Tips, Tricks, and Newb Questions!

can copper tubing be dissasembled into copper?i can dissasemble scrap copper but seems like tubing requires integrated toolset for some reason as this is message i am getting while tryintg to scrap it either in presence of fire or forge-welder.before i light fire message is that dissamsebling tubing reqires nearby fire…it seems like bug…

You need fine sawing to cut that copper tube, you also need fire.

Get a hacksaw or I-T CBM.

Roy, why don’t we have 2 hands to use?
Some weapons say that you need both hands to use, so how come we get 2 different body parts for encumbrance but no option to dual wield knives or pistols?

Eskrima would finally make sense and i would love to use a shield & sword.

Akimbo style Gun-Fu would be cool if it added speed and accuracy buffs the more you shoot.

Mainly because a lot of code currently relies on the player only having one hand and nobody has been willing to tackle untangling it to change it yet. :stuck_out_tongue: You can be assured that eventually having you be able to have two hands is planned, so much so that it’s actually posted in the stickied “Frequently Made Suggestions” thread over on the Drawing Board.

[quote=“Kevin Granade”]Dual-wielding weapons: Not practical
“dual wielding” as in holding a pistol in each hand and firing both simultaneously is NOT going to be effective (I’m not saying it won’t go in, just that if it does it will be ludicrously ineffective because of pelalties). The rationale for why this is so have been well-outlined already in the thread (http://smf.cataclysmdda.com/index.php?topic=1313.15) and I’m not going to get into it. This will probably be represented in a very high rate of accumulation of recoil if you try to do this, most likely paired with an accuracy penalty.

Likewise, wielding and attacking with two melee weapons isn’t going to have any benefit over wielding a single melee weapon in both hands, either you’re going to be able to attack faster and deal more damage with the same weapon, or you’d be able to use a larger, more damaging weapon at the same speed and much more damage per strike. Attacking with one weapon and defending with another has a completely different set of tradeoffs, and might be overall beneficial, especially if one of the items is very good at defending, like a shield.

“holding something in your off-hand” is something I want to support.
If you’re holding something in your off hand and a gun (even a small pistol) in your primary hand, you’ll have a penalty assessed due to lack of stability. Probably based on the weight/volume of the carried item, so e.g. a small flashlight or a small melee weapon might have a minimal penalty, but another pistol is relatively heavy and might cause you problems.

Along with adding support for holding items in the off-hand, we’ll get stricter about tracking how many free hands you have to perform actions, and automatically perform the actions needed E.g. if you want to light a stick of dynamite and throw it while you are wielding a gun, the actual actions performed will be:
'a’ctivate dynamite →
put up gun, take out dynamite, take out lighter, light dynamite, put up lighter
(you end up holding dynamite (lit) in your primary hand)
't’hrow dynamite →
throw dynamite, draw gun
You may notice this sort of thing will “waste” some time by performing unnecessary actions sometimes, for example maybe you want to light and throw several sticks of dynamite in a row, in that case you’ll want to holster the gun first to avoid triggering the item swapping stuff.

On the other hand, this buffs pisols relative to rifles or shotguns, as it’s much faster to holster/draw a pistol (especially if you have a holster)

Even for simple stuff, like opening a door, if you have both hands occupied, it will put up an item, open the door, take out the item again.

I want to stress that when this happens (which will be a while, it’s pretty invasive and complicated), we will be VERY careful to not cause disruptions to doing things simply, with the extra actions just costing in-game time. If you’re in a hurry though and need to make every second count, it will be better to think ahead about a sequence of actions and try to minimise this sort of overhead.[/quote]

[quote=“X-PLODE, post:14543, topic:42”]You need fine sawing to cut that copper tube, you also need fire.

Get a hacksaw or I-T CBM.[/quote]
just dissasembled my utility belt to check if having hacksaw in inventory will help if utility belt is omehow bugged in that relation.no go.then i spawned integrted cbm no go either but with fire and cbm it worked.I doubt its intended that you must be cyborg to scrap copper tubings so i think its bug.

Is there a way to fill containers with anything but fluids? Can I put my protein powder into a small plastic bottle? Can I fill my plastic bag with drugs?

Is there anyway to quickly get a bunch of frames (heavy duty for me) for a car? Trying to build my mini-deathwagon is very tedious when I have to individually strip off each part. I heard of people using the electromagnet for tearing cars into pieces, but currently, the salvaged armored van (the one I take parts from) is very close to my actual vehicle, so I don’t want to risk damaging it. How big is the magnet radius for use, and how destructive is it?

I’d like to know this too. I often find big drums all over the place, and I would love to fill them up with common stuff like salt and whatnot.

Everywhere i go, i meet fungi.
I played as a mycus once, and for now i don’t want to repeat it. Any tips on dealing with fungus slowly crossing into your neighbourhood?
For now, they are very far away from me, so at most, i find some lost spores floating around. I was thinking if digging deep pits around my base would prevent them from crossing? From my experience, it seems like they can transform shallow pits into fungal bed, but can’t do shit about deep pits.

There is the peek feature - come to a corner, hit X, and then you can take one “step” that is totally fake - that is, you don’t actually take that step, you just get to see from that space as IF you had taken that step. It’s a pretty nice feature, though a little tedious at times.

whats diffrence between stab and pierce damage?

Stab is a damage type, pierce is the ability to go through armor.

[quote=“MrQwerty, post:14549, topic:42”]Everywhere i go, i meet fungi.
I played as a mycus once, and for now i don’t want to repeat it. Any tips on dealing with fungus slowly crossing into your neighbourhood?
For now, they are very far away from me, so at most, i find some lost spores floating around. I was thinking if digging deep pits around my base would prevent them from crossing? From my experience, it seems like they can transform shallow pits into fungal bed, but can’t do shit about deep pits.[/quote]

stab them all and burm the queen

Stab is a damage type, pierce is the ability to go through armor.[/quote]
so basically weapons which only have stab+random damage type dont have ability to go through armor?like rapier for example who have stab 29 in weapon description?

Stab is a damage type, pierce is the ability to go through armor.[/quote]
so basically weapons which only have stab+random minor damage type in weapon description dont have ability to go through armor?like rapier for example who have stab 29 in weapon description?

I’d like to know this too. I often find big drums all over the place, and I would love to fill them up with common stuff like salt and whatnot.[/quote]

No. Not sure why (edit: I might have a hunch) - salt and pepper seem to spawn in small plastic bottles, and they can be unloaded, but that’s irreversible. Many foods come in cardboard boxes, and they can be unloaded (often you gain volume if you discard the empty box), but nothing can ever be put into the boxes again. Containers are now for liquids only. You can freely unload and transfer liquids into other containers, but not powders.

I guess it’d be kind of messy and complex to execute. One could try to put liquids into cardboard boxes. First it’d have to be figured out what you can and can’t store in a given container, or possibly the other way around - what are the acceptable containment properties for a given substance, be it salt or acid or whatever. Most liquids would require containers made out of non-porous or non-absorbent materials (glass, plastic, wood?), while dry powders (salt, flour, sugar, etc.) would happily go into anything (including waterskins, paper bags, etc.)

A hacky way might be to redefine salt as ammo and bottles as magazines. Or redefine salt as liquid, and not powder.

I can’t wait for the day when I can transport my sugar in gasoline tanks. Or store all my beer in external fuel tanks.

Next up: Put cocaine in plastic bags, put the bags in the gasoline tank. Containers within containers is probably its own circle in the game development hell.

Really, though, what would be the development problem in “reloading” a container and then you’d get the list of valid (uncontained) items.

I’ve never heard of this magnet, and I try to check the logs frequently. The quickest way around any tedium is debugging. 100 heavy frames with just few key presses. Of course you could just debug in an entire vehicle. Car building is always tedious in Cata though. You’re best off finding a vehicle that already has heavy frames, and then modifying it to your liking. APCs, Military Cargo Trucks, and such are the nicest. It’s the least tedious way.

Too bad there isn’t car building service in Cata - Give an NPC a blueprint, some time and money, and you’d get a car of your dreams.

Heavy frames can be crafted though, and quite fast IIRC. For that you need a lot of metal (lumps, chunks, scrap), and fortunately metal can be produced quickly - by smashing or blowing up a wreckage which parts are already gray.

The Electromagnet CBM can be used to pull iron/steel items over a distance. Not sure if you can straight up pull off parts off of a car, but if you’re scrapping a car for spare parts, get something heavy (preferably an anvil) between you and the car. Activate your CBM and bam, you’ve now got 10000000 scrap metal.

Thanks. I’ll try it out on another car, see if it gives me the actual components instead of ripping it to tiny pieces of metal.

Somebody make a tool that damages frames to 1hp but doesnt hurt anything on the frame. Call it ‘Jaws of Life’.

Does anyone know if vehicle parts can get faulty overtime or do they just spawn as it?