You’d probably need a survivor version of a beekeeper suit to stop mutated, giant bees. Or at least a giant beekeeper suit. Not that either of these exist in game.
Against regular bees or giant mutated bees?
No, in both cases
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If I mutate into a plant, can I join the triffids or at least be neutral to them? You can already join The Mycus with the correct mutations if I’m not mistaken.
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Any point in using any gun that’s not Rivtech (The ones with the cool names and calibers like the RM-something that shoots 8x40mm or that one shotgun that shoots 20x66mm)? Sure, they’re considerably more rare and so is the ammo, but that doesn’t matter much when I have City Size set to 16 in my current world and gunstores spawn everywhere, even almost right next to each other.
So… I set this down 2 months ago. Any big changes after filthy clothes that I should know about?
NPCs now fight each other (experimental)
How does double magazines, spare magazine and extended magazines work? I put them on my gun but nothing happens.
Since the inclusion of actual gun magazines, those gun mods no longer have any function. I’m actually surprised that you can still find them in the newer versions.
Obviously. I’m talking about basically zero gun spawns like 0.1 item spawn, and how to aquire firearms and ammo despite their rarity in item spawns.
On a side note, some military vehicles spawn with (mounted) guns too, which you can remove.
I also forgot about the professions that start with guns, thanks for reminding me.
[quote=“Taberone, post:15504, topic:42”]1) If I mutate into a plant, can I join the triffids or at least be neutral to them? You can already join The Mycus with the correct mutations if I’m not mistaken.
- Any point in using any gun that’s not Rivtech (The ones with the cool names and calibers like the RM-something that shoots 8x40mm or that one shotgun that shoots 20x66mm)? Sure, they’re considerably more rare and so is the ammo, but that doesn’t matter much when I have City Size set to 16 in my current world and gunstores spawn everywhere, even almost right next to each other.[/quote]
I’m pretty sure there isn’t a triffid mutation category,
unlike the mycus
They’re caseless (meaning you can’t pick up casings and reload them)
Also they’re military weaponry, so you’ll find them occasionally in military armories, outposts, bunkers, and the soldier/bio-op zombies drop them if you’re lucky. So yeah, they’re rare and that’s a problem since it’s good if you got a gun and you can reliably reload the ammo/find it.
Also you CAN make rivtech ammo, but that requires a rivtech design binder (I typically find them in bank safes), sufficient crafting skill, and the materials needed to make them are pretty expensive.
Basically the only downside I can see is the rarity of the ammo, most guns you get a variety if you wanted to use milspec or civilian or even reloaded versions.
And the rarity of the guns themselves. It’s easier to find a Winchester model 70 than a automagnum, and it’s easier to find and stockpile ammo for the civvy gun.
EDITS: Added Information
soldier zombies.
cop zoms. swat trucks.
problem is @ 0.1 itemspawns no location will guarentee them. except perhaps the saddest barn in the world
use a bow.
or go to a vault. so many wanderers, so much 9mm
kill evac center guards. npc should still spawn with loot
[quote=“pisskop, post:15510, topic:42”]soldier zombies.
cop zoms. swat trucks.
problem is @ 0.1 itemspawns no location will guarentee them. except perhaps the saddest barn in the world
use a bow.
or go to a vault. so many wanderers, so much 9mm
kill evac center guards. npc should still spawn with loot[/quote]
The only guaranteed guns that you can get regardless of item spawn rates are professions, disassembling robots (Usually will give ammo also), NPC’s and vehicle mounted weaponry.
I’m not sure if zombie drops are affected by item spawn rate, if they’re not - good for me.
And of course craftable stuff like bows and crossbows, arrows and bolts will make a comeback in my game. Gives me a reason to take up archery again.
[quote=“Rot, post:15509, topic:42”]Basically the only downside I can see is the rarity of the ammo, most guns you get a variety if you wanted to use milspec or civilian or even reloaded versions.
And the rarity of the guns themselves. It’s easier to find a Winchester model 70 than a automagnum, and it’s easier to find and stockpile ammo for the civvy gun.[/quote]
Automagnums are decently common in the lockers in the armory rooms in labs. Even with .1 spawn, it’s probably worth checking all the armories (even if you can’t get in the armory proper).
jackhammers bro
My recent experimentation has shown that an acetylene torch will break down a metal armoury door.
At least, it worked after I already tried blowing it up with C4 to no visible effect.
will unaligned random npcs use meds on themselves to heal?
I think they should, but only the HP ones and only when safe and not doing anything important. Hostile NPCs probably won’t use any.
[quote author=deoxy link=topic=14.msg282739#msg282739 date=1473354264]
[quote=“Rot, post:15509, topic:42”]Basically the only downside I can see is the rarity of the ammo, most guns you get a variety if you wanted to use milspec or civilian or even reloaded versions.
And the rarity of the guns themselves. It’s easier to find a Winchester model 70 than a automagnum, and it’s easier to find and stockpile ammo for the civvy gun.
[/quote
Automagnums are decently common in the lockers in the armory rooms in labs. Even with .1 spawn, it’s probably worth checking all the armories (even if you can’t get in the armory proper).[/quote]
Random thought, but wouldn’t it be nice if some areas were not affected by spawn rate? I think anything locked and previously unreachable (bank vault, military bases/outposts, labs etc.) should have some sort of extra chance to have primo gear in it.
I second that. I’m a bit fed up of finding military bunkers 99% filled with junk and MRE rations.
The best things I’ve found in there were a railgun and a recoilless rifle (i.e. bazooka).
The science lab armoury was also filled with crap.
The rivtech bullets got taken out of mainline and put into craftable gunpowder mod.
Is that mod mainlined? Rivtech ammo is so rare for guns that aren’t even that much more effective than regular guns in the first place.
Yeah, it’s in the default mods pack.