Tips, Tricks, and Newb Questions!

You can attempt removal via the bionics menu, but it’s risky as hell. Unless it’s a faulty bionic, there’s no real reason to remove any.

Stripping them from trucks found on the side of the road is easier. It seems you need…huh. 4 fabrication and 1 mechanics, plus the recipe is autolearned so you don’t need to learn it from a book.

crafting cargo carriers take more time than its worth

unless you do not have any vehicles in large proxmity from your base and you have big source of food with stable source of water and solar powered tools with tons of materials there is no reason to craft one

[quote=“Arek_PL, post:10323, topic:42”]crafting cargo carriers take more time than its worth

unless you do not have any vehicles in large proxmity from your base and you have big source of food with stable source of water and solar powered tools with tons of materials there is no reason to craft one[/quote]

I still remember raiding 2 towns worth of cars for seatbelts for long ropes for cargo spaces…
Luckily these days cargo spaces are fairly common.

well i was disasembling rags to thread and thread to short string to long string and long string to short rope and short rope to long rope and finaly long rope to cargo carrier

You can attempt removal via the bionics menu, but it’s risky as hell. Unless it’s a faulty bionic, there’s no real reason to remove any.[/quote]

Well, to be more accurate, there’s no real reason to remove any … except the one you really would want to remove but can’t.

Namely the fusion blaster arm. Which I believe cuts off your arm and leaves you with no arm even if you remove the bionic.

You can attempt removal via the bionics menu, but it’s risky as hell. Unless it’s a faulty bionic, there’s no real reason to remove any.[/quote]

Well, to be more accurate, there’s no real reason to remove any … except the one you really would want to remove but can’t.

Namely the fusion blaster arm. Which I believe cuts off your arm and leaves you with no arm even if you remove the bionic.[/quote]
they fixed that and it realy remove one arm even after you remove it?

In the CBM Menu there is a button to switch to remove CBM -you need a medkit, a cuttingtool and lots of luck but it works

In the CBM Menu there is a button to switch to remove CBM -you need a medkit, a cuttingtool and lots of luck but it works[/quote] with some skills removing it is not a problem

I’m sure I read somewhere that it leaves you with a stump not an arm. I believe the CBM warns you about being permanent.

You can attempt removal via the bionics menu, but it’s risky as hell. Unless it’s a faulty bionic, there’s no real reason to remove any.

Stripping them from trucks found on the side of the road is easier. It seems you need…huh. 4 fabrication and 1 mechanics, plus the recipe is autolearned so you don’t need to learn it from a book.[/quote]

I tried this, and I only got a steel frame as usual. I have a mechanics of 7, and a fabrication of 4.

You need the trucks that have cargo spaces in the back, not the ones with TRUNKS in the back. >_>

In other words, the truck with the trunk is just junk. o3o

Oh. I see.
Nice rhyming btw.

In the CBM Menu there is a button to switch to remove CBM -you need a medkit, a cuttingtool and lots of luck but it works[/quote] with some skills removing it is not a problem[/quote]

There’s a broken cyborg class in the lab start - you start with EVERY mis-installed bionic, plus joint torsion ratchet and all the alloy plating.

I’m playing one of those where I’ve manage to remove all the bad bionics. Yeah, it’s a very hard start, but it’s fun.

As to cargo spaces, I recently found my first trailer that WASN’T completely totalled… SO MANY CARGO SPACES! It was just silly.

Another satisfied customer. o3o

Why do many of the vehicles I spawn in (playing around with the debug menu to do some testing for an upcoming project of mine) not have their turrets functioning?

Are you using Vehicle Additions Pack and/or Tank mod?

It says it does, but that only prevents you from removing it. If you manage to remove it, you get your hand back.
It doesn’t actually remove the hand when you install it, in code it explicitly checks if you have the CBM to tell if you have the hand or not.

It says it does, but that only prevents you from removing it. If you manage to remove it, you get your hand back.
It doesn’t actually remove the hand when you install it, in code it explicitly checks if you have the CBM to tell if you have the hand or not.[/quote]
And now i wonder if that bionic is coded to be immune to the “lose bionic on failed install” outcome…

Using both.

Yet another reason Blaze SERIOUSLY needs to add a disclaimer in the modinfo description for Vehicle Additions Pack.

It changes most mounted weapons to be manual only. Stand on the space where the gun’s mounted, unwield any weapon you might have, and fire.

Tankmod does the same thing, but it DOES make use of the turret features Blaze added for some weapons. The .50 BMG turret on the atomic mini-tank, the 120mm RWS on the MGS, and the ATGM launcher on the IFV are turrets that act like vanilla turrets.

In general, if it’s mounted on a turret chassis, that means it doesn’t need to be fired manually.