Tips, Tricks, and Newb Questions!

[quote=“DG123, post:15560, topic:42”]I’m sure I’ve seen some text saying that about SOME kind of weapon in game, but the Rivtech guns I’ve found recently pretty much all take craploads of attachments. And they have the usual list of possible attachment slots.

Kind of odd now that you mention it. I can’t recall what gun didn’t take the mods… I seem to remember the description actually mentioning that it had certain things built in. That isn’t the case with the scout rifle, pump action shotgun and 8x40mm automatic pistol.[/quote]
Leadworks rifles.

That depends on the item’s volume. Larger ones of course take longer to wield. A large fire extinguisher takes like… over a minute, IIRC. It’s godawful, really. And dangerous if there’s a nearby fire. Trust. Me.

If you have a watch you could always keep an eye on that. At the minimum it takes a whole turn, I would think, = 6 seconds.

Timed it with a watch ingame and it took over a minute and about a half just to wield a Desert Eagle. I’d put in in a holster if I could, but it seems that any accessories/underbarrel/barrel/etc attachments make guns incompatible with holsters.

noway.

wats ur str and dex?

what do you have in your hands when you try to wield it?
Are you doing andthing else, like storing it in your inventory or do you have complicating mutations?

[quote=“BorkBorkGoesTheCode, post:15562, topic:42”][quote=“DG123, post:15560, topic:42”]I’m sure I’ve seen some text saying that about SOME kind of weapon in game, but the Rivtech guns I’ve found recently pretty much all take craploads of attachments. And they have the usual list of possible attachment slots.

Kind of odd now that you mention it. I can’t recall what gun didn’t take the mods… I seem to remember the description actually mentioning that it had certain things built in. That isn’t the case with the scout rifle, pump action shotgun and 8x40mm automatic pistol.[/quote]
Leadworks rifles.[/quote]
I remember the rivtech 12g shotgun being modable before’
Wonder why was this change when only the rivtech weapon that was not modable was due to it being basically a full conversion kits on a prototype-weapon base (l523/.223)

http://cdda.estilofusion.com/l_base_223
http://cdda.estilofusion.com/l_def_12

[quote=“BeerBeer, post:15558, topic:42”][quote=“DG123, post:15550, topic:42”]Also, I have a question…

How exactly do weapon sights work? For example, I have a Rivtech scout rifle, which has sight dispersion 0 and aim speed 10 as DEFAULT, pretty much meaning it has a built in rifle scope.

Would there be a benefit to putting a red dot sight on the sights slot of the rifle? Or something else? I’m really not sure how the game handles this kind of thing. Presumably an actual “rifle scope” stuck on this gun would do nothing?

I’m also not too clear on what sight dispersion and actual dispersion do.

I’m not really sure what mods to put on the Rivtech scout rifle because it starts off with zero dispersion and really the only issue is the ammo…[/quote]
In my understanding Rivtech guns don’t take other attachments. At all. They’re supposedly proprietary and fully modded, brought to us by our benevolent dear leader (one of them) and developer Rivet the Zombie, who wishes to enforce his/her brand fascism upon us in order to rule the playerbase with an iron fist… AHEM. Never mind… I could be wrong though. Check any other non-Rivtech gun. They come with a list of possible attachment locations. The Rivtech gun probably doesn’t have a similar list. (it’s been a while since I’ve played)[/quote]

But that’s wrong… They literally outclass everything else by weight, capacity, and raw damage. Rivtech guns can also accept all the mods of any other firearm in their class. The scout rifle is an exception because it comes with an integrated supressor and sight that are better then everything else already. And ammo is easier to mass craft on account of not needing potentially limited casings or gunpowder. You can keep crafting ammo that’ll work with any RM gun in your arsenal so long as you have the raw materials, materials which for a survivor with the skills to craft it should be trivial to acquire.

If I plant weed in autonne, will it die in winter?

I have harvested the summer crop, so I have some seeds now, and wonder if multiple cropping is possible.

I think it depends on your season length.

So if the frost arrives when it’s in the field, it will die? The length is 30 days, and now it’s Autumn 5th.

I just planted a berry seed, to experiment.

I haven t found any recepy for caseless ammo but the flechette rounds which require gunpowder to make.

[quote=“pisskop, post:15565, topic:42”]noway.

wats ur str and dex?

what do you have in your hands when you try to wield it?
Are you doing andthing else, like storing it in your inventory or do you have complicating mutations?[/quote]

No complicating mutations, empty hands, recovering from a zombie infection, 11 STR, 13 DEX. Started equipping at 22:29:54, ended equipping at 22:30:42. About a full minute to whip out the desert eagle.

[quote=“Taberone, post:15572, topic:42”][quote=“pisskop, post:15565, topic:42”]noway.

wats ur str and dex?

what do you have in your hands when you try to wield it?
Are you doing andthing else, like storing it in your inventory or do you have complicating mutations?[/quote]

No complicating mutations, empty hands, recovering from a zombie infection, 11 STR, 13 DEX. Started equipping at 22:29:54, ended equipping at 22:30:42. About a full minute to whip out the desert eagle.[/quote]

48 seconds is about what it should take. The desert eagle is one of the biggest pistols in the game. Thats why it’s taking so long to get it out of your pack. Get a holster and something that will fit in it if you’re going to be drawing and putting away your gun regularly.

Edit: Also the reason it won’t go in a holster to begin with is because you’ve made it too damn big. Those things have volume limits.

^^^

Think about how hard it would be to jam a fully modded Desert eagle into a tiny holster, the gun complete with holosight, suppressor, flash light and laser and every other mod under the rainbow. Not happening.

[quote=“Rot, post:15574, topic:42”]^^^

Think about how hard it would be to jam a fully modded Desert eagle into a tiny holster, the gun complete with holosight, suppressor, flash light and laser and every other mod under the rainbow. Not happening.[/quote]
that why there is xl holster in which i fit nicely my modified oversize laser pistol which cant fit my ordinary holster.

ive been meaning to add ‘belted’ to more clothing and stuff, since were here

Is the “Follow Sarcophagus Team” mission for the “Patriot” questline (The “Fuck ya, America!” NPCs give you these patriotic quests) even possible to complete? Haven’t been able to start on on the PC Version yet, but I have been able to start it on the IOS version. I can’t find anything related to completing it, even on the bottom floor (Only a bunch of zombies, metal fragments, and mutagen), and exploding the entire sarcophagus via the computer doesn’t complete it. The bottom level computer doesn’t seem to have any meaningful options, either.

[quote=“SpadeDraco, post:15573, topic:42”][quote=“Taberone, post:15572, topic:42”][quote=“pisskop, post:15565, topic:42”]noway.

wats ur str and dex?

what do you have in your hands when you try to wield it?
Are you doing andthing else, like storing it in your inventory or do you have complicating mutations?[/quote]

No complicating mutations, empty hands, recovering from a zombie infection, 11 STR, 13 DEX. Started equipping at 22:29:54, ended equipping at 22:30:42. About a full minute to whip out the desert eagle.[/quote]

48 seconds is about what it should take. The desert eagle is one of the biggest pistols in the game. Thats why it’s taking so long to get it out of your pack. Get a holster and something that will fit in it if you’re going to be drawing and putting away your gun regularly.

Edit: Also the reason it won’t go in a holster to begin with is because you’ve made it too damn big. Those things have volume limits.[/quote]

Is there a way to see the volume limit for a holster? Even the XL holster won’t fit.

I don’t think the XL holster is actually any bigger then the regular version. It’s XL because it can accommodate mutated anatomy. If none of the current holsters work for your monstrous handcannon then you’ll just have to carry it around or implement a bigger holster yourself. Having the ability to put shoulder straps on pistols would probably help to.

That’s the 5x50mm flechette, which is a standard brass and gunpowder round. I’m talking about the 8x40mm caseless.

[quote=“Shopkeeper, post:15567, topic:42”][quote=“BeerBeer, post:15558, topic:42”][quote=“DG123, post:15550, topic:42”]Also, I have a question…

How exactly do weapon sights work? For example, I have a Rivtech scout rifle, which has sight dispersion 0 and aim speed 10 as DEFAULT, pretty much meaning it has a built in rifle scope.

Would there be a benefit to putting a red dot sight on the sights slot of the rifle? Or something else? I’m really not sure how the game handles this kind of thing. Presumably an actual “rifle scope” stuck on this gun would do nothing?

I’m also not too clear on what sight dispersion and actual dispersion do.

I’m not really sure what mods to put on the Rivtech scout rifle because it starts off with zero dispersion and really the only issue is the ammo…[/quote]
In my understanding Rivtech guns don’t take other attachments. At all. They’re supposedly proprietary and fully modded, brought to us by our benevolent dear leader (one of them) and developer Rivet the Zombie, who wishes to enforce his/her brand fascism upon us in order to rule the playerbase with an iron fist… AHEM. Never mind… I could be wrong though. Check any other non-Rivtech gun. They come with a list of possible attachment locations. The Rivtech gun probably doesn’t have a similar list. (it’s been a while since I’ve played)[/quote]

But that’s wrong… They literally outclass everything else by weight, capacity, and raw damage. Rivtech guns can also accept all the mods of any other firearm in their class. The scout rifle is an exception because it comes with an integrated supressor and sight that are better then everything else already. And ammo is easier to mass craft on account of not needing potentially limited casings or gunpowder. You can keep crafting ammo that’ll work with any RM gun in your arsenal so long as you have the raw materials, materials which for a survivor with the skills to craft it should be trivial to acquire.[/quote]

Well thank goodness I’m not just going insane.

It has a built in supressor?! I never noticed that part. Is that visible in the weapon description? Also, I don’t suppose supressors stack if you can install another one?

[quote=“DG123, post:15579, topic:42”][quote=“Shopkeeper, post:15567, topic:42”][quote=“BeerBeer, post:15558, topic:42”][quote=“DG123, post:15550, topic:42”]Also, I have a question…

How exactly do weapon sights work? For example, I have a Rivtech scout rifle, which has sight dispersion 0 and aim speed 10 as DEFAULT, pretty much meaning it has a built in rifle scope.

Would there be a benefit to putting a red dot sight on the sights slot of the rifle? Or something else? I’m really not sure how the game handles this kind of thing. Presumably an actual “rifle scope” stuck on this gun would do nothing?

I’m also not too clear on what sight dispersion and actual dispersion do.

I’m not really sure what mods to put on the Rivtech scout rifle because it starts off with zero dispersion and really the only issue is the ammo…[/quote]
In my understanding Rivtech guns don’t take other attachments. At all. They’re supposedly proprietary and fully modded, brought to us by our benevolent dear leader (one of them) and developer Rivet the Zombie, who wishes to enforce his/her brand fascism upon us in order to rule the playerbase with an iron fist… AHEM. Never mind… I could be wrong though. Check any other non-Rivtech gun. They come with a list of possible attachment locations. The Rivtech gun probably doesn’t have a similar list. (it’s been a while since I’ve played)[/quote]

But that’s wrong… They literally outclass everything else by weight, capacity, and raw damage. Rivtech guns can also accept all the mods of any other firearm in their class. The scout rifle is an exception because it comes with an integrated supressor and sight that are better then everything else already. And ammo is easier to mass craft on account of not needing potentially limited casings or gunpowder. You can keep crafting ammo that’ll work with any RM gun in your arsenal so long as you have the raw materials, materials which for a survivor with the skills to craft it should be trivial to acquire.[/quote]

Well thank goodness I’m not just going insane.

It has a built in supressor?! I never noticed that part. Is that visible in the weapon description? Also, I don’t suppose supressors stack if you can install another one?[/quote]
Actually, that is outdated fluff. I hope to PR a fix that will make it a reality.

[quote=“SpadeDraco, post:15573, topic:42”][quote=“Taberone, post:15572, topic:42”][quote=“pisskop, post:15565, topic:42”]noway.

wats ur str and dex?

what do you have in your hands when you try to wield it?
Are you doing andthing else, like storing it in your inventory or do you have complicating mutations?[/quote]

No complicating mutations, empty hands, recovering from a zombie infection, 11 STR, 13 DEX. Started equipping at 22:29:54, ended equipping at 22:30:42. About a full minute to whip out the desert eagle.[/quote]

48 seconds is about what it should take. The desert eagle is one of the biggest pistols in the game. Thats why it’s taking so long to get it out of your pack. Get a holster and something that will fit in it if you’re going to be drawing and putting away your gun regularly.

Edit: Also the reason it won’t go in a holster to begin with is because you’ve made it too damn big. Those things have volume limits.[/quote]

I’m not sure about the current state of holstering but in my version of the game the “back holster” worked nicely for huge pistols covered in mods.