Tips, Tricks, and Newb Questions!

I’m assuming you want to give npcs food and drinks, yes? Talk to them, there should be an option “Use this item” or something of similar wording (don’t quite remember the phrase.) - you then can choose an item from your inventory to give to them - this can be literally anything - they wear the armor, they use the weapon, or they will eat/drink if you give them food - that is, if they are hungry. If they aren’t, then they usually keep it in their inventory.

I’m assuming you want to give npcs food and drinks, yes? Talk to them, there should be an option “Use this item” or something of similar wording (don’t quite remember the phrase.) - you then can choose an item from your inventory to give to them - this can be literally anything - they wear the armor, they use the weapon, or they will eat/drink if you give them food - that is, if they are hungry. If they aren’t, then they usually keep it in their inventory.[/quote]

It’s important to note that NPCs will only do this if they’ve agreed to be your companions (‘@’ turns green from the previous pink). Them being your followers signifies their trust in you. They might not trust you enough to eat some foods or wield/wear some items, but that’s remedied by keeping them in close proximity to you and catering to their needs.

You can also trade them some food or drink (when they are green these trades don’t have value limits like trading with a merchant or neutral npc) and they will feed or water themselves from their inventory as needed as long as they have some in their inventory.

NPCs require far less food and water than PCs though, so if yer planning on giving them more than 1 or two units worth of food or drink make sure it has a long shelf life. Food will still rot in their possession. The food also needs to be immediately edible. They won’t open mres or sealed jars on their own.

And for those especially needy survivors who are barely scraping by and are now in charge of feeding two mouths, I hear NPCs can’t starve to death no matter how hungry they get. I’m not sure if that’s still true, but you might want to consider holding onto your last can of beans that way neither of you starve to death when desperate times arrive.

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I have a question. I’m looking to set my world generation options - particularly city size and city spacing - to realistic levels, compared to the overmap chunk/in-game world units. Essentially, have cities be true-to-the-real-world large, and spaced accordingly. How do I go about doing this? The “your world will load slower” warnings written all over the menus makes me reluctant to bump both up the max, and I’ve got nothing else to compare the options to. I know that cities sized 6 seem way too small, but I don’t know what kind of impact level 16 would have on load times, or whether it’s going to be realistically large at all.

Any of you found anything that gives you that real-world vibe, and if so - what settings did you use? I’m currently doing size 6 spacing 3 (I lowered spacing so I wouldn’t have to walk to the nearest city when spawning in the shelter for too long, but now it seems like a mistake).

The prob with ‘real world’ settings is that towns and cities in NE are, well dependent upon where you live.

In bumblton new Hampshire they can be spaced so far apart you couldnt hear your neighbor’s gunshots.
In Connecticut or Mass or such its so urbanized you cant see stars at night.

Also, cities vary in size, and this game doesnt quite pull that off. Nor the ‘routeside townships’ that spring up along roads. Its not ‘suddenly civilization’ like you see in CDDA, but varying degrees. We also have a fair amount of routes with strip malls on them.

[quote=“pisskop, post:16546, topic:42”]The prob with ‘real world’ settings is that towns and cities in NE are, well dependent upon where you live.

In bumblton new Hampshire they can be spaced so far apart you couldnt hear your neighbor’s gunshots.
In Connecticut or Mass or such its so urbanized you cant see stars at night.

Also, cities vary in size, and this game doesnt quite pull that off. Nor the ‘routeside townships’ that spring up along roads. Its not ‘suddenly civilization’ like you see in CDDA, but varying degrees. We also have a fair amount of routes with strip malls on them.[/quote]

I’m looking to create a very urban area. Say, towns as big as Connecticut. What “city settings” do I need to use to achieve that kind of effect?

Id try city size 10 space 2 or 3 and then debug full overmap vision and see how you like that

Spacing is more important than size here, though. Size help ‘fill the spaces’, and too large and you wont get any trees.

We are a tree-y people who live in valleys and hills here in CT

Is it possible to edit the default values proposed at world creation? i.e it bothers me when I create a world to raise up NPC spawn rate from 0.0 (the base default) to 1.00 (by increment of 0.01), so I would like to edit a file and set the defaults to my defaults and be done with that.

(my usual settings: +50% spawn rate, +50% monsters health, but evolution is 2.00 not 4.00) – Marathon style?

In advanced inventory how do I toggle between ground and vehicle (container) tiles?

v or V. It doesn’t matter if it’s capitalized or not.

I came back from about 2-3 months of absence from Cata DDA. Is it normal that solar panels nowadays don’t charge AT ALL if they are inside buildings ( I have a few appliances right next to the metal door in a garage, and it’s always open ). I kept it like this for a couple days and got literally no energy.

The day I took the machinery outside and made a small trip looting I returned to having 6% battery. Does it mean no matter how sunny it is your solars won’t charge unless they are outside? If that’s the case then it’s definitely annoying.

Yes solar panels must be outside, afaik it’s always been that way but I never really tested it.

So I came back from a lab and I’m retching for no apparent reason. Ran blood filter, took a dose of antiparasitic drugs, still retching. Any solution? Would a royal jelly help?

  1. When a weapon has a bipod, is it deployed automatically?

  2. There is no usage to the spork, right (and what about the foon? :wink: )

  3. How do one raise mechanic when there is no book? Dismounting-mounting batteries don’t give experience. Siphoning/filling - does nothing it seems?

  4. How do you fold a cart, a bicycle, how do you transport them in a car?

Lowered stats without anything in status is radiation poisoning.

Zientist barfed radiation onto you.

One easy method is crafting 5-10 improvised lockpicks and just going around lockpicking closed doors and metal fence gates. Prying them open with a crowbar/halligan bar also works. This levels you up to mechanics 1, after which going through this process becomes sub-optimal. The second method is stripping a car of its parts one by one until you level up. You usually do that with a wrench, a hacksaw or a screwdriver (have all 3 ready just in case). A jack or enough STR remove the wheels. If you still don’t gain a level, start rebuilding it - that requires either lots of duct tape, or a powered welder/acetylene torch and welding goggles. It’s preferable that you do this process on a vehicle that actually matters to you - a car you want to rebuild/repair, a mobile home or a generator you intend to construct from scratch.

[quote=“Nibelung44, post:16554, topic:42”]1. When a weapon has a bipod, is it deployed automatically?

  1. There is no usage to the spork, right (and what about the foon? :wink: )

  2. How do one raise mechanic when there is no book? Dismounting-mounting batteries don’t give experience. Siphoning/filling - does nothing it seems?

  3. How do you fold a cart, a bicycle, how do you transport them in a car?[/quote]

  1. Not sure about bipods, but I know to use a HMG you have to be standing on the same tile as a table or window or something.

  2. There’s a challenge on the forum somewhere to kill a jabberwock with a spork, but it has no inherent use afaik.

  3. Lockpicking, which you can do with a hairpin or you can make improvised lockpicks out of scrap and a hammering tool.

  4. A vehicle in which every single part has FOLDING tag can be folded simply by examining it, or its controls (forget which exactly), it then transforms into an item you can pick up, activate it to unfold.
    It’ll probably be too heavy, but you can move it into your vehicle with the advanced inventory menu.

[quote="§k, post:16556, topic:42"]Zientist barfed radiation onto you.[/quote]Stats are normal.

Thanks for the answer … this is the jump to mechanic 2 the problem, you can indeed remove a lot of parts with mech 2, but I don’t see a method to go from mech 1 to 2 except reading a book. Or lockpicking all day?

still Rads