I’m trying to maximize the CBMs I get from shockers and the like.
Do I need to use a circular saw or is a hunting knife good enough?
circular saw (on) - 60 Butchering
hunting knife - 30 Butchering
I’m trying to maximize the CBMs I get from shockers and the like.
Do I need to use a circular saw or is a hunting knife good enough?
circular saw (on) - 60 Butchering
hunting knife - 30 Butchering
Currently butchering above 0 only allows faster butchering and won’t lose fewer parts/CBMs.
Thankyou!
Unless it has changed in the last year-ish (quite possible), butchering quality is one of three factors that affected the chances of getting extra stuff from butchering (like CBMs). The other two areDex and Survival.
Get Dex to 12, Survival to 3, and butchering 0 or higher, and you will always get all the parts (though CBMs may be burned out instead - that is entirely random). Any of those things not being met can result in losing parts (though having higher numbers on the other 2 makes it less likely).
Jack types have been split.
Now each kind (look for items with jacking quality) has a set max weight it can lift.
For example a bottle jack can allow you to lift up to 3tn.
Also, to use mechanics (tinker vehicles) you need to employ lifting equipment also for installing parts.
Some have a pretty low requirement and you can do it with your muscles, but e.g. you cannot install rollers with just muscle strength.
How long do foods like canned soups last? Like the foods that aren’t in blue font but still have (fresh) next to them.
Cans preserve contents indefinitely.
Only butchering quality below 0. Above 0 does nothing to drop chances.
If I give an NPC a manhack, will it use them?
Only butchering quality below 0. Above 0 does nothing to drop chances.
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Again, unless it’s changed recently, higher butchering can help offset the fail chance of a value that is too low in another area (dex or survival skill).
I can’t remember who, but the claim was that in the code, it worked like this:
Random numbers:
-0 to (dex - 12)
-0 to (survival - 3)
-0 to butchering quality
Add those up. If it’s positive, you get that item, if not, you don’t. Once you get all of them to 0 or higher (12 dex, 3 survival, positive butchering quality), you always get everything, but if, say, your dex is only 10, then having higher survival and higher butchering quality makes it less likely for the total of those 3 numbers to be negative (but it can still happen, of course).
A really good butchering tool can make it likely to get most stuff, even with low dex and 0 survival - the butcher knife (butchering quality 25), for instance, would statistically make up for 0 dex and 0 survival more than half the time (pretty darn impressive).
Quite possible my info is out of date, though - anybody care to double-check my possibly-dated knowledge?
Nope, unless by “recently” you mean “after 0.A”.
Dex and survival can offset each other and bad butchering tool, but positive butchering is only faster than 0 butchering.
It was like that at least since 2014.08.28 (I just checked). Before that, good butchering tool actually made butchering worse, in the same way low dexterity and low survival would.
Really? Wow. Well, that’s… kind of misleading then. I mean, the name of the property is “Butchering QUALITY”. Maybe change it to butchering SPEED. Or have it actually affect the butchering loot quality/amount.
how i can remove some npcs with save editing? i have few thugs in front of large military outpost what cause me to crash
Don’t know. Seems difficult. I know you can debug-menu them to death, though. That might produce the result you’re looking for.
Via debug menu, you can kill NPCs via edit NPC command and setting their torso or head hit points to 0. That requires you to see or know the exact tile where the NPC is standing, though.
There’s a more simple command in the debug menu that’ll kill all the NPCs in the area - though there’s a max range for it. Methinks the NPC has to be at least in your player’s reality bubble for it to work. If the game crashes due to the NPCs being in your reality bubble, then it probably won’t be helpful.
I can think of a possible way:
PS. Haven’t tested it and coolthulhu may contradict me, but worth a try.
i decided to load backup
How do different parts of the NPC’s “opinion” work? How do i get points in those diferrent categories? I had several NPCs who believed me to be a major liability AFTER I KILLED A JABBERWOCK FOR THEM. Of course - i milked them for the skills they could teach me, then took them to the park to fight dozens of child zombies :3
It’s a bug. They should like you for that. It is possible that there’s an overflow, with them loving you so much that they end up hating you.
Currently NPC opinion has some redundancy.
Value and anger do roughly the same thing, except in opposite directions. They only really affect your chances of convincing a NPC to do something.
Fear is sometimes positive and sometimes negative. It is used much less than anger and value, but is involved in recruiting new NPCs. For NPCs that are already yours, it doesn’t matter much.
Trust is currently the generic “likes you” stat. This is the most important thing for your NPCs - once it hits 5, the NPC counts as a minion and can be stripped naked, fed mutagens and otherwise upgraded (or abused). It has a relatively low effect on persuasion.
You can increase trust by keeping the NPC well fed.
There should be a ‘give me your old worn items so I can give you these new ones on a 1 for 1 basis without having to trade monies’ for npcs with 5 trust.
Their stuff gets worn and then they want me to trade for it? :?
The idea is a decent enough one, with money limiting how abusive you can be with this, but for 5-trust npcs I cant properly outfit them if I keep having to come up with money because the stuff I {g}ive them to wear/use doesnt count as trade goods but is the vast majority of my interactions with them
It’s a bug. They should like you for that. It is possible that there’s an overflow, with them loving you so much that they end up hating you.
Currently NPC opinion has some redundancy.
Value and anger do roughly the same thing, except in opposite directions. They only really affect your chances of convincing a NPC to do something.
Fear is sometimes positive and sometimes negative. It is used much less than anger and value, but is involved in recruiting new NPCs. For NPCs that are already yours, it doesn’t matter much.
Trust is currently the generic “likes you” stat. This is the most important thing for your NPCs - once it hits 5, the NPC counts as a minion and can be stripped naked, fed mutagens and otherwise upgraded (or abused). It has a relatively low effect on persuasion.
You can increase trust by keeping the NPC well fed.[/quote]
I wonder, could the Corporate Records Questgiver be suspicious because paranoia?