Tips, Tricks, and Newb Questions!

Edit data/json/monsters.json and adjust the monsters statistics.

The simpler version is to use the mods that come with it like crazy cataclysm, PKs mod, and adjusting the spawn rates, and evolution. But it depends on what you actually want.

PKs mod is great but it is still more like Call of Duty. I want to create a world in which monsters are rare but very dangerous and fast just like clickers from The Last of Us. One bite/hit one kill. I think that even a few monsters in each city would be enough if they are really deadly. I’m tired of this gameplay style-kill 500 zombies per day

Ah, well you can change monster resilience in the options, or you can mess with JSON’s as mentioned before.

I might try to adjust things that way for a couple of games, that sounds really interesting. Thanks for the idea!

Also, have a welder and wanted to start a fire to boil some water, is that not a thing?
Edit: Starting a fire with a welder not boiling water

The only problem with this “idea” is monsters’ spawn rate. 0.01 rate was ok for me because monsters were able to surprise me and I had to be careful. If monster speed and resilience is set very high you don’t need hulks etc. Basic zombie can kill you very easily. That’s why I want to remove special monsters and replace them with basic but very dangerous zombies. But now the minimal spawn rate is 0.10 and there are too many monsters for this kind of gameplay…

SO can one only power a rivtech suit with plutonium cells or can it be powered by other methods?
Just tried using the power armor interfaces they didn’t seem to work.

Plutonium only. There’s a mod you can craft that doubles the capacity of any plutonium using tool (not including tools modded with the atomic battery mod).

Is it possible to get radiation sickness in suburbs with no hint of toxic waste or monsters that have radiation traits?

there are lots of ways to pick up some radiation. picked up any artifacts by any chance?

Do you have pk’s rebalancing mod?

There are occasional places that are all destroyed - easy to miss in fields, but obvious if it’s on a road or in the forest. In a field, there will be no grass in a square area (say, 15x15 or so?), in a forest, everything in that same sized square will be destroyed, so lots of heavy sticks and splintered wood where the trees used to be. On a road, it will all be rocks and rebar, same size.

Anyway, those things are radioactive some portion of the time (half-ish?). Most obvious thing I can think of.

Otherwise, best guess would be an artifact (the area where a “natural” artifact spawns is occasionally radioactive, too) or a damaged atomic something (nightlight, lamp, coffee maker, mini-nuke - they change to a green color when damaged to show they are leaking radiation).

The radiation in PK got so bad that I started carrying a geiger counter around with me everywhere; later, a radiation biomonitor and a scrubber CBM. And as far as I know, irradiated ground does not decrease in severity with time. Discovered that the hard way when I tried to settle down with a character that was Mildly Radioactive. Don’t do it, friends.

I think that was explained in that mods wiki. But yeah Pk radiation is ludicrous. I was hanging around the edge of a town in my souped up rv (literally and figuratively). First the stat loses then the throwing up and I managed to get a radiation thing and that’s when I decided screw this crap.

Regarding the missions you can assign to NPC companions on the refugee center or outpost. On the tasks that have danger, do NPC stats and equipment matter, or is it all RNG?

I think equipment and stats can make a difference. No hard evidence though. :frowning:

There are many ways to enter lab. I just found out one I didn’t know.

I saw a tree adjacent to the wall of lab. I felled the tree with a stone axe and let it fall onto the wall. It broke the wall.

[quote="§k, post:17318, topic:42"]There are many ways to enter lab. I just found out one I didn’t know.

I saw a tree adjacent to the wall of lab. I felled the tree with a stone axe and let it fall onto the wall. It broke the wall.[/quote]

I was trying to exit a lab the other day when doing the lab start. When I got to the exit stairs where the turret is on the ground level, I went up the stairs and saw the turret. When I went to climb back down the stairs, I accidentally hit ascend instead of descend. It actually let me climb onto the roof of the lab and just walk to the side of the building and waled off the roof, avoiding the turret completely… I tried this again at a couple different labs and couldn’t climb onto the roof from them.

As I was writing this I realized I might have had the option “align up/down stairs even if it makes makes uglier” option during world creation set to true. I believe it’s the very last option on the world settings menu. I hadn’t tried that option and wanted to see what it was like, which might have been what allowed me to do that…and might be why I haven’t been able to re-create since, because I turned that option back to false.

[quote="§k, post:17318, topic:42"]There are many ways to enter lab. I just found out one I didn’t know.

I saw a tree adjacent to the wall of lab. I felled the tree with a stone axe and let it fall onto the wall. It broke the wall.[/quote]

I can’t believe I forgot about this

I believe the wall scaling thing is actually from experimental z levels. I think.