Pry doors (and windows and crates) until you have high enough mechanics to remove parts from cars, then dissassemble cars (though that is quite a bit slower now…).
Are blunderbass some new kind of fish that’s dangerous to themselves, or something? Sorry, best typo I’ve seen in a good while, had to comment.
Prying door is very practical to bring mechanic to 2. It only needs a makeshift crowbar and a day in basement. Particularly useful for my illiterate character who cannot read UTH.
There isn’t if you start at 0. Which is why I think these days starting with mech 2 is the minimum (it lets you remove and install many car parts). If you start at 0, you’re at the mercy of finding a relevant book, which makes it a priority to start raiding places that have books - libraries, mansions, bookstores. On foot, of course, you poor car-less pleb.
Hey, why don’t you put your belongings in a shopping cart, young grasshopper! Hahahaha!
It’s a mod, so… you’ll have to start a new world. It should be in the ‘Balance’ section of the mods.
You have to hit more difficult targets, unless of course you’re saying hitting fast/nimble monsters doesn’t work either. Try hitting like mi-gos, feral predators, or manhacks, and not decayed zombies or normal zombies. I have no experience even reaching lvl 6 in those skills. You COULD try encumbering your arms (or torso?) on purpose, or otherwise sabotage your character, just to make it more difficult to hit, purely in hopes that the game thinks it’s difficult enough to warrant skill advancement.
old, long-standing errors in the spawning code got nipped.
‘chance’, one of the variables that changes measurement depending upon what json code you look at, was not used correctly in any, of its instances.[/quote]
Not directly, but the nerf enforced what mapmakers most likely intended.
In short:
The intended version was that “chance” field means “chance to spawn items here”. This is easy to understand and obviously The Right Thing. So any mapmaker who doesn’t experiment would probably treat it as obvious.
The old version - bugged one - had “chance” meaning two different things: when “chance” was 100, it meant “spawn this thing here”. When “chance” was below 100, it meant “keep spawning until you roll a number lower than chance”. So “chance”:90 meant “keep rolling and spawning stuff until you hit that 10% chance to stop rolling”.
Some map features may need updating now, because any mapmaker who understood the bug has most likely tried to work around it.
Not directly, but the nerf enforced what mapmakers most likely intended.
In short:
The intended version was that “chance” field means “chance to spawn items here”. This is easy to understand and obviously The Right Thing. So any mapmaker who doesn’t experiment would probably treat it as obvious.
The old version - bugged one - had “chance” meaning two different things: when “chance” was 100, it meant “spawn this thing here”. When “chance” was below 100, it meant “keep spawning until you roll a number lower than chance”. So “chance”:90 meant “keep rolling and spawning stuff until you hit that 10% chance to stop rolling”.
Some map features may need updating now, because any mapmaker who understood the bug has most likely tried to work around it.[/quote]
Can light-sensitive traits like troglobite, very light sensitive, and solar sensitivity be negated by full body coverage and glare protection, like the albino trait?