Logs turn into planks with a level 2 woodcutting tool (fireaxe or stoneaxe or better) and the (a) activating the axe and using the log. iirc. usually I chop trunks into logs via the contruction menu and ship the middle man.
- Chop down a tree,
- chop into planks,
- stand on the pile,
- turn on internal furnace and CAPS LOCK,
- spam E0 until full
Much faster, but somewhat wasteful: hit tree with car, stand on resulting piles of large sticks and splintered wood, see 4&5 above.[/quote]
Not really, at least for me. All I need is about four wide wheels to be maxed out, and I get my survivor to carry a jack at all times.
My survivor depends on Metabolic Interchange. I can only eat Mycus berries, I can’t even drink water. So if Metabolic Interchange is on all the time, draining hunger, I get hungry and thirsty at exactly the right rate. I only have about 460k/560k power, so I can keep it up for a long time.
The reason I have so much power is because of the time when the lab monsters spawned in the hundreds in the center of lab floors. I got about 400k power storage during that period.
i remember when fire extinguishers were eatable for power
not to mention that long ago it was possible to eat corpses for power too
(after eating whole hulk in one go)
but after great monster spam at labs that allowed me to gatcher enought power to run cloaking cbm for week or more there was no thing that was being able to charge my battery
The vehicle menu states that heavy duty hatches are boardable, but how? I can’t figure it out…
What does it mean by boardable, anywho?
As in, you can board them > walk over them? You can.
I’m fairly certain all it means is you can sit on them safely while the vehicle’s in motion.
For paneling, you have the option of installing (heavy duty) quarter panels or boards. Quarter panels have less durability but don’t restrict vision whereas boards are opaque.
I’m fairly sure that “boardable” means you can walk over it without penalty. Aisles, for instance, are “boardable”, as are cargo spaces. Doors aren’t, hatches are. Door can have a curtain added, hatches can’t (but add an aisle curtain, and it still works, just takes more resources/effort).
Flaming eyes (which are often near portals) gaze at you, and that can cause mutation (or perhaps radiation, which causes mutation…). I haven’t really bothered with them much in a while, so that might have changed.
Also, stepping into a portal can give you teleglow (basically, sickness from teleporting - it eventually goes away), and I think one of the symptoms (you get random crap from time to time when you have it) is radiation or mutation (or both), but it’s been a while since I messed with that, too.
There are also random spots that are radioactive - damage in the middle of road for no reason, lots of smashed trees in the middle of the forest for no reason… they can be radioactive (not all that common, but I found one on my current playthrough on a recent experimental, so it’s still around).
Stable genetics doesn’t help you NOT mutate, it just helps you get nicer mutations when you DO mutate for any reason.
Thanks, i dont think is was a flaming eye, there wasn’t one around the portal and i didn’t step into it. But it may have been the random radioactive spot, I did find a weird square patch of ground missing all grass. Though its weird that i didn’t of noticed the mutation before now since both spots were discovered early on.
That is why I latch onto any radiation badges I find.
Theyre there for a reason, and theyre basically zero volume.
The integrated dosimeter I think also sends off warning messages if there’s radiation in the area, though the badges are easier to find than a bionic, I suppose.
Yeah, the mini-map makes those SO much easier to find… but I’ve never thought to check one of those when I had a way to check radiation. I have wondered what in the world they are… and they are just about exactly the right size for a random rad spot (judging by the road and forest ones I’ve found).
Well at least its only a forked tongue and not something weird.
Sssoon, you will be top sssnek. o3o
If my character is nearly full, very thirsty and consume a food item that have both nutrition and quench values, does he regain all of the quench value if he cannot finish his meal?
^ that is a good question I have forgotten to ask myself thanks for asking >.> now to wait for answer.
wanna say no. the test is to set your hunger and thirst in debug and test.
gimme an hour.
= = = = =
kk, so I debuged myself to have -10 hunger and 60 thirst.
Thus, I am full tummy but empty H2O. Lets eat a plant sack.
kk. -20 fullness and yes, I got the full water from the fluid sac. 18 fluid
If my light source runs out while crafting does it affect anything? On a side note i wish there was a notification to interrupt actions when your fire is getting low.