Tips, Tricks, and Newb Questions!

Ah. Well then. ach hem

I have a question about guns-is musket on weapons list? Where can I find it?

We have ‘flintlock guns’ and you can make ‘blunderbuss’.
But I dont think you can make muskets per se.

You can find those in museums and in mansions. perhaps banks too. But the sure way is to make them yourself after reading a few gun books.

Where can I find ammo for them?

Flintlocks also spawn rather commonly in the antique stores.
You can also craft them if you have at least 8 fabrication and 4 marksmanship.

The ammo is a very rare spawn; but can be easily crafted (fabrication 3 and marksmanship 1), it’s called paper cartridges.

I have 1 fabrication and 3 marksmanship but I can’t craft ammo

And yeah, just flintlocks. Or the “blunderbuss” which is explicitly a zip gun instead of a proper classic fowling piece. And no matchlocks or hand cannons for you. XP

And the problem is that the paper cartridges aren’t autolearned. You need Handloader’s Helper, possibly other books.

Got the requirements wrong, sorry.

You need 3 fabrication and 1 marksmanship. The recipe is autolearn.

Oh wait, derp. It IS autolearned? Oh right, it might be the revolver cap-and-ball rounds that are booklearned-only. Doh.

TIL I learnd that the reason my dudad wasnt parroting was because for some reason the speech requires you to input a specific monster’s id for parroting.

I mean I like the ability to customize it, and will use it, but this is the one thing that I can freely edit? >.<

i read that it was possible to regenerate map tiles by deleting certain files. How do i do this?

Delete the submaps in the maps directory to regenerate tiles while keeping the original overmap, delete the overmap files in the main directory (o.0.0, o.0.1) AND the .seen. files AND the submaps to completely regenerate your world. YMMV, I’m not responsible for horrible things happening to your world…and above all:

[hr]
[b]/!\ BACK YOUR SAVE UP BEFORE TRYING ANY OF THIS OUT /![/b]
[hr]

P.S. if you save your game and find the submaps with the most recent ‘date modified’, that’s where your character is. Another method is naming a vehicle something unique and using another program to search for the file containing it’s name. Effective File Search works pretty well on windows, grep for linux. Good luck :slight_smile:

P.P.S. Try out the character transfer utility from the lab, it’s in the mod list. Give johncdda some feedback

How is the magazine update progress going? Been taking a DDA break while this gets finished, was finding it to bork a bit of the game while incomplete…

Been going well, Mugling’s still been wrestling with The Bug That Will Not Die, but the final cause of that has been pinpointed.

Been going well, Mugling’s still been wrestling with The Bug That Will Not Die, but the final cause of that has been pinpointed.[/quote]

Awn, so glad to hear that. I’m taking a break too, bcause of those bugs. Kudos to the people trying to fix.

how does genetic chaos work? By that i mean how are the mutations it gives determined? Does robust genetics take into account?

Iirc, a basic mutation has a 1 in 3 chance to give a bad mutation. Robust genetics flips that to a 1 in 3 chance to give a good mutation. Generic chaos runs on a timer and randomly causes a mutation to happen.

Halp.

How do I assign 1 ‘group’ of spawns picked from a spawngroup?

So I would have

-Group A
-Group B
-Group C

and the game would spawn the location and pick one group to fill in this location. So each location would have one of the three groups, but there would be no cross-pawning.

Im asking because I want to add ‘species’ of ants, and cant make more anthills that are random. So the next thing to do is to try to get the game spawn 1 species at any anthill, but pick from the list of species (spawn lists).

Another example is if I wanted to make this cemetery I talked about, but wanted to make sure it was either infested with zombies, or empty, or containing [insert monster here]

Well, just a guess but I would assume it forces a random mutation from a random mutation category every now and then. If Genetic Chaos and Robust Genetics can co-exist in the same character, then you’re probably subject to RG’s benefits.

Don’t be fooled, though. You’d still have plenty of chance to gain those nasty mutations. Personally, I wouldn’t recommend the combination, not that I’ve even tried. But I’ve quaffed plenty of mutagens while having RG, and… well… you could still easily gain 4 bad or questionable mutations in a row.

RG is just a savescum dampener for us sore losers who can’t deal with the undesirable consequences of the mutagen gamble. I can deal with 4 bad mutations and 4 good ones. It’s when I take a purifier and it removes the 4 good ones… that’s when I rip my junk off.

Fixed. (Disregard. Explained below.)

Fixed.[/quote]

I see your fix, and I raise you actual code - mutation.cpp: line 843

    bool force_bad = one_in(3);
    bool force_good = false;
    if (has_trait("ROBUST") && force_bad) {
        // Robust Genetics gives you a 33% chance for a good mutation,
        // instead of the 33% chance of a bad one.
        force_bad = false;
        force_good = true;
    }

You have a 2/3 chance to get a random mutation which can be good or bad with a 1/3 chance to have it forced to be a bad one. Robust genetics alters the force bad to force good.