Tips, Tricks, and Newb Questions!

No screwdriver!

You could always "s"mash them, but you’ll get even fewer resources than if you had deconstructed them. That means you will have to smash even more, in order to continue raising construction. The recipe for a screwdriver is just scrap metals, and duct tape, using a hammer, or makeshift hammer.

I’ve a question about hooves, why are they cold and how can I fix this?

I live near alot of horses and I can’t recall ever seeing horses hooves falling off in winter :stuck_out_tongue:

I found some rifles and ammo and was wondering what a good long-term rifle solution is.

Regular:
M4A1
M27 IAR
FN SCAR-L
HK 416A5

Caseless:
RM51
RM88

Am I correct that .223 and 5.56 are fully interchangeable in this game?

use the ungodly powernof the rivtech caseless for big things. tanks, hordes, bosses.

use the fn over thee hk for medium targets
use the m4 for day to day.
or get a mounted gun. those are like sacrifice pits for ammor to the god of DDA.
and use a .22 airgun, a sling, a pneumatic rifle, or a car fender or wildlife whats is vittles

So its been ages since I’ve played, I’ll admit.

However, I’ve found myself perplexed. Got a new character/world/etc, somewhat started on the Elf-A path(possibly relevant) and currently trying to sleep in a large empty house basement.

Emphasis on trying, because no matter where I lay down in there, various noises keep waking me up. Everything from klaxons blaring, cries of agony, ‘gunfire’, and what I think are lines simlar to the creepy crab(?) thing you often see in labs(name escapes me).

Admittly I haven’t tried debugging a hole in the wall to be SURE, but I’m mostly sure there isn’t anything north of me(based on the overmap). As far as I can tell, I’m not suffering some sort of infection.

Does Teleglow have a chance at this now? I have used on ONCE to escape the starting lab, however that was…at least 3-4 in-game days ago.

Judging from the sounds you are hearing, there is a Migo somewhere within earshot of you (They repeat noises they have heard. Like gunfire. Or screaming). Either hunt it down and kill it, or find somewhere else to sleep.

I had been arguing with myself if it was that, or something else, since it ONLY was happening when I was trying to sleep.

Came back down to start packing for a move anyway, and it just started making noise and junk while awake. So that confirms that, lol. Thanks!

So this is my first time being Bovine and I can sustain myself eating shrubs and grass, is there anywhere that lists the nutritional facts of each of those?

They only grant nutrition. I think ~8 per grass, ~20 per shrub.

Moooooo

Ah, thank you

bovine is the optimal tree for pascifism and builders. and its tanky.

tree is good too.

any slow eating tree is good. drinking too, but to a lesser extent.

honorable mention to rat for digging and packrat traits


i like the idea of huge precluding driving, but i think that its too limiting in a game that revolves around driving. my whole playstyle revolves around driving. even if i dont have a mobile base

Yeah, it’s one of the bigger reasons for why huge is horrible.
Another is lack of armor, which makes huge very fragile.

The problem with that driving penalty is that there is no good way to replace it: making it just require weird vehicle parts would turn it into a non-issue (except for tedium involved).
So the only real way to fix huge would be to either get rid of that or make huge so fucking good that it would not require cars.

Huge could cause a ‘crafting penalty’, a ‘driving penalty’, and a ‘time penalty’ for item deconning or vehicular tinkering.

Make huge an inconvenience for players who want to be dexterous. Perhaps even require a whole new set of tools to regain the ability to craft/drive/do things.

The armor problem can be solved by adding armor ids and requiring a new tag for huge people. But I like the theme of ‘so huge that you have to custom make all your junk and even then you cant make toptier stuff with your crude homemade tools’.

This is a natural limitation without eliminating the ability to function.

Making huge parts weigh more and give less durability isnt so bad, since all you really need is seats and maybe a door.

But, reintroduce the chance to swerve perhaps for dizzy or drunk people or hallucinating people, give a static penalty to huge people for doing stuff, and/or make them have to make and only use inferior homebrew tools. And limit their guns. Maybe a new mod to allow them to fit their hugenormous fingers into the guns.

My real issue with huge is that if it represents a tank-sized object like I assume, thats a massive shift in perspective for the game. maybe we could one day even include a tag to make them see over stone walls or trees?

Yeah, I’ve managed to gain all the post threshold for Bovine but didn’t realize the pain penalty of cars right away. All my crafting stations and stuff are in my light tank so I ended up having to park it diagonally so I could access it from outside.

I do think though that you should eventually be able to make a vehicle that you won’t get cramped on, even if it’s just a massive seat with four 34" wheels and a trunk hanging off the back.

I’m trying to figure out the encumbrance system but I can’t quite figure out what is going on:
Right now it says:
Torso (1) 1+1 =2 (-2)

I have one encumbering item, my backpack. And if I put on a trenchcoat (fits), which is supposed to be encumbrance 0, it changes to:
Torso (1) 1+2 =3 (11)

Can someone help me decode this?

[quote=“Zeebie, post:16818, topic:42”]I’m trying to figure out the encumbrance system but I can’t quite figure out what is going on:
Right now it says:
Torso (1) 1+1 =2 (-2)

I have one encumbering item, my backpack. And if I put on a trenchcoat (fits), which is supposed to be encumbrance 0, it changes to:
Torso (1) 1+2 =3 (11)

Can someone help me decode this?[/quote]

I thought I could for everything but the numbers don’t make sense, but I’ll explain layers. The numbers are vastly different than this older experimental version I have. 0 encumbrance for an outer layer coat? Waht?

There’s 4 layers
Close to skin - undergarments tight clothes
Normal - Shirt/pants goes over over skin
Outer - Coats (like trench) and things like Ski pants/ Waders etc
Strapped = Things you strap on, like backpacks, belts, chest rigs, etc.

#'s. Torso (A) B+C (X)
A - no idea, this is all zeros in my version does it finally have a use?
B = total from all 4 layers once it get’s to 10 it starts to add an extra penalty for that spot to C
C = Penalty
X = warmth/cold you are. It’s also color coded along with numerics: green = fine, yellow = warm, red = hot, cyan = chilly, blue = cold/warnings on frostbite

I believe you can have 2 items on each layer before it adds an extra penalty to C. I’m not 100% sure here. Either way everything adds up to total encumbrance.
When the B get’s to 10 it adds +1 to C.
For each item over 2 for a layer it adds more to C (along with what it’s adding for overall encumbrance), I believe it’s +2.
You can also only have 2 of any specific item. 2 backpacks etc.

If you hit @ then hit tab you can move to through the areas. Stop in the Encumbrance spot and arrow keys up/down and you can check what each penalty is also.

You will have encumbrance it’s mostly just try and minimize it if you need to fight. Have melee penalty is not huge if you are a ranged/shooter person. Big ones for hands/eyes/legs is bad, you will not hit very often.

Sorry I couldn’t help more.

[quote=“Zeebie, post:16818, topic:42”]I’m trying to figure out the encumbrance system but I can’t quite figure out what is going on:
Right now it says:
Torso (1) 1+1 =2 (-2)

I have one encumbering item, my backpack. And if I put on a trenchcoat (fits), which is supposed to be encumbrance 0, it changes to:
Torso (1) 1+2 =3 (11)

Can someone help me decode this?[/quote]

You’re clearly playing stable (0.C I’d guess) - the encumbrance system has gotten some significant updates in the experimental builds, and that was one of the early changes this time, AND this particular set of experimentals has been going on longer than usual, so it’s been like 18 months since this was changed, so memories may be a little fuzzy…

That said, this part shouldn’t be THAT much different (other than scale) - the second number is basically a penalty for stacking multiple things in the same layer. You must be wearing something in addition to the backpack, something in the “outer” layer? When you put on the trenchcoat, it give you no additional encumbrance by itself, but since you already have another coat (or something similar) on, there’s a penalty.

The number in parentheses is temperature - 0 means perfectly comfortable, positive means too warm (11 is no big deal), negative is too cold (-2 is pretty close to perfect). Actual damage begins at ± 40 I think, or maybe 50.

[quote=“deoxy, post:16820, topic:42”]You’re clearly playing stable (0.C I’d guess) -…

That said, this part shouldn’t be THAT much different (other than scale) - the second number is basically a penalty for stacking multiple things in the same layer. You must be wearing something in addition to the backpack, something in the “outer” layer? When you put on the trenchcoat, it give you no additional encumbrance by itself, but since you already have another coat (or something similar) on, there’s a penalty.[/quote]

That was it - my messenger bag was on the same layer. I hadn’t been paying attention to it because it was zero encumbrance. And I am indeed playing 0.C. Thanks everyone.