It happens in the fridge when it is on and when going from category to category, but not when I move within categories.
Move away from any stockpile you have near and see if it still lags, the crafting menu tends to lag if you have a lot of things that you can currently craft.
[quote=“pisskop, post:12416, topic:42”]Both prevent rezzing.
Butchering it take longer and you can recover stamina while doing so. It also slightly trains survival.
Smashing is faster, although it still takes longer to do based on size, and drains stamina.
Some zoms have ‘extra’ parts if your survival is high enough.[/quote]
Smashed corpses eventually rot away and leave nothing behind (not even bones) - there is no rotting in winter on in ice labs.
Also, unless it has been changed quite recently, butchered zombies are totally gone, but smashed zombies, while they won’t get back up on their own, CAN be raised by a zombie necromancer.
Yeah, that’s a bad thing. Butchering is your friend.
how do get uncompiled game so I can add armor tag?
The source is hosted on github. You can download it with the link on the right side. A lot of stuff can be done just by modifying json’s, but I’m guessing this tag doesn’t exist yet?
Thanks
Nah. I want an arm-either tag, so I can make splints go on either leg/arm.
And then I can make an ipod carrier for my arm. And also Bloodrayne’s weapon.
but mostly Id want the splints.
[quote=“pisskop, post:12427, topic:42”]Thanks
Nah. I want an arm-either tag, so I can make splints go on either leg/arm.
And then I can make an ipod carrier for my arm. And also Bloodrayne’s weapon.
but mostly Id want the splints.[/quote]
There actually already exists an arm-either tag.
I feel silly for assuming when I didnt find any items using it in the item files.
but, I still have to break a leg and see if the healing works right. And also this is a good thing, because Im sure I would have to get aquinted with the actual code eventually so why not now.
Far as I can tell from when I checked the source code, it SHOULD work if splints are made to use either limb, but only way to confirm is to test it the Fun way. X3
It seems that i need a crucible in order to build an anvil.
Moreoever, in order to build a crucible I need a steel frame (or some clay, but i don’t know where i can find some)
The problem is that the steel frame requires either a crucible or clay crucible.
I suppose that i have to find an already build steel frame to solve this, but where should i look?
[quote=“multimark, post:12430, topic:42”]It seems that i need a crucible in order to build an anvil.
Moreoever, in order to build a crucible I need a steel frame (or some clay, but i don’t know where i can find some)
The problem is that the steel frame requires either a crucible or clay crucible.
I suppose that i have to find an already build steel frame to solve this, but where should i look?[/quote]
Clay requires the ‘mound of clay’ construction in shallow water.
A steel frame is literal the kind looted from hardware stores, maintainence sites, and on every civilian vehicle, not to mention military roofing.
The easiest and fastest way would be to find a damaged vehicle that has a door (trunk doors will work) on the same tile as a very damaged frame. If you manage to destroy the frame before destroying the door, the door will break off and turn into a steel frame (because doors are installed using steel frames).
You can use debug menu to set your hp to 0 on a given limb.
One-limb splints should work, because splints are checked like is_wearing_on_bp("arm_splint", left_arm)
. It would stop working if you managed to put an arm splint on your leg, but left and right should work.
They do. I put on 2 arm splint and one leg splint debugged myself into broken body and 400 fatigue.
Thanks
I can only assume now that they’re still pants/sweaters because of this rounding encumbrance.
[quote=“Coolthulhu, post:12433, topic:42”]You can use debug menu to set your hp to 0 on a given limb.
One-limb splints should work, because splints are checked like is_wearing_on_bp("arm_splint", left_arm)
. It would stop working if you managed to put an arm splint on your leg, but left and right should work.[/quote]
This smells deliciously PR’able.
So after playing a lot of hours in game and getting used to it (surviving more than a week).
I still struggling myself about the cumbersome / layering stuff. I really can´t figure out about removing stuff from my torso without losing protection / manipulability to swing weapons or do actions.
What is the best way to get a equilibrate equipment upon you?
Yes I know to much crap equipped, but that help me a lot to win some fights and avoid getting infected wounds ( I lost a pair of survivors by this, I was unable to find antibiotics).
My advice? Go for proper armor. Leather body armor, plated leather armor, plate armor, or even a full survivor suit once your tailoring and fabrication are up enough. Always go for reinforcing it, and even kevlar-plate it if you can get anyway with the encumbrance. Plain plate armor, reinforced and kevlar-padded, has more protection and less encumbrance than ornamental plate armor has at normal 100% condition.
And in general, if you’re gonna kevlar-pad any item, you’re best off padding your most protective garment on a given body part, not everything. At least, not while padding low-encumbrance items is still hideously awful.
Clothing in this game has several qualities.
-warmth
-storage
-armor against cutting
-armor against bashing
-armor against acid
-durability
-armor against enviorment, such as radiation, gases, teargas, smoke, etc
-encumbrance
-utility/special purposes (like quivers holding arrows, toolbelts holding hammers, holsters holding guns, canteens holding fluid, gas masks protecting against smoke, sunglasses protecting from glare, etc)
-Covers (covers the legs or covers the eyes or covers the arms and torso)
-Water-friendliness
-Fit
-And abstract ‘sub-layer’ (such as ‘this item is strapped on to you’ or ‘this item is worn around the waist’ or ‘this item is worn next to the skin’)
–Armor ratings are rather abstract without meta knowledge, but if you consider that 15 armor is medium-strength light armor then you can get an idea for whats going on. Attacks roll a set number of sided die (3D8 for brutes) and do based damage, which can be mitigated by armor (the attack fails to penetrate armor)
–Acid and enviornmental protections are mor abstract too. Diseases and special infection effects tend to have strengths that are compared against your enviornmental protection. For instance its known that wearing a gas mask 24/7 provides immunity to the flu, because the flu can have a max strength of 3 upon infection, and a gas mask covers that. You could also wear several bandanas or dust masks for a similar effect. Acid protection seems useless rn, tbh, Im not sure what its role is given the odd state of acid. But more is better, oc.
–Warmth is important when considering longterm exposure to your enviorment. In the summer it will often get so hot that kevlar vests will stiffle movement, and in the winter or in other cold places you could literally be wearing 3 shirts, 2 coats, some armor, and 2 down blankets and still be cold. I tend to layer first for warmth, and then modify my equipment for protection, and then modify my kit again for storage; in that order. Being too cold will slow you down to 25% or less speed and too hot will do similar, with the added effect of dizziness and hallucinations. Heat Stroke aye.
–Storage dictates the volume of items you can hold. Many clothings offer some storage, but the largest increases in volume capacity comes from bags and packs. Some items are hybrids, sacrificing in one area to deliver in others. And top-tier items will let you have it all. Survivor armor is an example of a top-tier set that lets you combine many bonuses with few maluses.
Typically items like vests offer ‘moderate’ (for lightweight items) protection and a little storage, coats, hoodies, and basic pants offer the same, and some offer no storage in exchange for more protection or durability. Bags tend to be exposed to the attacks first, and when they do break the result is a bunch of randomly expelled items strewn across the floors; since they grant so much storage you might be overburdened without them, and the game will force-drop items for you if you are overburdened by volume.
–Coverage dictates what an artical covers in terms of body parts. Valid tags are [none], head, eyes, mouth, left and right arms, hands, feet, legs, and the torso. Each part is a seperate entity for game purposes, so despite the head containing the eyes, if an item doesnt explicitly cover the eyes but covers the head, it wont affect the eyes.
Coverage across more than 1 part extends armor and ecumbrance values to all the parts equally. The full value, too, so a 20 encumbrance suit will encumber each part by 20, although it will also protect each part with its full armor value. Storage is an absolute value that is unaffected by this. It is for this reason that items such as the Union Suit (the conjoined version of long underwear top/bottom) is less versatile than its individual parts worn seperately.
Clothing and armor also has a coverage Percent, from 0 to 100. This is simply the chance that the clothing will be bypassed by any one attack, with 100 guarentteeing that it will be counted as armor before you take damage. It will also be damaged first if it is hit. But hey.
–Encumbrance is how much it interferes with tasks, such as lockpicking, aiming, or even jumping/swimming/running. Totgether with the abstract layers, and the coverage of an item, this is where the major limitation of the amount of clothing you can wear comes in.
The game considers 0-10 to be unfettered, 10-39 to be mildly hindered, 40-59(?) to be encumbered, 60+ to be heavily encumbered. Penalties get worse the higher the encumbrance gets, with increments every 10 encumbrance. Thus 59 encumbrance bears less penalty than 60, and 11 encumbrance is no worse than 10 encumbrance.
Items in the game take these ‘abstract layer’ penalties in addittion to the base encumbrance values. Items sharing the same layer will add a base +2 encumbrance to your total part encumbrance. So wearing 5 undershirts will encumber you more than the value listed for undershirts (0). Wearing multiple bulkier items such as toolbelts or holsters will dramatically increase the layer penalty. Items like quivers, in your case, stack poorly. So do backpacks, ftm.
The layers that seem to exist in the game are: ‘Next to the Skin’, ‘around the part’, ‘strapped onto you’, ‘overcoat layer’, ‘outer layer’, and ‘around the waist’. Any articles past the first added to a layer will add an encumbrance penalty.
Since this seems to have been implemented to prevent players from wearing 2 of everything, this makes some sense. Keep in mind that a new feature of the game is the ability to wear some items on on side of your body, such as canteens on your right leg or wrist watches on you left.
You can also fortify clothing past its prime stat with a Tailor’s kit. Currently, doing so will result in a base encumbrance increase. Low-encumbrance items will take a massive penalty (13 for kevlaring a wrist watch, for instance), while bulkier items take less of a penalty (5 for kevlaring a duster or leather jacket). This increase in protection or warmth may or may not be worth it to you.
So, items have several properties, and not all items are created equal. Some are specialized (like duffel bags, which carry 120 volume at the cost of 30 encumbrance, or MBR vests, which are great protection at the cost of a huge encumbrance/weight cost), and some are generic (like ‘socks’), and some are going to be inherently superior in quality (like an army jacket being better than a hoodie). You have to decide what to wear to suit your needs.
-Ill wear 2 duffel bags if all Im going is moving stuff out of my car into my fotress. The encumbrance won’t effect me more than walking speed, since no combat is anticipated.
-Ill wear 2 messangers bag and kevlar if Im raiding a city on a summer night. The lighter messanger bags help me grab more and keep my moderately skilled hero fighting the occassional zombie he comes across.
-Ill wear power armor or the thickest armor I have if I intend to do something foolhardy, like take an oppurtunity to loot an electronics store in full daylight around a moderately-sized horde. Her my intent is not to loot but to kill everything then loot. I might even carry a duffel bag in my inventory but not equipped so I can still fight unencumbered; and then loot the store without changing.
-Ill wear wool jackets if Im going out in winter or to special places. These are encumbering, but the warmth they offer is second to almost-none.
-Wearing everything at once isn’t going to work; specialize your outfit and pick and choose for your needs. Stylish characters benefit from stylish items, whereas the rest of us shoudl focus on pragmatics.
And keep in mind that you can usually take things off in a pinch; picking things up takes more time.
My advice to you is to get to a safe place, strip naked, and put on one piece of clothing at a time; picking the most important to you first.
Then, check your encumbrance levels via ‘@’ or the advanced clothing menu with ‘+’. Then organize clothing with ‘s’
[quote=“Random_dragon, post:12437, topic:42”][spoiler]My advice? Go for proper armor. Leather body armor, plated leather armor, plate armor, or even a full survivor suit once your tailoring and fabrication are up enough. Always go for reinforcing it, and even kevlar-plate it if you can get anyway with the encumbrance. Plain plate armor, reinforced and Kevlar-padded, has more protection and less encumbrance than ornamental plate armor has at normal 100% condition.
And in general, if you’re gonna Kevlar-pad any item, you’re best off padding your most protective garment on a given body part, not everything. At least, not while padding low-encumbrance items is still hideously awful.[/spoiler][/quote]
So, I still don´t have skill for crafting the survivor stuff, but some games before I got some from salvaged random corpses and I repaired those. But still is rare to get some early.
I see how much encumbrance goes up, like 0 --> 15 ugh.
So is smart padding with Kevlar the most % coverage clothes and armor? I having some bad experiences getting hit in arms / legs, also missing a lot attacks leading to extenuation, and them a dead survivor.
[quote=“pisskop, post:12438, topic:42”][spoiler]Clothing in this game has several qualities.
-warmth
-storage
-armor against cutting
-armor against bashing
-armor against acid
-durability
-armor against enviorment, such as radiation, gases, teargas, smoke, etc
-encumbrance
-utility/special purposes (like quivers holding arrows, toolbelts holding hammers, holsters holding guns, canteens holding fluid, gas masks protecting against smoke, sunglasses protecting from glare, etc)
-Covers (covers the legs or covers the eyes or covers the arms and torso)
-Water-friendliness
-Fit
-And abstract ‘sub-layer’ (such as ‘this item is strapped on to you’ or ‘this item is worn around the waist’ or ‘this item is worn next to the skin’)
–Armor ratings are rather abstract without meta knowledge, but if you consider that 15 armor is medium-strength light armor then you can get an idea for whats going on. Attacks roll a set number of sided die (3D8 for brutes) and do based damage, which can be mitigated by armor (the attack fails to penetrate armor)
–Acid and enviornmental protections are mor abstract too. Diseases and special infection effects tend to have strengths that are compared against your enviornmental protection. For instance its known that wearing a gas mask 24/7 provides immunity to the flu, because the flu can have a max strength of 3 upon infection, and a gas mask covers that. You could also wear several bandanas or dust masks for a similar effect. Acid protection seems useless rn, tbh, Im not sure what its role is given the odd state of acid. But more is better, oc.
–Warmth is important when considering longterm exposure to your enviorment. In the summer it will often get so hot that kevlar vests will stiffle movement, and in the winter or in other cold places you could literally be wearing 3 shirts, 2 coats, some armor, and 2 down blankets and still be cold. I tend to layer first for warmth, and then modify my equipment for protection, and then modify my kit again for storage; in that order. Being too cold will slow you down to 25% or less speed and too hot will do similar, with the added effect of dizziness and hallucinations. Heat Stroke aye.
–Storage dictates the volume of items you can hold. Many clothings offer some storage, but the largest increases in volume capacity comes from bags and packs. Some items are hybrids, sacrificing in one area to deliver in others. And top-tier items will let you have it all. Survivor armor is an example of a top-tier set that lets you combine many bonuses with few maluses.
Typically items like vests offer ‘moderate’ (for lightweight items) protection and a little storage, coats, hoodies, and basic pants offer the same, and some offer no storage in exchange for more protection or durability. Bags tend to be exposed to the attacks first, and when they do break the result is a bunch of randomly expelled items strewn across the floors; since they grant so much storage you might be overburdened without them, and the game will force-drop items for you if you are overburdened by volume.
–Coverage dictates what an artical covers in terms of body parts. Valid tags are [none], head, eyes, mouth, left and right arms, hands, feet, legs, and the torso. Each part is a seperate entity for game purposes, so despite the head containing the eyes, if an item doesnt explicitly cover the eyes but covers the head, it wont affect the eyes.
Coverage across more than 1 part extends armor and ecumbrance values to all the parts equally. The full value, too, so a 20 encumbrance suit will encumber each part by 20, although it will also protect each part with its full armor value. Storage is an absolute value that is unaffected by this. It is for this reason that items such as the Union Suit (the conjoined version of long underwear top/bottom) is less versatile than its individual parts worn seperately.
Clothing and armor also has a coverage Percent, from 0 to 100. This is simply the chance that the clothing will be bypassed by any one attack, with 100 guarentteeing that it will be counted as armor before you take damage. It will also be damaged first if it is hit. But hey.
–Encumbrance is how much it interferes with tasks, such as lockpicking, aiming, or even jumping/swimming/running. Totgether with the abstract layers, and the coverage of an item, this is where the major limitation of the amount of clothing you can wear comes in.
The game considers 0-10 to be unfettered, 10-39 to be mildly hindered, 40-59(?) to be encumbered, 60+ to be heavily encumbered. Penalties get worse the higher the encumbrance gets, with increments every 10 encumbrance. Thus 59 encumbrance bears less penalty than 60, and 11 encumbrance is no worse than 10 encumbrance.
Items in the game take these ‘abstract layer’ penalties in addittion to the base encumbrance values. Items sharing the same layer will add a base +2 encumbrance to your total part encumbrance. So wearing 5 undershirts will encumber you more than the value listed for undershirts (0). Wearing multiple bulkier items such as toolbelts or holsters will dramatically increase the layer penalty. Items like quivers, in your case, stack poorly. So do backpacks, ftm.
The layers that seem to exist in the game are: ‘Next to the Skin’, ‘around the part’, ‘strapped onto you’, ‘overcoat layer’, ‘outer layer’, and ‘around the waist’. Any articles past the first added to a layer will add an encumbrance penalty.
Since this seems to have been implemented to prevent players from wearing 2 of everything, this makes some sense. Keep in mind that a new feature of the game is the ability to wear some items on on side of your body, such as canteens on your right leg or wrist watches on you left.
You can also fortify clothing past its prime stat with a Tailor’s kit. Currently, doing so will result in a base encumbrance increase. Low-encumbrance items will take a massive penalty (13 for kevlaring a wrist watch, for instance), while bulkier items take less of a penalty (5 for kevlaring a duster or leather jacket). This increase in protection or warmth may or may not be worth it to you.
So, items have several properties, and not all items are created equal. Some are specialized (like duffel bags, which carry 120 volume at the cost of 30 encumbrance, or MBR vests, which are great protection at the cost of a huge encumbrance/weight cost), and some are generic (like ‘socks’), and some are going to be inherently superior in quality (like an army jacket being better than a hoodie). You have to decide what to wear to suit your needs.
-Ill wear 2 duffel bags if all Im going is moving stuff out of my car into my fotress. The encumbrance won’t effect me more than walking speed, since no combat is anticipated.
-Ill wear 2 messangers bag and kevlar if Im raiding a city on a summer night. The lighter messanger bags help me grab more and keep my moderately skilled hero fighting the occassional zombie he comes across.
-Ill wear power armor or the thickest armor I have if I intend to do something foolhardy, like take an oppurtunity to loot an electronics store in full daylight around a moderately-sized horde. Her my intent is not to loot but to kill everything then loot. I might even carry a duffel bag in my inventory but not equipped so I can still fight unencumbered; and then loot the store without changing.
-Ill wear wool jackets if Im going out in winter or to special places. These are encumbering, but the warmth they offer is second to almost-none.
-Wearing everything at once isn’t going to work; specialize your outfit and pick and choose for your needs. Stylish characters benefit from stylish items, whereas the rest of us shoudl focus on pragmatics.
And keep in mind that you can usually take things off in a pinch; picking things up takes more time.
My advice to you is to get to a safe place, strip naked, and put on one piece of clothing at a time; picking the most important to you first.
Then, check your encumbrance levels via ‘@’ or the advanced clothing menu with ‘+’. Then organize clothing with ‘s’[/spoiler][/quote]
Them I need warm clothes and loading space for looting, I normally avoid fighting unless necessary (zeds inside houses and those who crawls to the windows because they manage to notice me).
What are the best option in that case?
Yeah. All that encumbrance adds up quickly. Meanwhile if you slap kevlar on plated leather armor and give it reinforcement, you can weather the occasional burst from
Leather body armor is still overall the most accessible “proper” armor, and usually works well against common zeds, especially if reinforced. 85% coverage on torso, legs, and arms isn’t ideal, but still a good start.
Failing that, your next best bet is to avoid stacking multiple items on the same “layer” of armor. Long underwear, the best normal clothes you can find, elbow and knee pads (awful coverage, but worth it due to 0 encumbrance on layer slots rarely used), then either a trenchcoat, duster, or cloak. Reinforce all that and you’re at least well covered.
I’m a big fan of fire resistant suit. It offers perfect coverage, moderate protection and, of course, fire resistance. And it’s worn close to the skin with low encumbrance, so it can take the place of undershirt, boxers and socks.
Always pile on the high coverage high armor helmets (head coverage only) until the game won’t let you do it anymore; head encumbrance carries no penalty and if your head gets broken, you die.
Ballistic glasses are great and outer layer sunglasses are good, avoid eyeglasses and bi-focals, wear contacts instead if you can get them.
I like to wear the lowest encumbrance mbr vest(ceramic plates?) coupled with an army coat, army pants and tactical gloves. A filter mask and makeshift scarf complete the outfit. You need a minimum of 5 melee/dodge to keep fighting effectively in all that, but guns are my go to and this setup leaves you free to shoot.