Tips, Tricks, and Newb Questions!

[quote=“pisskop, post:13017, topic:42”]Of course it has a hotplate. Thats how you cook chemicals?


{
“type” : “vehicle_part”,
“id” : “chemlab”,
“name” : “onboard chemistry lab”,
“symbol” : “&”,
“color” : “yellow”,
“broken_symbol” : “x”,
“broken_color” : “light_gray”,
“damage_modifier” : 10,
“durability” : 65,
“size” : 400,
“item” : “chemlab”,
“difficulty” : 3,
“location” : “center”,
“flags” : [“CARGO”, “OBSTACLE”, “CHEMLAB”, “COVERED”],
“breaks_into” : [
{“item”: “steel_lump”, “count”: [4, 7]},
{“item”: “steel_chunk”, “count”: [4, 7]},
{“item”: “scrap”, “count”: [4, 7]},
{“item”: “chemistry_set”, “charges”: 0, “prob”: 50},
{“item”: “hotplate”, “charges”: 0, “prob”: 50}
]
}

{
“type” : “vehicle_part”,
“id” : “kitchen_unit”,
“name” : “kitchen unit”,
“symbol” : “&”,
“color” : “light_cyan”,
“broken_symbol” : “x”,
“broken_color” : “light_cyan”,
“damage_modifier” : 10,
“durability” : 80,
“size” : 400,
“item” : “kitchen_unit”,
“difficulty” : 3,
“location” : “center”,
“flags” : [“CARGO”, “OBSTACLE”, “KITCHEN”, “COVERED”],
“breaks_into” : [
{“item”: “steel_lump”, “count”: [30, 40]},
{“item”: “steel_chunk”, “count”: [30, 40]},
{“item”: “scrap”, “count”: [30, 40]},
{“item”: “pan”, “prob”: 50},
{“item”: “pot”, “prob”: 50}
]
}

So the answer is to leave a frying pan and a pot on the counter and call it a day, because the only thing it appears to have on a chemlab is a pot/pan.

The kitchen unit has a pot/pan, and the chemlab has a chemistry set.[/quote]

Upon checking the game, it turns out that it has a hotplate, so yeah, all you’ll need is a pot (and maybe a still if you intend to brew) and you’ll be set.

0.5

Is that static NPCs, or dynamic NPCs?

Whats the deal with not being able to accurize my guns despite having a mechanics skill of 7.5?

Just a heads up that I found out that if you install frames and then spikes you can remove the frames and leave the spike attatched to one another in the air. For those of you who want to run down Zmen with ‘plows’

Also heavy quarterpanels lack the option to install the Carrot ^ symbol one representation. Sads :frowning:

So, what’s the difference between fungal towers/spires/blooms? The only interaction I’ve ever had with anything of the sort was back in .A when my best character ever destroyed a spire, which was the only variety of fungal tile at the time.

There are 3 types on the map:

  • fungal tower, which has a spire at the center. Basic.
  • fungal bloom, which also has a spire at the center, but has a MUCH MUCH wider area of spawned fungaloids around it. Also basic, but with a very high annoyance factor because of the wide area and spread out fungaloids - miss one, and it all comes back.
  • fungal flowers - this actually has a significantly different setup, with a small funagaloid spawn region around it, but VERY rapid fungal bed expansion, by means of the flower units that spew a gas that makes it. In the center is a huge immobile flower that can put out fire around it. Can actually be a bit dangerous to deal with, if you don’t have a good ranged weapon.

Basically?

  • Fungal blooms are your basic zone with marloss bushes and the tower, protected by fungal walls.

  • Fungal flowers have a giant fungal blossom (the boss), and lesser fungal blossoms. They can PROPAGATE even faster than remember fungal zones because the blossoms gradually replicate via the fungal haze they spread. The fungal blossoms can also suppress fire by casting heavier haze. Fungal trees can be found that also yield marloss berries, and fungal flowers can be found that yield marloss seeds.

  • Fungal spires have multiple fungal tentacle things popping up that want to do Fun things to you, and the boss entity is protected by some equally nasty hedgerows. The spire tower boss thing yields marloss sap when killed, but will also happily inject you with it if you’ve already eaten berries and seeds.

Alright, thanks. I mostly wanted to gauge their danger levels–there’s a tower south of the town I’d set up shop in, so I needed to know how much time I had before the fungus reached the town.

Grab a spear and poke it with ‘f’

I’d rather poke it with a flamethrower. ;w;

Mother structures are immune, but all other fungi, including fungal walls, are not.

True. Still, anything with more reach that a spear. owo

Is there a reason to make herbal tea other than enjoyability? I swore clean water quenched for 40 before, which made the 44 tea an obvious choice, but in my version, water quenches 50. The enjoyability is only 4, and since it has nutrition 3, that could be more of a problem because it could prevent you from drinking it.

Also, should I post in the forum/bug tracker that I can’t reload cigarette packs?

[quote=“pingpong, post:13035, topic:42”]Is there a reason to make herbal tea other than enjoyability? I swore clean water quenched for 40 before, which made the 44 tea an obvious choice, but in my version, water quenches 50. The enjoyability is only 4, and since it has nutrition 3, that could be more of a problem because it could prevent you from drinking it.

Also, should I post in the forum/bug tracker that I can’t reload cigarette packs?[/quote]

If I’m not mistaken, Herbal Tea is also super good for you. It should be able to raise your secret Health stat, and can offset a survior munching down on too much junk food.

Herbal tea also has some nutrition (hidden stat, you can see it in the JSON data files or at http://cdda-trunk.estilofusion.net), but yeah I tended to use it as a ‘nice to have’ rather than a water replacement. Not being able to reload solids is normal right now, once you unload a solid from the container it spawned in, it won’t go back in.

I have a question about the newest (?) experimental. On the + clothes layering screen, what is the 2nd column? Example:

Torso b[/b] 30+5 (0)

I don’t remember that column from before. I’m pretty sure it’s not a list of doubled up clothing since it’s at zero despite having 2x long underwear tops on.

It appears to be a numerical representation of encumbrance (0) being unencumbered or slightly encumbered, 1 being more encumbered, 2 being more encumbred than 1. Try piling on clothing and observing the number.

Its not heat related, I dont think, since Im in a cold lab right now. It could be an armor-quality rating thing, but I doubt it since Im wearing iron greaves and pretty solid boots. It could be related to the encumbance penalty attributed to wearing multiple items on the same bodypart layer. I doubt its acid or enviornmental protection . . .

Sure enough, I put on a duffel bag which bumped encumbrance up into the red, and it changed to Torso (1). Seems unnecessary at first but this will probably be really helpful for someone who is color blind and pixels are free anyway.

Are you wearing a backpack along with that duffel bag?

I could’ve sworn that extra number was for tracking layering conflicts.

Unless they’re, uh, red colorblind