How do I use cargo storage with the welding cart? I can’t stand on top of it and then drop my stuff.
shift + d ( or D) and you can drop to adjacent tiles
Is the material for the unrepairable weapons ‘budget steel’?[/quote]
If the material is ‘budget steel’, that means you picked up a common shitty variant of the real deal. The only place you can reliably get the original weapons is in mansions and antique weapon caches, otherwise only 1 in 20 weapons is the real deal. You can still use these for fighting, but they can’t be repaired, they do a little less damage, and they break much faster.
The current intention in the latest experimental is that getting a high-quality weapon shouldn’t be easy, since the fakes are incredibly common, and a good broadsword or arming sword can just trivialize melee. If you want a good weapon you either need to loot mansions and spider basements, or make one yourself. The drop rate for the real weapons in mansions and spider basements is 50%, so you still need to pay attention to what you pick up. The description will give them away, as well as the materials
shift + d ( or D) and you can drop to adjacent tiles[/quote]
Ok. Any way to remember the position of my welding cart, though? Theres no vehicle control menu for that.
shift + d ( or D) and you can drop to adjacent tiles[/quote]
Ok. Any way to remember the position of my welding cart, though? Theres no vehicle control menu for that.[/quote]
rip the controls out of a car and put them in the welding cart?..
Is it normal for the meth addiction on Really Bad Day to take 5 days to clear? Most sources I see list it as 3 days max. Playing on experimental.
Yeah addictions were changed recently to be less severe (lower morale penalty and such), and instead last longer. It was to make it viable to choose to live with the addiction instead of always just waiting it out in a day.
Are charcoal and electric forges considered the same thing for crafting purposes? In other words could I use a charcoal forge in place of an electric one?
Also - what is the profession of the commune NPC that gives the missions linked to foraging? He somehow died on me and I want to do those missions as well.
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Yes.
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Dunno.
Yes, one is charcoal powered and the other battery.
But i personally experience bugs with charcoal/forges almost every time.
For example right now i had found a charcoal cooker with a max of 200 charcoal charges, then i built a smoking rack and i can’t batch craft any quantity that uses more then 200 charcoal charges despite the rack having 4k+ charcoal in it, it basically means i can’t craft the max of 20 batches.
I figured the game was using my charcoal cooker as a tool and my rack as a charcoal source so it was still capped at 200 charges, so i moved the charcoal cooker to another room out of range/sight and closed the door, that did not fix it…i might have to reload/unload/disassemble the cooker and see what happens.
There was also the strange appearance of Electric Forge when i tried to craft my entrenching tool, despite only having a charcoal forge setup and no electric forge whatsoever…i chose the Electric Forge option instead of the Charcoal Forge option and it worked without problem, i guess i saved some charcoal…
I’ve also had a charcoal purifier and charcoal kiln with infinite charges.
Why do I keep seeing eight-tile rings of gasoline and occasionally clean water in the middle of nowhere?
Aliens?
That was a bug with map gen and damaged vehicle tanks that should be fixed as of latest experimental build
I have an active Internal UPS CBM and an electric forge with the UPS mod… so why won’t it work?
Must be my day for questions.
Edit: I didn’t realize that it would take time to charge it up. Bad Walegrin!
A good way to level dodge? Books can only take it so far.
Boomers. It’s exploit-level bullshit, though.
Just get vomited on a lot, it grants dodge until lvl 10.
Megastores with hordes of normal zeds to 5-6 dodge then vault to 10+. Has to be a good strong melee char thou.
When I am trying to grind it on purpose, I will pop into a basement with a single rat. Wielding a weapon that provides ‘block’ and decent armor, I just hold down ‘.’ until I get to the level I want. Of course, focus will influence skill gain rate. It’s nice to have an mp3 player, food, drinks, etc. I think that doing that can raise the dodge skill to 4-6. A lot safer than zombies.
perhaps dodge should level based on relàtive chance to dodge over assigned skill levels to a mon.
or maybe it does based on monskil or damage output now?
[quote=“pisskop, post:15240, topic:42”]perhaps dodge should level based on relàtive chance to dodge over assigned skill levels to a mon.
or maybe it does based on monskil or damage output now?[/quote]
Are you talking about a leveling rate or a level cap? I think a dynamic leveling rate might be a nice idea. If a survivor can dodge a manhack, I think that is a greater expression of dexterity and agility than dodging a fat zombie. I don’t think monster damage potential would be a good factor to base dodge skill growth rate on. Walking a tight rope at two feet off the ground is fundamentally the same thing as walking a tight rope at two hundred feet off the ground. Although, it would be more stressful and therefore potentially incite a greater incentive to learn and rewire quicker. Although coding that might be a fruitless endeavor.
For level caps, I am sure that you are aware that you can only raise the dodge skill to a certain level, dependent on the creature. I think zombie children max out at Dodge (4) and normal zombies are Dodge (5) or (6). I think that is based on the dexterity of the monster in question, or at least that is the association I have made.