Tips, Tricks, and Newb Questions!

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.[/quote]

Protip, this applies in real life AND in Cataclysm: Doors are often sturdier than the walls around them. They are intentionally made sturdier than the walls so that they are a combination of A: Not a Structural weakness, and B: The obvious way to break into something is through the door. In the case of the Armoury Doors, the doors themselves are literally explosive-proof. The WALLS however, are not proof against explosions. So if you want to get into the armouries, try using C4 on the walls instead… It works wonders for me!

Same deal for when I want to break into a bank vault to get ultra-rare CBMs and high-end magic reagents.

[quote=“evilexecutive, post:15522, topic:42”]Protip, this applies in real life AND in Cataclysm: Doors are often sturdier than the walls around them. They are intentionally made sturdier than the walls so that they are a combination of A: Not a Structural weakness, and B: The obvious way to break into something is through the door. In the case of the Armoury Doors, the doors themselves are literally explosive-proof. The WALLS however, are not proof against explosions. So if you want to get into the armouries, try using C4 on the walls instead… It works wonders for me!

Same deal for when I want to break into a bank vault to get ultra-rare CBMs and high-end magic reagents.[/quote]

FYI you guys are going about this wrong. C4 is actually one of the weaker explosives, if you want to bust through a lab armory door/wall you need dynamite. Anything else won’t cut it (atleast after the way explosions are handled changed) and anything more is overkill. Even then, the interior door of the armory checkpoint is always unlocked so you want to throw dynamite near the reinforced windows to blast through those, which are even weaker then the doors/wall. This also helps to prevent your explosions from accidentally detonating any ammunition inside.

Well, that… doesn’t make much sense.

I mean, C4 is specifically intended for uses such as blowing doors off their hinges.

You shouldn’t need a big explosion for that. You use a small shaped charge on the lock/hinges.

What exactly is the C4 in Cataclysm intended for then? Explosives are crap against enemies from what I’ve seen.

Explosives are pretty good against robutts.

And I havent tried against Zmen in awhile, but yea, it should be effective against a crowd too. As softeners for the horde.

The only “explosive” I’ve found to be remotely effective is molotovs. Pipe bombs are neat but they don’t really do damage and also don’t break anything more than windows so they’re kinda useless if very cheap to make. Molotovs kill stuff very fast.

Agreed. Fire is the best weapon against zombies, I shot a 120mm HEAT round into a crowd of zombies and only killed one zombie and gave minor injuries to the rest of them standing around that one zombie.

Different story for robots though, explosives usually take them out real quick.

Has anyone used the blade trap?

It’s supposed to be a 3x3 square area of carnage to anyone that triggers it, how is it?

I’m wondering why there aren’t any M24’s in the game. Sure a Remington 700 is basically a M24 but with a different caliber and no detachable magazine.

Anyway I’m kinda irritated that I spent a whole bunch of time trying to find a .308 conversion kit and then when finally acquiring the damn thing and trying to apply it to the Remington 700, the thing won’t accept the conversion.

[quote=“X-PLODE, post:15528, topic:42”]Has anyone used the blade trap?

It’s supposed to be a 3x3 square area of carnage to anyone that triggers it, how is it?[/quote]
extremely powerfull.but electric motor are not so easy to come by and if your trapping is below 6 i think you can fail and waste trap when making it.

How long ago was it? Old 120mm has giant contact damage but tiny explosions (literally just fertilizer bomb tier). New ones have very concentrated explosions that can wreck a car in one hit and gib a 3x3 of hulks.

[quote=“Rot, post:15529, topic:42”]I’m wondering why there aren’t any M24’s in the game. Sure a Remington 700 is basically a M24 but with a different caliber and no detachable magazine.

Anyway I’m kinda irritated that I spent a whole bunch of time trying to find a .308 conversion kit and then when finally acquiring the damn thing and trying to apply it to the Remington 700, the thing won’t accept the conversion.[/quote]

There’s always the M2010 ESR. The description implies it’s a newer rifle designed to replace the M24. It has a 5 round box magazine. .300 Magnum rounds.

Granted, explosions probably suck for me since I double zombie health, but it goes to show how good fire is when it still just melts zombies when they last twice as long in it.

Fire works great for me. Meanwhile explosions are huge… Huge but with hardly any actual power to them. I can pretty much stand in them without fear of dying if I’m using explosive shotgun rounds or crossbow bolts etc.

So basically screw explosives. Who needs them? I have a flamethrower and hellfire stave.

And I also just modded the crap out of that M2010 ESR. My god this weapon is a beautiful thing.

Putting sniper conversions on sniper rifles is kind of ridiculous. It also loads with magazines that I doubled the size of and stuck a spare on there…

Maybe I don’t need that Barret rifle I was hoping for…

Tell me about the ratios at which the various body parts receive damage?
I assume the torso is the most likely to get hit?
What about legs, arms, hands, feet, etc.?
What are the exact percentages?

[quote=“BeerBeer, post:15535, topic:42”]Tell me about the ratios at which the various body parts receive damage?
I assume the torso is the most likely to get hit?
What about legs, arms, hands, feet, etc.?
What are the exact percentages?[/quote]

The percentages depend on accuracy vs your dodge and size difference.
Base chances are

        { bp_eyes, 0.33f },
        { bp_head, 2.33f },
        { bp_torso, 33.33f },
        { bp_arm_l, 20.f },
        { bp_arm_r, 20.f },
        { bp_leg_l, 12.f },
        { bp_leg_r, 12.f }

Chances are relative.

Higher accuracy (soldier zeds, predators) will target eyes and head more and limbs less. The formula is a bit complex, but it’s safe to say that eyes don’t change much here, the head will pretty much never be targeted more often than torso or any single limb, but strong targets are twice as likely to hit the head as the weak ones.
Small critters will not hit head or eyes at all, instead going for legs.
Big critters will attack legs only like 1/3 of the time equal critters would. Other bps are rescaled to account for legs not getting hit. Only head gets a big bonus here.

So priority is torso > arms > legs > head > eyes. If going for strong critters (predators), put head before legs. If you’re worried more about pain than damage, arms before torso.

Ranged combat is totally different and there headshots do matter a lot, since they have a giant multiplier on damage. Torso hits also matter heavily, since good hits prefer torso. Limbs are mostly safe.
Then there is special attack targetting, which uses a third set of rules, in bodypart.cpp. This is the only kind of targeting that can hit hands, feet and mouth.

    if (rn == 0) {
        return bp_eyes;
    }
    if (rn <= 1) {
        return bp_mouth;
    }
    if (rn <= 7) {
        return bp_head;
    }
    if (rn <= 16) {
        return bp_leg_l;
    }
    if (rn <= 25) {
        return bp_leg_r;
    }
    if (rn <= 28) {
        return bp_foot_l;
    }
    if (rn <= 31) {
        return bp_foot_r;
    }
    if (rn <= 40) {
        return bp_arm_l;
    }
    if (rn <= 49) {
        return bp_arm_r;
    }
    if (rn <= 52) {
        return bp_hand_l;
    }
    if (rn <= 55) {
        return bp_hand_r;
    }
    return bp_torso;

How does one override recipes and items in a mod?

{
"id": "popcan_stove",
"sub": "hotplate",
"edit-mode": "override",
"type": "TOOL",
"symbol": ";",
"color": "light_gray",
"name": "soda can stove kit",
"description": "This is an ultra-light alcohol-burning stove with simmer ring, crafted by hand from a couple of aluminum soda cans.  It comes with a 250 ml plastic bottle to hold concentrated alcohol fuel.",
"price" : 250,
"material" : "aluminum",
"weight": 45,
"volume": 3,
"bashing": 1,
"max_charges": 250,
"initial_charges": 140,
"charges_per_use": 4,
"ammo": "conc_alcohol",
"use_action": "HOTPLATE"
}

Recipes are a little harder…

“id_suffix”: “from plant”,

^^ that will allow you to make a new recipe that doesnt override the old one. use whatever suffix you please. and as many as you please too. you could have 20 words for ‘snow’ and all that.

“override”: true,

^^ that will replace an old one.

{
“type” : “recipe”,
“result”: “seasoning_italian”,
“override”: true,
“category”: “CC_FOOD”,
“subcategory”: “CSC_FOOD_OTHER”,
“skill_used”: “cooking”,
“difficulty”: 4,
“result_mult”: 2,
“time”: 8000,
“reversible”: false,
“autolearn”: false,
“book_learn”: [[“cookbook_italian”, 2]],
“qualities”:[
{“id”:“CUT”,“level”:1,“amount”:1},
{“id”:“COOK”,“level”:2,“amount”:1}
], “tools”: [
[
[ “hotplate”, 2 ],
[ “char_smoker”, 2 ],
[ “toolset”, 2 ],
[ “fire”, -1 ]
]
],
“components”: [
[
[ “salt”, 20 ]
],
[
[ “garlic”, 1 ],
[ “seed_garlic”, 6 ]
],
[
[ “thyme”, 2 ]
],
[
[ “wild_herbs”, 200 ]
]
]
}

Does anyone know if the turret auto shooting glitch has been fixed? My vehicle gives an option for manual aiming but it still automatically fires…

I have an Arcana mod question… The Veinreaver says “maximum 1 charge of blood essence”.

However, if you keep pressing the reload key you keep stuffing more and more blood essence into it.

What happens if you activate the weapon with a ridiculous amount of essence in it?

Not actually a newb, but I guess with how things were changed, I am now.

How do I go about recharging batteries that are used on vehicles?