Tips, Tricks, and Newb Questions!

Sports store also carry them.

shrugs theres tons of stuff I dont see very often. Cant remember last time I saw a granade, and I went irl months without seeing an acetylne torch.

Theyre doing awsome things with armor.

Somebody coded arm guards to block!

[quote=“pisskop, post:13262, topic:42”]Theyre doing awsome things with armor.

Somebody coded arm guards to block![/quote]

Somebody. o3o

Funny thing is I didn’t even think to check for whether shields would affect natural attacks when I added them, and even before adding the “ALLOWS_NATURAL_ATTACKS” flag months ago, the claw bonus attacks already checked for whether EITHER hand was free to.

[quote=“pisskop, post:13262, topic:42”]Sports store also carry them.
shrugs theres tons of stuff I dont see very often. Cant remember last time I saw a granade, and I went irl months without seeing an acetylne torch.[/quote]
Yeah, I’ll just keep an eye out.

When I first upgraded to 0.C, I found two Granades in one bunker. I thought they had been made more common. I haven’t seen one since.

The RNG was drunk that day, clearly. Though at some point in the experimental builds, Granades were made even rarer. I think I’ve only found one in a military supply drop, and that was back in 0.C stable.

Whats the deal with recent smokers and Gasbags? They arent expelling copious amounts of smoke/gas.

Strange. I’ve had a few giving off plenty of gas, but my gas mask makes it a moot point.

I think the mod is overwriting that code? But how? Gasbags dont use a special attack to make their stuff.

I got the smokers to resmoke, but the gasbags dont have an actual ‘gas’ attack. Their leakgas flag actuall makes them leak single tiles of gas, and their deathfunction still works. :confused:

Odd. It should be a monster flag, if I recall.

I created a vanilla world and bloaters arent smoking up the place :v

I got the smokers to work, both in Vanilla and in the mod, but unless Im missing something bloated Zs no longer create swathes of passive gas.

Smthing strange with metal funnel - when activate:
Trying to put a trap and got confused. And funnel is gone

Any good idea vs. the combinition of corrosive + necromancer + whatever? Otherwise I will probably permanently switch to wearing full survivor wetsuit & kevlar-padded fishing waders wherever I go.
And BTW, can control laptops hack something behind a wall? Yes, lab turrets, I’m looking at ya all for your fire control systems for my MCV.

They can, but the robot has to be close by (<10 tiles).

Obviously plan A is to hit the necromancer first. Plan B is to stay in cover as much as you can. Or use a vehicle. :V

[quote=“Peregrin-E, post:13272, topic:42”]Any good idea vs. the combinition of corrosive + necromancer + whatever? Otherwise I will probably permanently switch to wearing full survivor wetsuit & kevlar-padded fishing waders wherever I go.
And BTW, can control laptops hack something behind a wall? Yes, lab turrets, I’m looking at ya all for your fire control systems for my MCV.[/quote]

All you need is the survivor wetsuit and a pair of survivor wetsuit boots and that should be more than enough to become immune to corrosive zombie acid. A deactivated/active RM13 combat armor also has full acid protection.

But yeah, necromancers first. If more than one necromancer, better kill all the necromancers before one of them gets revived.

I noticed Tin cans with food in it have lost their tell tale blue color, but they still say they are perishable in the description. So is this a bug or a feature?

Strange. Tin cans still preserve food though, so it should be a moot point.

Wait so they keep food fresh indefinitely regardless?

Yea, but the catch is that you cant load them

You can, technically. There are a few recipes that output food contained in tin cans, which prevents said food from spoiling.

I imagine those recipes include some form of canning machine or the like.