What units does the time period above represent? Ive seen enough in-game and in-json examples to have a rough idea of how long ‘168’ units are, but I still dont know exactly what 1 unit is.[/quote][/quote]
(10 turn = 1 minute)
I doubt this answers that question, but Im assuming this is a start.
What are the consequences of eating human meat? And to which of them will my psychopath be immune to?
When i pick up human meat with psychopathic character it’s no longer displayed in red so i am guessing he’ll have no problem eating it… but is it healthy? According to my knowledge of biology it’s simply easier to catch diseases when you eat meat of a being that’s similiar to you genetically but as long as you cook it nice and long it will be safe to eat… not sure about cata mechanics though(and how npcs will look at me after i do it)
[quote=“MrQwerty, post:13923, topic:42”]What are the consequences of eating human meat? And to which of them will my psychopath be immune to?
When i pick up human meat with psychopathic character it’s no longer displayed in red so i am guessing he’ll have no problem eating it… but is it healthy? According to my knowledge of biology it’s simply easier to catch diseases when you eat meat of a being that’s similiar to you genetically but as long as you cook it nice and long it will be safe to eat… not sure about cata mechanics though(and how npcs will look at me after i do it)[/quote]
Diseases are barely a thing in cataclysm and the most you’ll have to worry about is moral penalties and worms if you eat the meat raw.
Thanks. I’ll add those to the list. Right now I’m just working off the list of things that need springs to be made, per the in-game ‘find’ function in the crafting menu.
[quote=“MrQwerty, post:13923, topic:42”]What are the consequences of eating human meat? And to which of them will my psychopath be immune to?
When i pick up human meat with psychopathic character it’s no longer displayed in red so i am guessing he’ll have no problem eating it… but is it healthy? According to my knowledge of biology it’s simply easier to catch diseases when you eat meat of a being that’s similiar to you genetically but as long as you cook it nice and long it will be safe to eat… not sure about cata mechanics though(and how npcs will look at me after i do it)[/quote]
In the real world - one is more likely to catch diseases from members of the same or similar species; however the diseases are less likely to be serious. Rabies, for example, (a zoonotic disease) is 100% lethal if one should ever develop symptoms. (Though it may be successfully treated if one has reason to suspect infection prior to developing symptoms). From an evolutionary standpoint, it is generally not beneficial for parasitic organism to kill off their hosts.
[quote=“pisskop, post:13927, topic:42”]Is it possible to create an item that, when worn/activated when worn, will ‘heal’ the wearer every turn?
I currently have an item that is filled with water and worn on one arm, and is an infinite medkit.[/quote]
Okay. I did that. But, A more poignant question would be how do I do code to make it randomly/automatically heal every turn instead of making it an infinite heal that pops up every turn?
pedit: any way that isnt a hardcoded artifact effect, and where I can control/tone down the level of healing?
How does the weapon value system work for the NPC’s? I just tried giving an NPC a fire axe over their knife spear and they said the spear was more valuable (by 0.1) but the stats of the spear are inferior in every way but speed. Hows that work?
Probably due to barter/speaking skills and your reputation with npc. If you are playing as a very ugly mutated being with 0 barter and 0 speaking something like that probably could happen. Still, although NPCs no longer spend all their life on trying to use a lighter on themselves until something puts them out of their misery(Oh the glorious days of 0.A stable xD), they are still pretty buggy and dumb so even if you have a beautifull character with 10 barter and 10 speaking they could still do crazy shit.
NPCs value weapons not by base stats but by current stats, as wielded by a given NPC.
A NPC with high cutting weapons skill but no bashing weapons will prefer a machete over an axe. A NPC with high dexterity will prefer lighter weapons, while one with thick gloves will not mind slow weapons as much (because gloves slow down all attacks equally, not proportionally).
Is it possible to attatch more than 1 effect to an item; which will start after a periodf of time, or would I need to make the old item turn into a new item to grant this new effect?
An example is like the adrenaline pen. Is it possible to make fatigue after a period of healing, or is that hardcoded?
pedit: By way of scaling, I guess
I assume I give my item a max intensity, and it scales off naturally?
its weird. I can drop nose-rag at the feet of my enemy, then bend over and set fire to it in a split second. And watch him die. But i cant do same with molotov cocktail.
Looks like nose-rags are more powerful than torches and even cocktails… weird.
i my new game , I cant pick gun safe with improvised lock picks. I receive message "you cant pick this"
Do i lack some skills? or how could i open gun safe?
[quote=“ynemo, post:13936, topic:42”]its weird. I can drop nose-rag at the feet of my enemy, then bend over and set fire to it in a split second. And watch him die. But i cant do same with molotov cocktail.
Looks like nose-rags are more powerful than torches and even cocktails… weird.[/quote]
Freestanding fire and inventory items on fire or “active” are obviously implemented separately, resulting in such wildly different results. Things like that can be very hard to resolve without system one or the other getting really messed up.
[quote=“ynemo, post:13937, topic:42”]i my new game , I cant pick gun safe with improvised lock picks. I receive message "you cant pick this"
Do i lack some skills? or how could i open gun safe?[/quote]
You need an electrohack for those. The ones you need a stethoscope for say something like “you play with the dial for a bit”.
[quote=“ynemo, post:13937, topic:42”]i my new game , I cant pick gun safe with improvised lock picks. I receive message "you cant pick this"
Do i lack some skills? or how could i open gun safe?[/quote]Yeah, this could use some alteration. You can pick a gun safe with lockpicks (improvised or otherwise) by pressing “e”, then toward the safe. But applying the picks on the safe doesn’t work for some reason.