sorry, ‘d’ is for dropping in your square. ‘D’ should ask for a direction, it’s for dropping in an adjacent square. I tested your issue and I see it’s not working as I expected…
One particular corner of the refugee center, only accessible by breaking in through boarded-up windows, is overrun and thus sealed off.[/quote]
You can also go all the way around to the back bay and find a couple of benches and 2 lockers blocking a set of locked doors. Also, the objective is actually to kill a shocker zombie that’s in the room surrounded by normal zombies, sometimes he spawns outside so if you clear the room and the objective is still up, just check outside around the edges.
One thing I noticed is that a few days into being a Marloss carrier on an old character, my faction’s “mission” was something along the lines of “mostly focused on spreading the fungus.” Might have been like that at worldgen, though that’s a bit of a…strange mission to start the game with.
On the topic of [spoiler]Mycus - got myself to the Mycus threshold, but not sure where to go from there, and all the wiki surfing and such sticks to that cryptic roleplay speak. Anyone got a clue as to how to progress to getting actual mutations?[\spoiler]
Sleep a lot
I was strolling with my companion NPC and he suddenly died without any warning whatsoever. What the heck happened? I reloaded to check on his health he seemed fine (3 bar on all organ). He would then die suddenly, without doing anything, without any enemy nearby. I was on my third day, he sleep just fine (as in I let him sleep whenever he feels tired)
Maybe he was infected, or bleeding.
I had a compagnion die on me once, even after i gave him a first aid kit and bandages. He just refused to patch up his bleeding
This was unfortunate since I play with static NPCs and compagnions are quite rare.
Play with dynamic NPC spawns and set their spawn rate to 0.05 . They will spawn every once in a week or so.
Riiiight. More companions that way. :V
Join us in a world where random happens, Random_dragon.
And also code up those dracons and allow npcs to spawn with mutations.
…so then you would have random dragon NPCs? o3o
If they’d at least not spawn in my base like the few times I’ve tried it…
Why is this a thing?
I can see farther in the total dark than with my dome light on to sew. Is it my beautiful eyes?
looks like you have night vision and/or the moon is out. It actually makes sense when you think about it, have you ever sat in a car in the total darkness with your dome light on? It tends to be really hard to see anything out the windows.
Fortunately, our survivors have magic eyes that adapt to light changes within 6 seconds.
Well yes have night vison and reptile IR.
But the revelation is that the light is harming my FoV. o.0 Its getting all sciency up in here.
sorry, ‘d’ is for dropping in your square. ‘D’ should ask for a direction, it’s for dropping in an adjacent square. I tested your issue and I see it’s not working as I expected…[/quote]
So is this a bug? Is there any workaround? I’ve experimented with various ways of dropping stuff, and it seems I can never get things to drop with their container in the same turn (unless I’m only dropping very few things).
sorry, ‘d’ is for dropping in your square. ‘D’ should ask for a direction, it’s for dropping in an adjacent square. I tested your issue and I see it’s not working as I expected…[/quote]
So is this a bug? Is there any workaround? I’ve experimented with various ways of dropping stuff, and it seems I can never get things to drop with their container in the same turn (unless I’m only dropping very few things).[/quote]
No, it’s not a bug, it’s intended.
At the moment, items don’t HAVE “a” container, they are just in the your inventory in general, and worn equipment that gives space just add that space to the pool, so you’re not dropping a container full of stuff, you’re dropping a lot of individual items, including a container.
I only know of 2 ways to drop stuff faster: using advanced inventory management, you can drop entire stacks of stuff as one item by using M, and if you remove a container and have too much stuff in inventory, enough RANDOM stuff from your inventory will be instantly and freely dropped to put you back under the limit.
That’s a limitation of the inventory system we have, where inventory space is a magical pool such that you could wear enough pairs of pants/shorts to hold a 2x4 in all the pockets.
Deoxy: There is supposed to be code in place to simulate dropping a backpack’s worth of stuff along with the backpack, in the same move. It worked in the past. It’s not something I use often so I don’t know when it quit working.
Well, that would be quite nice! I’ve never seen it work, and I’ve been playing since just before 0.C came out (or was it 0.B… the one that made the different monster factions actually fight each other), so that would suggest it’s been not working for some time, unless it was new in the experimentals, worked for a bit, then quit, and I just missed it (I only update about once or twice a month).
Do vehicle controls have to be in the square your character sits or can they be adjacent?
Square, of course. You can still access all the functions of the vehicle, like turrets and lights and motors from adjacent squares, but without remote driving you arent going to steer it anywhere.
Thus, you can put a controls at the rear of the car and access lighting with it if you wanted.
Thanks, another question, is there any substitutes for gas or diesel that the character can make?