would make the black powder guns and modern variants of it more useful in the game long term.
Can you disassemble ammunition in the experimental to get more? You should be able too. It’s not that hard to do this.
Remember Black powder the original style of gunpowder. Most modern gunpowder is called smokeless powder in the US, or Propellent in other countries. It’s not entirely smokeless but it doesn’t cause issues with corrosion when used in weapons.
If you loaded modern ammunition with black powder your barrel amd actopm would get fouled eventually causing a backfire/jam would be a high probability. The later black powder wasn’t as bad, but it’s still not very clean.
Actually I think thats a bit stupid. We can craft mutagens but not gunpowder?
Perhaps we should just up the requirement for crafting smokeless gunpowder.
But baring the player from crafting it entirely no.
Yes, in the experimentals you can disassemble ammo you don’t need, but after a couple of minutes I already figured I can’t get enough this way. If you want to shoot, you continuosly need to raid gun stores to get more ammo, either to shoot it or to disassemble it. It may be realistic, but in my opinion it’s no fun. I stopped playing the game since I discovered this (no big deal, I will get back in a few days probably). One thing is for sure, crafting gunpowder was too easy before. But maybe, when you become the Walter White of the apocalypse (just like every single end game charachter), you should be able to find a way to craft a surrogate. Don’t know, maybe lower even more the reloaded ammo’s performance, could that be an idea? Or even better, keep the performance like this, but make the rounds reloaded with hand-crafted powder damage the gun faster. Or even even better, make a mod that allows you to make gunpowder like in 0.C. This way, those who prefer realism can have what they want, and those who prefer the way it used to be, can too. It would be an extremely easy to make mod, too. Just one recipe, basically.
i like this idea. Sure, you can craft something to replace industrial gunpowder, but it will damage your weapon (and have worse performance)
The thing is that wouldn’t work too well in most autoloading guns, I suspect. If we had ammo type overlap, we could tell semi-auto guns not to use ammo filled with black powder, and reserve it for manual firearms.
As a semi regular shooter IRL I don’t get the problem in regards to ammo. Reloaded ammo isn’t going to damage the gun or have any cycle problems if reloaded correctly. If you can cook up a batch of meth or brew a batch of beer you can reload ammo. Combine proper ingredients in correct proportions using the correct tools and eureka! proper ammo.
In regards to return on disassembling ammo and producing new ammo it depends on what you’re trying to do. Disassembling a standard .44 mag round would give you, ball parking here, enough powder grains for 3 or 4 standard 9mm rounds. This is great if your loadout has a 9mm handgun in it, but if you want to run around hosing down every group of zombies with a SMG you run into real world problems quickly. Honestly by mid to late game my biggest problem is remembering which pile has the correct ammo in it.
As far as manufacturing modern smokeless powder a quick wikipedia search revealed some of the more common ingredients which include things like DGN (di-ethylene glycol dinitrate), which I have no idea what that is, what it does or where to get it. In game though my character can install bionics in the middle of a street while it is snowing so maybe he would have an idea on how to conjure up some modern smokeless powder using his devil magic science.
TL;DR For me there is plenty of ammo available and if not I can always disassemble enough to make what I want, but if someone feels they should be able to in game I see no reason why a late game survivor would have an issue making ammo from base ingredients.
Hmm. Bloody hell, how many pages ago did I ask how to assign dependencies to a mod? Figured it out myself.
Example for those that haven’t found out how:
"dependencies": ["indent title of required mod goes here"]
On the newest experimental, are fungaloids supposed to suddenly create a big radius of fungal terrain upon death?