Tips, Tricks, and Newb Questions!

I’ll take it as a feature, I would prefer to only see food items which may soon spoil show up blue (or yellow, as the case may be) and tins don’t fit that class.

^ 2nded

Heads up. Night vison was buffed. A lot, compared to the 2 tiles before I can see 5! Zombies typically, but not always, have a vison radius of 3-4.

Its actually just obsoleted my need for a flashlight in the labs. Maybe OP? Well, More OP than it already was.

Hmmm seems that tin cans aren’t the only thing that lost the blue color coding. Just looted a plastic bag of sliced cheese off a zed and I know its perishable and its only in a plastic bag… so I think this may be a bug.

[quote=“pisskop, post:13284, topic:42”]Heads up. Night vison was buffed. A lot, compared to the 2 tiles before I can see 5! Zombies typically, but not always, have a vison radius of 3-4.

Its actually just obsoleted my need for a flashlight in the labs. Maybe OP? Well, More OP than it already was.[/quote]

Old news is old. owo

When trying to install floodlights, how do i rotate it to face in a specific direction?
Additionally, when trying to install reinforced headlights, it asks for a direction, but no keys work(direction keys or h, j, etc etc), and pressing esc will give the message that the headlight is installed

Floodlights go out in all the directions.

Headlights are controlled by the directional key when installing them. Be careful, the lights orientate themselves to the position you point them regardless of what direction the vehicle is facing at the moment. This can lead to some poor, poor circumstances. Best to straighten the car out into a 'foreward facing position before doing any lightwork.

oh i see! so it does not matter if the floodlight sprite shows that it is pointing in a certain direction, the light would fill the surrounding area?

remind me again. When crafting a new vehichle “forward” is considered to be… What direction? North? Until the vehichle is otherwise moved or orientated.

Front is north in the vehicle menu, no matter what the orientation of the vehicle is when you’re building/repairing it.

ok thanks.

So i found what looks like a marijuana grow house, with a basement full of dirt. My question is, is it possible to restore the lights and water to be able to farm underground?

to the best of my knowledge… no. There have been suggestions for hydroponics systems, but I don’t think any of them or something similar has been implemented yet.

But, you can still grow pot, or other more useful crops down there. Its one of the safest places to farm, if the surface around it isnt swamped by zombies.

It would be cool for houses to have some sort of generator slot (like in the backyard or basement) for putting your own custom one in to power the entire house (or as much power you have generating). Even other types of energy sources could be made to plug into the house.
You’d think most houses in the future would use some form of solar energy too, which would be kind of cool to have some houses working only on sunny days.

Has anyone found a shield yet in the new build? Where do you find one? I’ve scoured like three pawn shops and two antique shops and found none.

Nope. But I know people have talked about them

= = = = =

Did they remove the option to view scent maps via debug? I want to test how leaky a scent is.

Hello. Theres a bug where reloading anything that uses a liquid will take the liquid out of its container. The liquid (gasoline, in this case), is floating freeform in my inventory. More importantly, its still wasting my weight capacity and I cant put it back. Dropping it makes it act like a liquid again.

Im currently wielding gasoline, which is mad e of hydrocarbons and is ammo and does 5 damage at a range of 4.
I can still use it to reload, but the only way to put it back into a container seems to be to put it into a vehcile tanks first.

You can also load it into a wooden keg/standing tank then fill it into a container.

You can also check museums too, or mansions. Should be somewhat rare. Regular wooden shields (and larger variants) are also readily craftable with only a decent bit of fabrication skill and no books needed, but they’re the highest-encumbering for the levels of block they give, and have the lowest protection for the arm they cover (though this might be of reduced importance as I don’t think protection values actually affect blocking). The other styles of shield can all be learned from Studies in Historic Armorsmithing.

However, this is all assuming your save as the Medieval and Historic Content mod on. X3

You can also check museums too, or mansions. Should be somewhat rare. Regular wooden shields (and larger variants) are also readily craftable with only a decent bit of fabrication skill and no books needed, but they’re the highest-encumbering for the levels of block they give, and have the lowest protection for the arm they cover (though this might be of reduced importance as I don’t think protection values actually affect blocking). The other styles of shield can all be learned from Studies in Historic Armorsmithing.

However, this is all assuming your save as the Medieval and Historic Content mod on. X3[/quote]
Thanks man, looking for a top-notch shield, for now I’m rocking it freehand.