Tips, Tricks, and Newb Questions!

Halligan bar, crowbar, fireaxe, woodcutter’s axe, ice pick, entranching tool, thick big black co machete.

I just eat and drink them. I don’t think there is much more to do with them.

[quote=“G.E.C, post:12861, topic:42”]As a melee centric character, all you have to do is look for the nearest museum/pawn shop and then you are set for the next of the game (atleast weapon wise). Right now, it’s kind of ridiculous that a Monomolecular blade deals less raw damage than a normal katana.
Medieval weapons are due to a nerf.[/quote]

Exactly, You are bound to find at least one genuine medieval weapon which will overshadow all the other options. All medieval weapons deserve a heavy nerf, and new very complicated (fabrication 10+) crafting recipes based on superalloy could get added.

[quote=“morik, post:12860, topic:42”]Hi, I’m a newb, just started playing yesterday.

I have a few questions.

  1. I tried a “Sheltered” scenario and was in that LMOE shelter thing. It was real dark inside and I could only see 1 square, but then after I stumbled into the fenced internal area that had a bunch of weapons in it, I could suddenly see everything. I didn’t hit any sort of lightswitch (didn’t see one)… any ideas what caused this? (Did my eyes adjust to the darkness?)

It lasted until I went above-ground; when I went back down I was back to seeing only 1 square distance, and haven’t been able to reproduce this effect.

  1. Is there a way to ‘win’? Or is this one of those “just keep going until you die or get bored” things? (Like Dwarf Fortress)[/quote]

  2. Unless you picked the Night Vision trait, only two ways I can think of that would cause it. Either the map bugged and somehow made a hole in the roof, of somewhere in the nearby area is an atomic lap/nightlight.

  3. As in DF, the only way to win is to lose in an entertaining manner. 3:

EDIT:

[quote=“G.E.C, post:12861, topic:42”]As a melee centric character, all you have to do is look for the nearest museum/pawn shop and then you are set for the next of the game (atleast weapon wise). Right now, it’s kind of ridiculous that a Monomolecular blade deals less raw damage than a normal katana.
Medieval weapons are due to a nerf.[/quote]

Um. Last I checked, the monomolecular blades have higher DPT than katana. You need to look at damage per turn, not JUST raw damage.

Eyes wont ‘adjust’. My guess is that you went closer to a light source (the sun?) and that granted you more vison. You need a light source or some means to amplify/negate dark. For a new character thats mostly a flahslight, glowstick, flare, or maybe a torch.

You ‘win’ by achomplishing whatever you set out to do. Be that surviving a year or becoming more human than human or dying a glorious death or just leanring how to survive in a new way.

Whoops, just noticed that the Monomolecular blade has stab damage, not cutting damage. My bad.
Still, more futuristic melee weapons would be awesome.

Something between machete and diamond coated machete?

I’ve just submitted my first ever pull request to the github that should fix the problem with Niten being so horribly broken. I’m looking to make it so that at 20 perception(High level characters) get a roughly 40 to 50% damage increase with katanas… As opposed to their 300% damage increase that turns the game into swiss cheese.

Genuine, battle-ready medieval weapons may well not do ENOUGH damage, IMO (they were really good at killing people, you know) - the problem is not that they do so much damage, it’s that they are so easy to get. The VAST majority of such weapons you find should be either actual antiques and thus have VERY low durability or cheap wall-hangers that don’t really do much.

Simply make the real thing about as rare to find as power armor helmets*, and you’re good. The current crafting requirements for making them yourself seem fine to me.

  • OK, maybe not THAT crazy rare - seriously, those are just crazy stupid rare, especiallyin comparison to otherwise full suits of power armor of any kind. In any long-term survivor, I will find so many suits of basic power armor that I stop collecting them, and the light and heavy both get that way eventually, too… but finding a helmet? I’ve only found a helmet 3 or 4 times EVER. Heck, soldier zombies can DROP power armor, but not the helmet? That’s majorly backwards.

Genuine, battle-ready medieval weapons may well not do ENOUGH damage, IMO (they were really good at killing people, you know) - the problem is not that they do so much damage, it’s that they are so easy to get. The VAST majority of such weapons you find should be either actual antiques and thus have VERY low durability or cheap wall-hangers that don’t really do much.

Simply make the real thing about as rare to find as power armor helmets*, and you’re good. The current crafting requirements for making them yourself seem fine to me.

  • OK, maybe not THAT crazy rare - seriously, those are just crazy stupid rare, especiallyin comparison to otherwise full suits of power armor of any kind. In any long-term survivor, I will find so many suits of basic power armor that I stop collecting them, and the light and heavy both get that way eventually, too… but finding a helmet? I’ve only found a helmet 3 or 4 times EVER. Heck, soldier zombies can DROP power armor, but not the helmet? That’s majorly backwards.[/quote]

It might help if we add in a greater variety of “Fake” medieval weapons to dilute out the medieval weapons tree. I mean alternate variants on medieval weapons that outwardly do the same damage as the real deal, but have 1/10th the durability, because they’re made with a rat-tail tang, or other forms of poor assembly. It wouldn’t show up at all to a player when they first pick it up and look at it, and the only way to really know is to use it in combat. After all, it’s sharp like a real sword? But you’ll only find out its shit when you kill a zombie with it, and the sword is destroyed in the process.

Of course, this could also be a ~!Fun!~ solution too.

Just make them harder to get. period. and make them spawn with less health. As if some guy grabbed it and tried to slash a rock or something before Zman got em.

Pristine weapons are hard to has. They require maintainance.

Hmm, I was still underground and able to see unimpeded in all the rooms of the shelter. But it didn’t start until I had been in there a while, and it stopped when I left & went back in.

Maybe its a quirk of the region. or a bug. Most dark wont work out so well. Especially underground.

On the surface there are moon cycles and weather patterns that grant more or less vision to everything. Full Moon is drivable in, but new moon is strictly 3x3 around you.

Night vison trait is cheap and grants you 5x5 vison in complete dark. Its completely worth it, as it lets you get a better feel for your surroundings, search for items, and see incoming zombies before they get in biting range.

I like machetes because I can sheath them in the survivor utility belt which I’m wearing anyway as soon as I can craft it.

Heavy Survivor Suit has 25 encumbrance, add a scabbard and you’re above 30 on one of your legs. You can stack a fast draw holster plus either a plastic canteen or a full size holster on each leg, and stay under 30.

I want to make a super mobile. I would like some advice and guidance as I have only made one or two in the past.

So far, I absolutely know that I will want a recharging station and mini-fridge. They are exclusively unique to the vehicle.

I’m debating about the other parts that offer the benefits of other electronic tools. electric forge (probably won’t use it all that often), vehicle welding rig (a welder is more versatile as I can easily use it on other vehicles without risking additional damage from poor driving), a chem set (never used it in the past and once again, I can carry it around), kitchen unit (hotplate/mess kit), and the FoodCo kitchen buddy (this one really appeals to me, as I like the water purifier, and I might want to use the food dehydrator, just a lot, but once again, can be replaced with the tools separate).

I realize that with my current plans, I will need a lot of rechargeable battery mods and extras for a fair amount of the equipment. The advantage is that there will be more cargo space for loot, and I don’t have to drive around a huge school bus of a vehicle. The aesthetics of the vehicle matter to me. I think that I like the base-truck the most. I will either use that, the Humvee, or the Military Cargo truck as a base model.

Does the FoodCo need to be installed on a separate tile as the regular kitchen unit, or can it be installed on the same one?

Has anyone made both types of vehicles? One that primarily used a recharging station versus one that had all of these extras installed? What were your experiences with them like? What did you like, and what did you dislike?

Thanks.

As the FOOCO and kitchen unit can carry cargo space, both require separate frames to hold them. In addition, while the FOODCO has a water purifier and dehydrator, it doesn’t have a hotplate like the kitchen unit, so you basically need both to cook all sorts of food. As for the onboard chemistry lab… you can pretty much just store a chemistry set in kitchen unit’s storage space and you’ll be good to go when it comes to chemical making.

A vehicle forge will come in handy for crafting weapons and certain kinds of ammunition, but a welding rig is essential for vehicle repair. As for recharging stations, in general I don’t tend to use them and favor the vehicle stuff like the FOOCO and welding rigs and all the other stuff. A car’s engine should probably be enough to keep several storage batteries charges, but to make sure I add in solar panels, which will probably be essential if you intend to install a minifridge and keep it running all the time.

Also, important to note that the vehicle crafting stations are real fragile, so keep them away from places that are likely to be hit while driving.

They can be damaged anywhere.

Check on them occasssionally. And if you have a mounted welder take the time to fix everything up form time to time.

Installing armor plating over the ensitive units helps keep them safe.

Speaking of vehicles, my vehicles all say “no steering” even though they were perfectly drivable last time I checked (a few ingame days and several experimentals ago) and the wheels are still there. Curiously enough, my electric scooter never had any problems.
What do I do to be able to drive 'em again?

[quote=“Zireael, post:12877, topic:42”]Speaking of vehicles, my vehicles all say “no steering” even though they were perfectly drivable last time I checked (a few ingame days and several experimentals ago) and the wheels are still there. Curiously enough, my electric scooter never had any problems.
What do I do to be able to drive 'em again?[/quote]

Steerable wheels were added recently. They work per row, each additional row of steerable wheels will take more skill to install, like engines only not as severe a curve. You can get away with just one steerable wheel, but you need at least one. There is supposed to be code to update the front axle in older saves, maybe you have a weird configuration it can’t work with.

[quote=“indigorain, post:12874, topic:42”]I want to make a super mobile. I would like some advice and guidance as I have only made one or two in the past.

So far, I absolutely know that I will want a recharging station and mini-fridge. They are exclusively unique to the vehicle.

I’m debating about the other parts that offer the benefits of other electronic tools. electric forge (probably won’t use it all that often), vehicle welding rig (a welder is more versatile as I can easily use it on other vehicles without risking additional damage from poor driving), a chem set (never used it in the past and once again, I can carry it around), kitchen unit (hotplate/mess kit), and the FoodCo kitchen buddy (this one really appeals to me, as I like the water purifier, and I might want to use the food dehydrator, just a lot, but once again, can be replaced with the tools separate).

I realize that with my current plans, I will need a lot of rechargeable battery mods and extras for a fair amount of the equipment. The advantage is that there will be more cargo space for loot, and I don’t have to drive around a huge school bus of a vehicle. The aesthetics of the vehicle matter to me. I think that I like the base-truck the most. I will either use that, the Humvee, or the Military Cargo truck as a base model.

Does the FoodCo need to be installed on a separate tile as the regular kitchen unit, or can it be installed on the same one?

Has anyone made both types of vehicles? One that primarily used a recharging station versus one that had all of these extras installed? What were your experiences with them like? What did you like, and what did you dislike?

Thanks.[/quote]

Personally I’d just go with the charging station (and maybe a minifridge if perishable food is that important to you, but really non-perishable food is abundant enough that it isn’t necessary).

A rechargeable electric forge in your charging station obsoletes the vehicle forge.
A rechargeable chemistry set in your charging station obsoletes the onboard chem lab.
A rechargeable hotplate/mess kit in your charging station, plus faucet installed on your driving seat obsoletes the vehicle kitchen.

Rechargeable dehydrator (and a hand press) replaces some of the FOODCO functionality, but the water purifier is a bit trickier. Unlike faucet a water purifier takes up a space on the vehicle. Personally I prefer to just keep a purifier around, and just connect it to purify whenever the clean water tank runs low.

@hit button These are good ideas, I never thought of using rechargeable versions of the vehicle mounted stuff. This is going to free up a lot of space :slight_smile:

Honestly it feels a bit overpowered to me, although it is limited until you can craft recharge mods.

I feel like the charging station should recharge a bit slower, to make powered versions superior in situations of extended heavy usage.