I’m actually interested in trying that now…[/quote]
Basically, you can slap a battery and alternator on foot pedals. Wheels shouldn’t be necessary, as if you accelerate it should charge it up anyway. I’ll need to test it, as it’s been a while since I first heard of it.
I’m actually interested in trying that now…[/quote]
Basically, you can slap a battery and alternator on foot pedals. Wheels shouldn’t be necessary, as if you accelerate it should charge it up anyway. I’ll need to test it, as it’s been a while since I first heard of it.[/quote]
Without wheels will the alternator do a better job of converting power or will it still only get a fraction?
What your guy’s preferred armors and early/mid game turrets (ik its kinda unrelated)? I have SWAT armor, knee and elbow pads, and a avalanche launcher with lots of pebbles.
Heh, my character’s a martial artist so… Nothing nearly so encumbering. I think right now it’s survivor duster + full light survivor gear (apart from I think a heavy survivor hood?). Every encumbrance apart from torso is hovering right around nine, torso’s just a touch over 20 I think b/c I had to double to wear a harness and utility belt, hopefully I’ll find an integrated toolset soon but not yet, unfortunately.
I’m actually interested in trying that now…[/quote]
Basically, you can slap a battery and alternator on foot pedals. Wheels shouldn’t be necessary, as if you accelerate it should charge it up anyway. I’ll need to test it, as it’s been a while since I first heard of it.[/quote]
How do different types of alternator (motorbike, car, truck) affect power acceleration?
If we’re talking Fashion Cataclysm? All of my NPC allies are dressed in Military Pants, Tank Top, MBR Vest, with a cowboy hat. Also with Knee Pads and Elbow-pads.
My space marine; before a friendly turret self-detonated and killed her, wore full Reinforced Heavy Power Armor. Seeing as she died in a 20x horde, over a full 5 days journey from the base, my only pair of HPA is now unavailable for a very long time. Her successor just wears Light PA(With an Army helmet and IR Goggles), as it’s the best equipment available from the mansion Armory.
Pizza parlors: the reason my survivor will be dropping those five MREs that had maybe ~1/10 of the nutrition and took up twice the volume and weight of these little fuckers.
Well, I don’t use turrets currently (Mobile base, and I just kill everything myself)
Feet: Survivor Boots, 2x flame-resistant socks (Winter boots when it’s cold, I’ll get around to sorting out something better eventually)
Legs: Light survivor suit, knee pads
Torso: Light survivor suit
Arms: Light survivor suit, elbow pads
Hands: 2x fingerlessgloves, Thunder gauntlets (Without the arcana mod, they would be Armored gauntlets)
Mouth: Light survivor mask
Head: Survivor helmet (I think I’m going to switch to a heavy survivor helmet when I can)
For warmth, I have a Jedi cloak (it’s ridiculously good, 50 warmth for most of the body and only 2 encumbrance when fitted)
I also have winter boots like I mentioned, a balaclava and knit scarf. Jedi cloak doesn’t cover mouth or feet. I use arm warmers, compression top and shorts if I need them.
I’m also wearing a survivor runner pack and a survivor harness. Encumbrance is low everywhere. I want to wear a scabbard too but it bumps my torso encumbrance over 20 which is an extra -1 dodge level.
Early game, I look for hard leg and arm guards, kevlar/MBR vest if I find one, any kind of helmet, a gas mask.
In addition to that, I armor up with the knee/elbow pads or the plastic arm/leg guards.
For storage, I use the Survivor Runner pack, Survivor harness, survivor belt and a scabbard, which allows me keep a sidearm (handgun), a main melee weapon (katana) and a secondary melee weapon (combat knife) stored.
For additional warmth, I wear a tank top/union suit/thermal electric suit and balaclava, depending on how cold it is. As I play with 91 day seasons, I usually switch out my survivor gear with winter survivor gear during the cold months.
Heh, my character’s a martial artist so… Nothing nearly so encumbering. I think right now it’s survivor duster + full light survivor gear (apart from I think a heavy survivor hood?). Every encumbrance apart from torso is hovering right around nine, torso’s just a touch over 20 I think b/c I had to double to wear a harness and utility belt, hopefully I’ll find an integrated toolset soon but not yet, unfortunately.[/quote]
No longer mid-game but my default light armor goes like this:
Thermal electric suit, for full body coverage on albino characters, to no longer need an umbrella. Hooked to a UPS mod w/UPS CBM, or atomic modded for winter and ice lab use.
Light survivor boots and gloves, for zero encumbrance.
Two helmet nettings, for storage.
Survivor trenchcoat.
Survivor cargo pants. If you don’t mind some leg encumbrance, you can add a second pair.
Heavy survivor helmet, since head encumbrance doesn’t really matter, might as well go with the one with the highest protection value.
Elbow pads. Since it’s strapped to the arms, it can be added to the set for extra protection.
Light survivor mask. I use a normal one but that increases mouth and eye encumbrance, but the light mask on the chesthole tileset doesn’t cover the face. Normal mask looks cooler.
Drop leg pouches. Strapped to the leg. Again, if having some extra leg encumbrance is okay, then get a second one.
Survivor harness or belt. Torso layered on the waist. Harness has more storage but if you have add extra clothing to this list the belt has less encumbrance. Then again, the harness has 2 encumbrance if it fits and the belt if fits has 1, so it’s a tiny difference while the harness gives 3 more volume space than the belt.
That set, including the double cargo pants and drop leg pouches, and with the addition of internal storage, gives you a total of 144 volume space on a packmule trait survivor. No torso encumbrance - just one point short before you do get some. The double layers of cargo pants and leg pouches reduces your run speed by four points, dodge skill by .5, and swimming costs 44 extra which might not be such a bad tradeoff.
Of course, non-packmule characters will have a lot more trouble with this setup if you’re carrying a ton of stuff without a wheelbarrow. With internal storage, you only get 103 volume space without packmule. In general, warmth can also be a problem as it doesn’t provide a ton during cold days unless you use the electric suit - and in some cases you may get too much warmth to be warm.
Also, instead of a survivor harness, you can try a survivor runner pack instead. Harness has 15 volume storage while runner pack has 18… though, you won’t be able to holster pistols with it.
You can top it off with a light survivor suit if you don’t mind some torso encumbrance. 186 volume with packmule and internal storage, 133 without - so you pretty much need packmule if you want to make adding torso encumbrance worth it.
Total body encumbrance with the light survivor suit is as such: (note, with the light survivor suit added, you need to turn that trenchcoat sleeveless, otherwise you get arm encumbrance.
Torso: 16, 7 extra due to the light survivor suit. More importantly for melee characters, 16 move points added to attacks.
Head: 30 plus 2. Doesn’t really matter.
Eyes: If using normal survivor mask and glasses: 12. Tiny reduction in perception, 1/.5. If using light, won’t go over encumbrance for eyes and mouth.
Mouth: 10. Same as above.
L&R arm: 7, if survivor trenchcoat is sleeveless.
L&R hand: 5. You can add one or two glove liners for extra warmth and the encumbrance penalty won’t go over 10.
Left and right leg: the highest encumbrance in the set, due to the extra cargo pants and drop leg pouches and the addition of the light survivor suit. 25+16 encumbrance. Running costs 6 extra move points, swimming costs 60 extra, dodge skill minus 1 level. Honestly, not a bad trade-off.
Left and right foot: 6. A pair of socks may be added for extra warmth.
Offers a decent amount of protection against normal turrets. Addition of light survivor suit makes storage quite decent, but going without makes a faster-hitting martial artist. Milspecs and above will still kill you, but then again anything short of power armor won’t do a great job anyway.
Thanks for all the replies! I think I’ll use winter survivor suit if I get cold, and heavy survivor suit as my normal later. And is using the tailor kit on clothes a good idea? I really want to, but it’ll make my stuff more encumbering.
I don’t recall what parameters I used to generate the world my current best char is surviving in now, but one thing I know for sure is that its gotten pretty fucking stale.
It was VERY hard initially, I started in winter with the hospital scenario. Escaped the hospital and fled into the nearest city only to find a tank drone and a few hulks buzzing around, with several shocker brutes further into the city. But it’s now mid-autumn and the city is relatively peaceful, no more tank drones, hulks, or shockers. Looting the city is trivial now, so I built an expedition vehicle to travel to the next city with enough equipment to deal with hordes of specials.
I expected to encounter a TON of special zombies and robots in the new city, but all I got were zombie dogs, some turrets, and groups of no more than a dozen mildly special zombies at a time. Very anti-climactic.
Noob questions:
[b]What could I have possibly done to configure my world to be on easy mode? I haven’t even needed to build traps or pits EVER.
Also, What’s the least hack-ey way I can spice up my world?[/b]
[quote=“Topsy, post:11434, topic:42”]I don’t recall what parameters I used to generate the world my current best char is surviving in now, but one thing I know for sure is that its gotten pretty fucking stale.
It was VERY hard initially, I started in winter with the hospital scenario. Escaped the hospital and fled into the nearest city only to find a tank drone and a few hulks buzzing around, with several shocker brutes further into the city. But it’s now mid-autumn and the city is relatively peaceful, no more tank drones, hulks, or shockers. Looting the city is trivial now, so I built an expedition vehicle to travel to the next city with enough equipment to deal with hordes of specials.
I expected to encounter a TON of special zombies and robots in the new city, but all I got were zombie dogs, some turrets, and groups of no more than a dozen mildly special zombies at a time. Very anti-climactic.
Noob questions:
[b]What could I have possibly done to configure my world to be on easy mode? I haven’t even needed to build traps or pits EVER.
Also, What’s the least hack-ey way I can spice up my world?[/b][/quote]
-Lower spawn rates and monster evolution to .5
-Up item spawn to 1.5 or 2.0
-Disable static spawn (Hard at first but worth it in the long run).
-Start up with more points in the beginning. (Get some skills and avoid all the skill learning.)
And in highly belated response, it seems I rarely go past ye olde combo of cargo pants, trenchcoat, backpack, gas mask, fit-over sunglasses, and the best armored gloves+boots+helm I can find. Alternatively I’ll augment with leather, bone, chitin, etc armor if I’m innawoods, or bump p to survivor equivalents when possible. o3o
Well, I’ve got the bike generator up and running, but now I have a new question.
How do chemicals work in this game, and how do I craft, do chemistry stuff with them? I’ve seen thermite, saltpetre, sulfuric acid, and other chemicals in labs for a while, and I’d love to know how they work, but I have no idea how to work it.
[quote=“Eric, post:11438, topic:42”]Well, I’ve got the bike generator up and running, but now I have a new question.
How do chemicals work in this game, and how do I craft, do chemistry stuff with them? I’ve seen thermite, saltpetre, sulfuric acid, and other chemicals in labs for a while, and I’d love to know how they work, but I have no idea how to work it.[/quote]
Get books. Get recipes. Look them up in the crafting menu.
You typically also need high-level cooking, a hotplate and a chemistry set. (stores of extra bleach and ammonia are quite handy too)
You can craft some !fun! stuff with chemicals.
[quote=“Eric, post:11438, topic:42”]Well, I’ve got the bike generator up and running, but now I have a new question.
How do chemicals work in this game, and how do I craft, do chemistry stuff with them? I’ve seen thermite, saltpetre, sulfuric acid, and other chemicals in labs for a while, and I’d love to know how they work, but I have no idea how to work it.[/quote]
As far as I can tell, chemicals aren’t any different that anything else:
-if it’s a liquid, it will spill, but that’s all that happens when you put anything on the ground (no fumes, poisoning the ground, etc)
-crafting with them involves having the recipe (most of which you have to get from books) and the tools (get a chemistry set, a pot, a still, and fire, and you’re good for everything, I think - chem set alone is enough for a large majority of it, and a pot alone would probably cover like half).
All the chemical stuff I’ve seen uses either cooking or first aid.