Tips, Tricks, and Newb Questions!

Eat it
WARNING: Character will be VERY unhappy about this[/quote]
i think some traits may help with it

Eat it
WARNING: Character will be VERY unhappy about this[/quote]

That’s… not very helpful.

Been a while, but I think you can unload it into another container (flask, bottle, etc).

You can’t unload a vacutainer.

Need a new one.

Im not 100% sure what they do, anyway.

iirc blood testing? why does the game tell mr I can test a corpses blood?

blood testing is needed for one of quests and you get free vacutainer anyway so every looted vacutainer is useless anyway

My rotary turret is being really weird. After I updated to Build 5025, my mountable turret became automated and started shooting at enemies even when I wasn’t at the seat. I had not installed a fire system, so I was confused. Additionally, it would sometimes give a message saying something like “your turret aims at you and gives a warning beep.” What does that mean and is this random automation supposed to happen?

Your turret aiming at you means that there was something behind you that the turret tried to shoot at, but you were in the way and it couldn’t take the shot. Your automated turrets will never, under any circumstances, shoot you, or take any shot that risks hitting you. So they will instead beep at you when such a situation happens to let you know to get out of the way, so that they can take their shot.

I ran into this problem quite often when dragging around my Bulldog APT(A portable, gasoline powered turret drone), where if I drag it with me through a horde, it’s inevitable that it’ll beep at me quite often.

Your turret aiming at you means that there was something behind you that the turret tried to shoot at, but you were in the way and it couldn’t take the shot. Your automated turrets will never, under any circumstances, shoot you, or take any shot that risks hitting you. So they will instead beep at you when such a situation happens to let you know to get out of the way, so that they can take their shot.

I ran into this problem quite often when dragging around my Bulldog APT(A portable, gasoline powered turret drone), where if I drag it with me through a horde, it’s inevitable that it’ll beep at me quite often.[/quote]

Well, not NEVER - I’ve actually been shot by one of my automated laser turrets, twice in the same fight. It didn’t QUITE kill me, but it got really close.

That’s the only time I’ve ever had it happen, though, and there have been plenty of other opportunities, so make of that what you will…

From the Vehicle Additions thread in The Lab (where mods are made and discussed):

[quote=“Blaze”]It looks like the update changed a few more things than wheels, as both the “MANUAL” flag and containers were changed as well. I’ll see if I can get it fixed after work.

Edit: I’m afraid I can’t do anything about manual turrets on my end; so all turrets are automatic, you can’t even turn them off. I did fix everything else so it should load properly.[/quote]

from http://smf.cataclysmdda.com/index.php?topic=8060.msg277010#msg277010

So, basically, at the moment, it’s busted. Things like that usually get worked out in fairly short order.

Your turret aiming at you means that there was something behind you that the turret tried to shoot at, but you were in the way and it couldn’t take the shot. Your automated turrets will never, under any circumstances, shoot you, or take any shot that risks hitting you. So they will instead beep at you when such a situation happens to let you know to get out of the way, so that they can take their shot.

I ran into this problem quite often when dragging around my Bulldog APT(A portable, gasoline powered turret drone), where if I drag it with me through a horde, it’s inevitable that it’ll beep at me quite often.[/quote]

Well, not NEVER - I’ve actually been shot by one of my automated laser turrets, twice in the same fight. It didn’t QUITE kill me, but it got really close.

That’s the only time I’ve ever had it happen, though, and there have been plenty of other opportunities, so make of that what you will…

From the Vehicle Additions thread in The Lab (where mods are made and discussed):

[quote=“Blaze”]It looks like the update changed a few more things than wheels, as both the “MANUAL” flag and containers were changed as well. I’ll see if I can get it fixed after work.

Edit: I’m afraid I can’t do anything about manual turrets on my end; so all turrets are automatic, you can’t even turn them off. I did fix everything else so it should load properly.[/quote]

from http://smf.cataclysmdda.com/index.php?topic=8060.msg277010#msg277010

So, basically, at the moment, it’s busted. Things like that usually get worked out in fairly short order.[/quote]

Ah, I understand now. Thanks.

Is there a way to debug morale? I want to get rid of the bugged permanent filth penalty manually so I can play again

There have been a lot of interesting updates recently. Mi-gos are no longer pyrophilic, and no longer seem to voluntarily step into a fire that I have set to fend them off before I get armor. That has been a painful lesson to learn.

Artifacts have received updates as well. I know that in the past, they have typically spawned with one passive effect and one active effect where one of those is positive and the other is negative. It seems like the balance is still striven for. I have found two artifacts since this change. The activation on my first artifact provided growth (+) and firestorm (-). Needless to say, I did not survive very long with that character. I have found another artifact that upon activation provides bugs (+) and nether attention (-). I quite like this latest one, though I am cautious as I have yet to discover if there are any passive effects and what they are.

Does anyone know the latest “rules” for artifacts now? The wiki is a nice guide, but like with so many other things, it is out of date.

I’ve found plenty of artifacts with only passive or only active effects in the past - neither of those seem to be any different than usual to me.

Natural artifacts can spawn with a positive and negative passive, a positive and negative active, or a positive active and a negative passive.

This is not new behavior, but I see artifact anomalies rarely enough that it doesn’t surprise me that someone’d have always found the third type before now.

So, I tried to re(f)ill my humvee’s dead battery with a handful of flashlight batteries, and nothing happened. So I’m assuming that mechanic was removed recently. I’m happy about that from a realism standpoint, but now I find myself in a predicament because I never bothered to figure out how jumper cables work. Can somebody give me a quick “idiot’s guide” to them? Also, are jumper cables now the only available way of refilling a dead vehicle battery (short of finding another, charged battery on the ground and swapping it out)?

Solar panels would work, too…

Solar panels would work, too…[/quote]

I’m sure they would, but I lack the materials, tools, and skills to acquire and attach such hardware, and my humvee decided to run out of battery in the middle of nowhere so I can’t even easily bring my loot back to my base to take stock.

Bring a working vehicle up to your humvee, get out and stand between the vehicles, use jumper cable, attach to one vehicle, repeat for the other. Then just let the working vehicle’s engine run. That should start to refill your humvee’s battery. Of course it’d be best if the working vehicle didn’t have damaged battery/engine/alternator, and had as large an engine/alternator as possible.

It might not fill until after the working vehicle’s battery is full, so you might want to uninstall all but a very small battery on the working vehicle… Or just straight up remove all batteries, but I’m not sure if that can be done while the engine is running.

The jumper cable has a range of a few tiles or so.

and jumper cables should be able to start engine with other vehicle power

I’ve found plenty of artifacts with only passive or only active effects in the past - neither of those seem to be any different than usual to me.[/quote]

[quote=“Caprice, post:14815, topic:42”]Natural artifacts can spawn with a positive and negative passive, a positive and negative active, or a positive active and a negative passive.

This is not new behavior, but I see artifact anomalies rarely enough that it doesn’t surprise me that someone’d have always found the third type before now.[/quote]

Ah. Okay, thanks!