Tips, Tricks, and Newb Questions!

One is a forge for metalsmithing, there other is a kiln for making clay items. :V

Well yeah. Just wondering if one was “better” than the other because they both seem to work for a bunch of the same crafting recipes.

Metalworking requires more tools and a larger time investment.

You cal pull clay from shallow water a nauseam but I have no clue how resource-intensive it is.

For instance you typically need to craft or find aluminum tongs, an anvil, and a crucible to use many forging recipes. You also need to, you know, learn them. The crucible is a 4 hour crafting recipe.

Its typically okay to update the game mid-character to the newest expi?

this particualar case is maybe a 2week old expi.

= = = = =

Is there any way other than time to restore stamina?

Combat stims restore it instantly.
Being stimulated speeds up restoration, especially when you’re near 0 stamina.

[quote=“pisskop, post:13105, topic:42”]Its typically okay to update the game mid-character to the newest expi?

this particualar case is maybe a 2week old expi.[/quote]

It’s perfectly fine. I update daily and use the same character(s) for months without incident.

I’m trying to get my boat to float, but to no avail. I couldn’t find anything on how to properly build one other than “it needs boat boards.” Apparently my boat is too leaky, but I don’t know what to do about that .-.

[quote=“bitcoinbastard, post:13084, topic:42”][quote=“Magistrate, post:13070, topic:42”]I’m a little confused on how the new recharging system works. The UPS-compatible recharging units charge my UPS converted items, i.e. my gunsmith repair kit (UPS) (500), but it still requires a UPS to operate. Is this a bug, or an incomplete feature?

Build 4223[/quote]

The new charger is nice because before you’d have to hold the tool in your hands while it charged off your UPS, so it cuts down on silly inventory stuff.

The whole UPS system is weird though; if the tool is necessary in a recipe (or vehicle manipulation in the case of the welder), it will happily run off the stored charge in the tool. If you try to (a)ctivate the same tool, it will refuse to work without a UPS in inventory or a bionic UPS.

E: The new charger really is best of both worlds though. Before, if you had a tool sitting nearby but not in inventory you had to choose between the simplicity of leaving it in a recharger bay with a rechargeable battery mod but maybe running out of charge and having to wait if you needed more charge than it could hold, or you could UPS mod it but you’d have to hold it in your inventory for X minutes after you used it to top off the internal charge. Now we can do both with the UPS mod.[/quote]

It’s not the best of both worlds though. It’s the worst of both worlds. I have to recharge my objects individually for use in recipes, and I have to lug around + charge a UPS (my character still hasn’t found a UPS bionic after 2 years of ingame). And I don’t remember ever having to charge a UPS converted object in my inventory via a UPS before use.

If I recall, you need at least 3. :V

I have a 2x2 “boat” that’s got 4 boat boards on it but it doesn’t work. I’ve got oars attached as well. Is there specific building parameters needed for a boat to float?

[quote=“Rivet, post:13107, topic:42”][quote=“pisskop, post:13105, topic:42”]Its typically okay to update the game mid-character to the newest expi?

this particualar case is maybe a 2week old expi.[/quote]

It’s perfectly fine. I update daily and use the same character(s) for months without incident.[/quote]
That’s scary.

But only because you’re a developer. It’s like an airplane pilot saying “Relax, kid. I take naps all the time in the cockpit. Been doing that for months now. It’s totally safe. Hell, my co-pilot Brian, he spends more time asleep than being awake! Say, kid, you got any Ambien? Sometimes Brian snores like mother and I can’t sleep in that racket.” which would be quite different from a passenger, the player-equivalent, admitting he sleeps frequently on the flight (in his seat, not in the cockpit for chrissakes).

I mean, I recently started doubting here if copying the same old config folder over to a newer version for months on end is wise… But I suppose at some point I manage to get the game to save a new config whenever I tweak the settings or start a new game maybe?

Strange, that should be more than enough. Hell, that’s how inflatable boats are laid out. ._.

Does the weight matter at all? I’m using wooden frames an it weighs a little less than 90lbs.

It shouldn’t, as I had a modestly-weighty (over 300 pounds) T-shaped boat that used a gasoline engine and proper car seat, and it worked fine.

Okay. Balance seems to be an actual thing with boats. I changed it to be three long and one tile wide with the oars at the end, which caused it be to unbalanced and unable to move. Moving the oars to the middle makes it sea-worthy. Bleh. Thanks for the help.

Ah that explains it. Sorry. ;w;

I mean that sincerely. You did help :stuck_out_tongue:

[quote=“Magistrate, post:13109, topic:42”][quote=“bitcoinbastard, post:13084, topic:42”][quote=“Magistrate, post:13070, topic:42”]I’m a little confused on how the new recharging system works. The UPS-compatible recharging units charge my UPS converted items, i.e. my gunsmith repair kit (UPS) (500), but it still requires a UPS to operate. Is this a bug, or an incomplete feature?

Build 4223[/quote]

The new charger is nice because before you’d have to hold the tool in your hands while it charged off your UPS, so it cuts down on silly inventory stuff.

The whole UPS system is weird though; if the tool is necessary in a recipe (or vehicle manipulation in the case of the welder), it will happily run off the stored charge in the tool. If you try to (a)ctivate the same tool, it will refuse to work without a UPS in inventory or a bionic UPS.

E: The new charger really is best of both worlds though. Before, if you had a tool sitting nearby but not in inventory you had to choose between the simplicity of leaving it in a recharger bay with a rechargeable battery mod but maybe running out of charge and having to wait if you needed more charge than it could hold, or you could UPS mod it but you’d have to hold it in your inventory for X minutes after you used it to top off the internal charge. Now we can do both with the UPS mod.[/quote]

It’s not the best of both worlds though. It’s the worst of both worlds. I have to recharge my objects individually for use in recipes, and I have to lug around + charge a UPS (my character still hasn’t found a UPS bionic after 2 years of ingame). And I don’t remember ever having to charge a UPS converted object in my inventory via a UPS before use.[/quote]

I must agree with Magistrate on this point. The new system fills pretty much exactly the same niche as the old system, the only difference is that the new system is much, much more clunky. Not to mention that this change totally nerfed the use of the laser rifle and other UPS-driven weapons: as you can’t recharge your UPS anymore, using such weapons only becomes feasible when you have an advanced UPS or the right bionics. Not that the use of such weapons was advisable without those tools before hand, but you COULD use them in a limited way. Now it’s pretty much in the category of “LOL, no way dude!”.

Seriously, this is one of the only changes made to Cata in the last few months I’d really, really like to see rolled back again. Both the UPS mod and the recharging mod have it’s benefits, but I’d prefer them to be seperate.

200% variation is within norm.
It should give you a number of charges between default charges * skill/2 and default charges * skill.[/quote]

Yeah, tried it out myself by planting some crops and compared them to the ones I kept unharvested. No real difference. I guess I didn’t take into account the amount of stuff I butchered during the winter (recalling that I butchered an ant hill and three bee hives bare just now) which upped my survivor’s survival by a large bit.

My mistake… though I’ll probably not harvest those plants anyway for a while longer as they take forever to harvest about 8 3x50 farm plots in one go.

That said, how do you use the reaper? Moving the activated reaper does turn the harvestable crop into the crop that can be picked up… yet at the same time destroys them.

So that means farming is as simple as -

Make mound
Plant seed
Fertilize or not
Harvest before it rots
???
Profit

Cool.