Or you can travel to a different overmap. It should have a separate necropolis.[/quote]
Odd. The unique flag doesn’t prevent that?
Or you can travel to a different overmap. It should have a separate necropolis.[/quote]
Odd. The unique flag doesn’t prevent that?
I think the flag is outdated. It isn’t referenced in the code.
There is a bool named “required” with a comment “allow only one per city”.
I see. There’s also a setting for unique separate from the flag, does that work?
Oh. The reason why I don’t have the tank mod is because my world started in Stable, where the Tank mod was not pre-installed, if I recall correctly.
Ah, ok. I don’t know about the Tank mod the Survivor mod does not work in stable, only in experimental.
I am in experimental. I changed the mod name in the mods list for my world to “Survivor_Mod”, without the (1). I made sure I put the Survivor_Mod in the mods folder, and I put 5 spaces between each new mod entered, like the other ones.
That should do it. As long as the mod names in the mods list and mods folder match you should be fine.
Doh. >w>
Is there any way to train my mechanics skill up without a book?
Lockpicking, installing the few level-zero vehicle parts… >.<
Lockpicking, installing the few level-zero vehicle parts… >.<[/quote]
Ah. What parts would those be? I’m trying to avoid going beyond the outskirts of town for a while, but I might not have any choice. Most of the locked doors were picked already. And by “picked,” I mean knocked off their frames by a sledgehammer.
Never mind. How do I make plant fibers?
Wah wah waaah.
If I recall, you can use dogbane or cattail stalks. Or those plus hemp in More Survival Tools.
Starch from cattail rhizomes is the best way to get plenty in winter, also.
Are there any good ways of getting more wheels? I’m on the lookout for 17’’ armored wheels, since the back end of my vehicle is not supported by anything, just hanging there. I’m afraid this may cause inbalance or problems, but I barely can find the correct wheel. Does size matter (no pun intended)?
no and forget about armored wheels, craft some steel tracks and fear land mines no more
and if it can drive it means that it do not have any inbalance problems
no and forget about armored wheels, craft some steel tracks and fear land mines no more
and if it can drive it means that it do not have any inbalance problems[/quote]
Yeah but it can effect fuel efficiency and vehicle handling.
Also @ plant fibers: Triffids.
Seriously, Triffids are awesome. Go butcher them and try crafting the results.
Can kevlar gear no longer be repaired to ++/reinforced quality?!
EDIT: Oh do I just need a higher mechanics skill for this shit?
EDIT 2: Better question: can we also no longer practice soldering?!
[quote=“Taraq, post:11077, topic:42”]Can kevlar gear no longer be repaired to ++/reinforced quality?!
EDIT: Oh do I just need a higher mechanics skill for this shit?
EDIT 2: Better question: can we also no longer practice soldering?![/quote]
That’s a recent bug. Sorry. ;w;
As I discovered when the front wheel broke off from my weird customised motorbike… no, it doesn’t seem to matter.
The backup wheels it kept going on were supermarket trolley casters!
As I discovered when the front wheel broke off from my weird customised motorbike… no, it doesn’t seem to matter.
The backup wheels it kept going on were supermarket trolley casters![/quote]
i remember days when casters were working as proper wheels, now they do not accelerate if you put engine on shooping cart
Huh, that’s odd. o.O