Tips, Tricks, and Newb Questions!

'Been playing a recent experimental build (0.C-4795) and all the cars near my Russian alter ego engine’s are faulty. Is there anyway to fix that without having to remove the engine and replace it?

Cheers.

[quote=“TheMightyHercules, post:14402, topic:42”]'Been playing a recent experimental build (0.C-4795) and all the cars near my Russian alter ego engine’s are faulty. Is there anyway to fix that without having to remove the engine and replace it?

Cheers.[/quote]
The fix depends on the specific problems of a specific car.
If the engine is in yellow or better condition, it should start (be sure to not exceed the ‘safe’ speed or the engine will deteriorate)
If ALL cars nearby have a broken engine, there’s nothing you can do for them, unless you replace the engine.

Now, usually given enough cars and some tools one can fix one of them.

Wheels missing? Use a jack & wrench & hacksaw to steal the tires of another vehicle and replace the broken ones.

Out of gas? If the fuel tank is in workable condition, use a container and a hose to siphon gas from another car to the container and from the container to the vehicle.

Battery power level = 0? If the battery exists and is ok-ish, use some few batteries (or a cable) to recharge enough to start the engine, then the alternator should handle the problem as long as its not leaky.

Missing controls? With a welder (or duct tape or acetylene torch) install another set of controls (stolen using wrench & hacksaw from another car)
etc, etc.

But other than the gas and battery problems, the rest require tools and a bit of mechanics to fix, so in that case try another vehicle maybe?

As far as I know all it does it stop you from wearing clothes from dead zombies.

I think you have to pick it up and activate it while the needed part is nearby. There is no way to do it in the vehicle crafting from what I’ve seen and no way to use a lift to hold it as far as I’ve been able to determine, I haven’t been able to test my theory on the engines because i haven’t been able to pick up an engine I am willing to waste the part on. Plus its usually just easier to find a working one.[/quote]
I figured it out (sorta). You basically activate it when it’s in your inventory but you have to use the new mend command that appears when you select an item. Then it’ll tell you what you need to fix it, and I assume it’ll let you fix it if you have all of the items.

But the thing I haven’t figured out is how do you do it if you can’t pick up the engine? Because there’s a little chance of me ever needing to use something like a tiny inline-4 engine, and I can’t pick up anything much bigger.

Ah cool. So I was pretty much right… now to pump iron till i can lift v8’s… RNGesus forbid you find a v12 that’s faulty. I really think the lifts should be used to mend it but I guess coding that may take some work.

k cosa?

You mean stats through skills. Not actual training regime through vanilla

Yea, stats through skills. Not actual pumping iron.

What is a cargo rack? Just noticed it in the vehicle building menu.

I think it is either a bicycle carrier or this: https://en.wikipedia.org/wiki/Roof_rack

Oh sweet, I’ll test it to see if its a bike carrier, it goes on the side of a vehicle without a frame so I dont think its a roof rack.

Edit- Turns out its just and exterior cargo space… Nifty I guess.

I’ve got a question about training ranged rifles - Just to clarify, do you get exp per shot or do you get exp for damaging something? I’m pretty sure you get exp per shot, as you can train archery, throwing, etc. by practicing on nothing and just shoot, throw, etc. However, do you get more exp by actually hitting an enemy or getting a critical hit with a bullet?

Using a sound fear and a sound anger flag will make creature run from frequent sounds but then get pissed about them once they stop, making it possible for a ‘stalking’ behavior to be present, and still allow a player to escape a situation.

Quick newbie question for anyone that wants to answer:

I just lost a character to a strange car incident. My character was driving a car at 20, then collided with a giant worm. Figuring it would just die like the zombies have a tendency to do, I accelerated. I was then rewarded with a page and a half of text and instant death. :stuck_out_tongue:

Looking at the log afterwards, I see a lot of “You land on the Sports car” and “You are slammed against the Sports car” over and over again. I’m guessing my character was thrown from the car and then run over by it (though I thought there was a message about going through the windscreen if that happens?) or triggered some quirk of the vehicle collision code that caused them to repeatably be thrown into the air and never land. Anyone have any idea what actually happened? :slight_smile:

Log of the last turn:

You don’t run over worms or triffid queens, they will fuck you up.

It is because you didnt have a proper seatbelt on. You got slammed around the car as it suddenly stopped but you didnt.

Id like some help understanding the power of the sleep effect. Ive got this, which in a band new debug survivor caused occassional 30-60 second blackouts.

The goal is to make it so that it completely paralyzes a player (done by the sleep effect) for short periods of time over a relatively etended time. Id like to add spasms, but Ill probs have to settle for simple pain.

{
“type”: “effect_type”,
“id”: “spider_web_omega”,
“int_add_val”: 1,
“max_intensity”: 5,
“int_decay_step”: -1,
“int_decay_tick”: 200,
“resist_trait”: [“POISRESIST”, “EATPOISON”],
“base_mods”: {
“speed_mod”: [-2, 0],
“dex_mod”: [-1],
“sleep_chance”: [100],
“sleep_min”: [100, 50],
“sleep_max”: [300, 100]
},
“scaling_mods”: {
“speed_mod”: [-2, 0],
“dex_mod”: [-0.75, -0.5],
“str_mod”: [-0.25, 0],
“sleep_chance”: [-15],
“sleep_min”: [50, 25],
“sleep_max”: [100, 50]
}
}

-Specific questions:
-Does negative sleep_chance reduce the base chance? (i.e. does the base chance of 1/100 get reduced to 1/85 if its applied again?)
-What exactly do those sleep_min and max numbers represent? Im imagining they are ‘simulated’ levels of tired?
-Against a spider they might not be too bad, but obviously driving is dangerous and so is fighting competent things.
-Do I need to include eatpoison, or will poisonresist suffice?

[quote=“BinaryStar, post:14413, topic:42”]Quick newbie question for anyone that wants to answer:

I just lost a character to a strange car incident. My character was driving a car at 20, then collided with a giant worm. Figuring it would just die like the zombies have a tendency to do, I accelerated. I was then rewarded with a page and a half of text and instant death. :p[/quote]

Burrowing creatures aren’t hit by the car until they pop up to attack you, meaning that trying to hit them with a car turns out very badly, generally speaking. I lost a survivor to that behaviour blowing up the gas tank.

You just need a bigger car. My 50k lb tank handles them fine =P

Its important to maintain the health of you steel/heavy frames and to also make sure your controls/seatbelt/seat stay healthy.

Any of those breaking means you wont be driving. Or, likely in the case of our friend up top, the seatbelt failing can result in a nasty crash.

Sudden stopping without a seatbelt is always near-fatal if not completely so

Is it possible to plant cattail stalks somewhere and make a farm for yourself? I can make it into flatbread (provided I have water) and eat that. Looks renewable, no?

Heh, thanks guys! I didn’t know about only being able to hit them when they pop up.

Thanks a bunch, deoxy, pisskop and X-PLODE. :slight_smile:

Does the wraith make you go blind? Fought one and now despite it being noon I have seriously reduced vision and I cant craft because its to dark. If it was him, how long does it last?