Is there an option somewhere to list all known recipes in an items description?
Or to search the craft menu from ingredient?
It’s kinda hard to remember what to do with that one fruit if my only clue is “You know various things you could do with this”.
Yeah I search the crafting menu all the time - F brings up a Search menu, c: looks for recipes that use a specific component, so say you had a peach do c:peach. Very handy.
[quote=“Random_dragon, post:9741, topic:42”]Derp. It’s kevlar/plastic, hence why you can’t make it.
However, no sign of any item groups using it.[/quote]
If you run into an item like that that isn’t explicitly a debug item (like Mjolnir) and you spot a good item group that you could put it in feel free to plug it in.
[quote=“i2amroy, post:9744, topic:42”][quote=“Random_dragon, post:9741, topic:42”]Derp. It’s kevlar/plastic, hence why you can’t make it.
However, no sign of any item groups using it.[/quote]
If you run into an item like that that isn’t explicitly a debug item (like Mjolnir) and you spot a good item group that you could put it in feel free to plug it in.[/quote]
Done in my current armor-related PR ( https://github.com/CleverRaven/Cataclysm-DDA/pull/13323 ).
Just HOW much armor should you wear vis a vis encumbrance? Should I layer on more encumbrance as I grow progressively more skilled? I always end up in the late game being ended from (generally single shot or burst of)gunfire.
Generally less than level 3 (30, with the newer granular encumbrance) is manageable for a decent character. Torso encumbrance is the big killer, but its main effects are melee-related. If you have more melee and dodge skill, that’s swiftly negated.
If I recall, it also lowers speed of melee and THROWN attacks. For melee, best remedy is to use weapons that have rapid attack, or styles with rapid strike.
Arm and hand encumbrance is more of a concern for ranged combat, while leg and feet encumbrance will hinder movement and dodging. Eye encumbrance also is less important for melee, but blundering into traps WILL suck. Mouth encumbrance will hinder a prolonged melee, or if you need to leg it.
Prioritize protecting your head and torso. Keep an eye on the coverage percentage of various wearable items. I’m guessing some of the bullets bypass your armor completely when you get bursted due to less than 100% coverage. An empty MBR vest, fitted and reinforced, is quite optimal for torso but not perfect alone. Do wear multiple torso items. You really don’t want to rely on just one layer of armor if it gives less than 100% coverage. Personally I don’t go above 40 encumberance, except head maybe.
Do you often get bursted to death down in the labs? You might want to maximize your speed. Note that ‘speed’ can mean aiming/attack speed or movement speed. Use a fast-to-aim weapon on top of having low encumberance on arms, legs and feet. You have be able to aim faster than the turret. Use appropriate sights on the weapon. You can also inspect the effects of encumberance on various body parts in the character sheet. Use TAB and arrow keys to browse. Also wait 2-3 turns behind any lab door before opening it. That restores your speed to full, maximizing your chances to get a jump on anything that’s behind there. A shotgun is good for labs although sometimes the turrets are out of range. An assault rifle or an SMG with burst fire is great. Really annihilate the turret. Also consider running instead of walking through the doors.
A far more safer method to deal with lab turrets is to use a control laptop, which can take over hostile robots, including turrets, even behind a wall. Open door, see turret, close door, hack turret. You can even deactivate the turret (by walking into it) and pick it up along with its ammo. Probably all turrets in the labs are 9mm so why not bring a 9mm SMG, too!
Military outpost turrets are a pain in the ass. I just snipe them, and afterwards possibly use the buildings as cover to approach, and then apply the control laptop.
Roadblock turrets - snipe. Although if you have curtains on your vehicle’s windshield, close them to block the line of sight, drive closer and attempt hack. The other turret might shoot the hacked turret though. Or ram them with the vehicle.
NPCs can be a PITA, too. Be aware of what they are armed with (guns vs. melee). NPCs can soak a ton of damage (used to be a bug, still might be) so don’t be afraid to burst, or use fire or tear gas. Ram them with a car (spiked plates or shredders in front).
Thanks droog. Though I usually dissemble MBR vests for Kevlar to make survivor gear. I had an outfitted MP5 at the time with +P+ rounds it just fired first and destroyed me in first burst. I would have made a control laptop but I haven’t found any hacksoft USB’s ever since I realized they were necessary.
And yeah I don’t have a problem with other turrets (so long as I notice them before running into enrichment range while driving thanks to SAFE mode being incredibly tedious) it’s just the sci lab ones. Especially since all the ones I find seem to be cold labs.
Hmm. Is it possible to assign multiple byproducts to a recipe?
I know the lard recipe has cracklins as “Byproduct”. ED: Ahh I should learn to read, multiple Byproducts - don’t know.
ED2: The recipe for gasoline has 2 byproducts - diesel and lamp oil.
Ah, this could be useful for expanding on a PR I’m gonna do later. Then again, might stick with what I’ve got so far.
Can anyone tell me why the three X spots on this picture can’t be seen? Each of those spots contain a security camera, and I have them on, and am at the control station. The vehicle is symmetrical and the corresponding spots on the opposite side also have cameras, but are not unseen.
[quote=“Thwap, post:9753, topic:42”]Can anyone tell me why the three X spots on this picture can’t be seen? Each of those spots contain a security camera, and I have them on, and am at the control station. The vehicle is symmetrical and the corresponding spots on the opposite side also have cameras, but are not unseen.
[/quote]
Because visibility logic, especially from multiple sites at once, is very difficult. Seriously, just the potential for rounding error is significant, at least in terms of symmetry and getting the same result from different angles (turn the car 90 degrees, 180 degrees, and 270 degrees, and see if you get different results).
Could be a bug, especially if they are seen with cameras off.
Or could be just tileset not having a camera symbol.
Yeah it stays the same when rotated. Ironically all those spots are visible from the drivers seat if the cameras are off.
I’ve seen the camera logic bug out and fail to display the tile the camera’s on, yeah.
Sorry to bother again so soon but I seem to vaguely recall a thread/post detailing how to find which map tile is which in the savefile and giving instructions on how to delete everything but your base for an analogue to transfering characters and vehicles between worlds, yet I can’t seem to find it.
Does anyone know what I am talking about or am I mixing up different roguelikes in my head?
I know what you’re talking about, hold on.
Here we go:
[quote=“Thwap”]A kludge just in case someone is running around for years and has a multi-gig file they’d like to cut down.
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Carve something distinctive like “thwapsux” onto some objects and drop them on the ground near things in the world that you care about.
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Save and exit game.
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Go to your save file, right click the maps folder, and search for “thwapsucks” inside files.
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Note the folders in which these results occur.
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Delete all subfolders within the maps folder except for the ones noted previously.[/quote]
Now note that this won’t actually alter the map. Buildings and stuff will still be in the same place. What it will do is cause the game to forget all the objects and spawn in those areas and refill them with new stuff like you just walked into them for the first time. So a cleared out lab will be full of goodies again, but any items or vehicles you piled up anywhere outside of your saved tile will be history.
I’m sure it’s possible to make the game forget actual chunks of map too, I’ve just never gotten around to it. If anyone who knows more would like to detail such a process, I’d be very interested as well.
Most likely you won’t be able to make the game forget any overmaps you have things on you want to save. What you probably could do, however, is just delete all the overmap folders that don’t contain anything you want to save and said overmaps should be regenerated totally from scratch next time you try to enter them (note: I haven’t actually done this, so I’d suggest backing things up first just in case).
I feel dumb even asking this but I give up…where can I find a small storage battery?