Tips, Tricks, and Newb Questions!

its only reason why i even bother picking up them

but before i find one i have probality travel or sonic resonator anyway…

acet torches are magic.

finding one before getting a welding rig means no batter scrounging. and with a cost of 3 per install its way more efficient too.unless its been nerfed

I thought that eating hallucinogenic mushrooms would provide some FUN!
It sure did - a lot of weird things keep happening, but somehow a hallucinated Zombie Scientist managed to hurt my arm… and then disappeared so i know it was an illusion… But how does that work? I doubt the wounds he left are an illusion since i still see my arm HP at 77 and HP of all other parts ~90…

The handwaive is that you hurt yourself defending yourself. Like you smashed your arm on a tree you thought was a zombie.

The actualy bit is that hallucinations can hurt cars, prevent movement, and will hurt you on occassion.

Is it possible to have an item transfom into multiple of an instace?

Like say 50 gasoline?

"use_action": { "type": "delayed_transform", "transform_age": 0, "//": "anytime", "not_ready_msg": "You probably shouldn't see this.", "msg": "Free gas!!!.", "moves": 0, "container": "jerrycan", "target": "gasoline", "target_charges": 4000 }

You can also use action type “transform” instead of course.

In my tests, items holding gasoline burn but the gas doesnt.

If you dump gasoline onto the ground and light it and then drop a plastic bottle of gasoline and light that the dumped gasoline show a marked increase in tenacity.

Im going to try to make an ammo ‘container’ that holds gas and then transforms into a container that isnt watertight and see what happens, but idk.

Stable version or experimental?

Stable version or experimental?[/quote]
Build 4814, experimental

Presuming you’re attempting to make a gasoline spreader then you can simply omit the “container” entry and it’ll work just fine.

Alternatively, you could do what I did with the blobtillery.

"use_action": { "type": "explosion", "sound_volume": 0, "sound_msg": "Splish.", "no_deactivate_msg": "Oh look, gas.", "explosion": { "power" : 10, "shrapnel" : { "count" : 100, "mass" : 1, "recovery" : 100, "drop" : "gasoline"

Of course, in this case, power of the explosion affects both range and damage; and distance factor can only be less than 1. So that may not be what you’re looking for.

How do ‘reach attacks’ work?

You press “F” like you would to change from single fire to burst/auto on a gun, most weapons with reach attack reach 2 tiles away from you and 1 or 2 weapons have a reach of 3.

I count tiles away, not the reach range of the weapon which are 1 or 2 and most melee weapons are reach 0.

Is thre any way i could do autopickup for items i dont have and havent encountered.Looking for hackpro on zombies corpses is really annoying chore.

What do I craft to get reasonably low encumbrance and decent carrying volume?

If you hit capital V, you’ll get a searchable list of every item your character can see. It remembers your search criteria, so you can put in Hackpro, then just hit V after a battle, and if one of them dropped it, you’ll know.

Further testing, and upgraded the fuel puffer.

This is at distance_factor: 0.1 and power 5, the bottom right gasoline splash is caused by a 20 gasoline at mass 1. It looks like shrapnel damage is dependent solely on mass and the power of the explosion only affects distance of shrapnel. So setting power to something like 10 and setting distance_factor 0.01 might get you the results you want.

Is thre any way i could do autopickup for items i dont have and havent encountered.Looking for hackpro on zombies corpses is really annoying chore.
You can manually add entries to the auto-pickup manager located on the "?" menu.

If you hit capital V, you’ll get a searchable list of every item your character can see. It remembers your search criteria, so you can put in Hackpro, then just hit V after a battle, and if one of them dropped it, you’ll know.[/quote]
i am already doing this.i still hate doing it and sometimes i forget after any conflict with zombies and changing it when i look for something else important to plunder.and hack pro is exteremely important piece to overlook.
Maybe best solution would be to turn on autopickup 0 volume items.Yes this seemed annoying too me as for collecting all paper wrappers and collar pins of world but i see it now as better alternative to waht i am currenttll doing.

getting tank top/long underwear top +t shirt + hoodie+backpack i find most convinient and managable and it have pretty high capacity for basically starting items that can be made in first day in shelter.
dont forget two cargo shorts for legs.

If you hit capital V, you’ll get a searchable list of every item your character can see. It remembers your search criteria, so you can put in Hackpro, then just hit V after a battle, and if one of them dropped it, you’ll know.[/quote]
i am already doing this.i still hate doing it and sometimes i forget after any conflict with zombies and changing it when i look for something else important to plunder.and hack pro is exteremely important piece to overlook.
Maybe best solution would be to turn on autopickup 0 volume items.Yes this seemed annoying too me as for collecting all paper wrappers and collar pins of world but i see it now as better alternative to waht i am currenttll doing.[/quote]
Can’t you just go to the autopickup menu and add a new entry for “hackpro”?

EDIT: And a question from me. Is there any monster represented by an ‘i’? :stuck_out_tongue:

Can’t you just go to the autopickup menu and add a new entry for “hackpro”?
[/quote]
i cant because i dont know how hence my first question.i heard of autpickup meny but dont know how to activate it or use it.