Tips, Tricks, and Newb Questions!

Sooo I’m not sure if I should post this here or in the bug reports…

It’s the first day of my character and as pretty much all characters his head was cold so I made a keffiyeh for him but I don’t realy understnd how it’s supposed to work. It says that the keffiyeh has 30 mouth warmth and a hood but at the clothing screen at warmth it only say 10 warmth for my mouth and 0 for the head. My head has 0 enc so it shouldn’t be a problem. Soooo is this a bug or am I just missing something?

Hoods are kinda derpy. The instant you hit chilly for the head, it’ll give a brief bonus to warmth. So unless it’s insanely cold, like in winter, you should be zig-zagging between comfortable and chilly.

You’d presumably be better adding a turban as well, I think they have comparable tailoring requirements.

Great, thanks! :smiley:

For good measure, I guess I’ll check which of the items at that skill level would be best for warming the head…

EDIT: Oh. It’s basically either the rioter mask or the turban. Such fail.

I use a balaclava and cotton hat. That seems to work for me.

Yeah, those and maybe a helmet liner are my go-to items until I get to the thermal electric stuff.

I’ve been playing off and on for a couple of months now, but never really got too far before dying. So I was curious about some things, such as: When do I start gunning for armour? When do I start gunning for a basic vehicle? How do I train skills that are a pain in the ass to train, like Survival and First Aid, when I have no skill books around?

[quote=“teldon, post:10948, topic:42”]1. When do I start gunning for armour?
2. When do I start gunning for a basic vehicle?
3. How do I train skills that are a pain in the ass to train, like Survival and First Aid, when I have no skill books around?[/quote]

  1. As soon as you’ve got time to spare in a house with windows with curtains. Grind up tailoring to 3 and get a complete set of basic cloth(+leather, if you find some) armor.
  2. When you get a welding rig. Before that, just grab a shopping cart and stuff your stuff there.
  3. You can train survival on zed corpses and underbrushes. You only really need it to butcher special zeds for CBMs
    You won’t get most of the results from first aid without books anyway, so you can leave it for later.

If you are looking to train stuff via crafting, rather than outside, do a search in the crafting menu. The key bindings should be in there if you look. If you search based on the skill required you can see all the items that you can craft using your current highest level of that skill on down. This is especially helpful when the rest of your skills & recipes have run off and left it, making all of your recipes hard otherwise search through and find the ones that will level that skill.

[quote=“Coolthulhu, post:10949, topic:42”][quote=“teldon, post:10948, topic:42”]1. When do I start gunning for armour?
2. When do I start gunning for a basic vehicle?
3. How do I train skills that are a pain in the ass to train, like Survival and First Aid, when I have no skill books around?[/quote]

  1. As soon as you’ve got time to spare in a house with windows with curtains. Grind up tailoring to 3 and get a complete set of basic cloth(+leather, if you find some) armor.
  2. When you get a welding rig. Before that, just grab a shopping cart and stuff your stuff there.
  3. You can train survival on zed corpses and underbrushes. You only really need it to butcher special zeds for CBMs
    You won’t get most of the results from first aid without books anyway, so you can leave it for later.[/quote]

And what would be considered reasonable cloth armour?

Protection-wise, not much of the basic craftable cloth stuff gives you much padding. It’s really more about covering whatever body parts are currently getting cold, and getting a basic amount of storage.

It isn’t until you get around level 3-4 that you start seeing actual decent armor on the recipes. Leather armor, then eventually bone and chitin armor (which isn’t really ideal). A couple more levels of tailoring, PLUS at least level 3 fabrication, and you’ll start seeing the basic survivor armor.

[quote=“Random_dragon, post:10952, topic:42”]Protection-wise, not much of the basic craftable cloth stuff gives you much padding. It’s really more about covering whatever body parts are currently getting cold, and getting a basic amount of storage.

It isn’t until you get around level 3-4 that you start seeing actual decent armor on the recipes. Leather armor, then eventually bone and chitin armor (which isn’t really ideal). A couple more levels of tailoring, PLUS at least level 3 fabrication, and you’ll start seeing the basic survivor armor.[/quote]

So it sounds like once I hit 3-4 tailoring I should start transitioning into actual amror. Also now that I’m thinking about it I’ve never used traps. When and where would you use traps?

I mostly use traps on windows and armored doors so if enemies manage to break through, they will at least be damaged. You could also use them to catch animals for food.

I haven’t really used traps much at all either. I’ve made regular use of pits, but that’s for construction skill, not trapping skill.

like random dragon said. At early levels I am just looking to get items with the most coverage I can while getting my encumbrance down as best I can. And storage up.

Its a difficult balancing act to get all those the way you want, especially early game. Often you will just have to say "well I can sacrifice ____ stat(storage space, encumbrance/speed, heat/cold) for now till I can get some better stuff.

Overall here is a basic outlook at your "armour"
encumberance - look at what effects it is having by using @ key. Tabbing over (>) once so you are looking at your clothing effects. scroll up/down with arrow keys. Encumbrance in different places effects you differently. Your playstyle can go various directions but keeping in mind what bonuses/problems your playstyle has is important.

speed - naturally if you start wearing LOTS of bulky clothing you can’t run/swing weapons/do other stuff as effectively. The trade-off being often more armor, more heat, and more storage space. Keeping an eye on your base speed/movement cost is always a good idea (can be seen in the hud on the side or in the @) your base is normally 100/100 meaning actions take a normal amount of time.

storage - more pockets = better, no one wants to have to run halfway across town 20 times to get the items they want.

coverage - effects how likely an attack is to be blocked by your armor, making it take damage instead or negating it all together. iirc 100% coverage is not 100% chance that attack here will be stopped by armour, especially if the armor is pierced in the attack

cut/bash/acid/etc… protection - how strong the protection is against that type of damage. Note this doesn’t help you if damage doesn’t hit the armor (such as it might with lower coverage)

environmental protection - this pertains mostly to eyes/mouth and will protect you from damage/effects/illness that might otherwise become problematic. Helps protect from everything from colds/flus to toxic gas and smoke.

There’s also warmth, which is damn finicky. Especially once the season changes, you’ll have to rethink most of your gear.

In any case, once your skills reach a certain point, what armor you need, or whether you even need armor, can be less important. If you have a decent ranged weapon, a reliable source of ammo (wooden crossbow bolts or stone sling/slingshot pellets), and a few levels in the relevant skills, then just keeping your encumbrance low enough to back off (leg/foot encumbrance) and keep firing (arm/hand encumbrance) becomes more useful.

Conversely, while armor is more useful if you’re going to bash some skulls in, torso encumbrance (and arm/leg encumbrance to a lesser extent) will fuck you over. More melee AND dodge skill will compensate for the biggest problems torso encumbrance gives, but your speed in various contexts will suffer. Plus, if you get enough dodge skill, and use a weapon (and/or martial art) that won’t cripple your attack speed, you have less need for armor.

Of course, ranged and melee characters alike will get fucked over by anything with a gun unless you’re in power armor, and not having Mundane Zombies on will complicate things rapidly. :V

basically just trial and error untill you get the feel for things…and then some random zombie/monster/other random stuff you’ve not yet encountered forces you to rethink things once again/ just be more careful next time. FUn! with a capital F, U!!!

Or of course glorious savescumming. XP

From what I’m reading here a little looking in the item database I’m coming to the conclusion that the leather armour suite, a survivor runner pack, and a set of drop leg pouches are way to go for the long haul, until you can scrounge around the materials for survivor equipment.

Never mind, I was looking at the values in stable not development which is what I play with.

stable still have single value encumberment amounts? or have they gone x10± yet?