its an easy one to forget, thats why I posted it ^.^
Are there any new major changes going on besides the painpill/cbm thing? Been a while since I played.
Not that i’ve noticed. I don’t mind the change, just that I think it should be aware of traits that you have, so I don’t have to pop 20 Oxycontin pills and OD when I have “pain resistant”, “pain recovery”, etc. that could do the job just fine.
Also, personal experience, i’ve gotten a needle stuck in my eye + eyelid drained (infection) twice with little more than two tylenol pills. So, so I dunno, if someone like me with a good pain tolerance can walk home after that, i’m pretty sure a simple CBM could be installed on someone with pain reduction traits with minimal painkillers.
Thanks. Yea I was reading up on the discussion, sounds like some oversites will be fixed and some tweaks to the system are coming so I’m not worried about it.
Burning large items in a brazier/wooden stove/fireplace/etc will now burn all its items without gout out every 10 minutes.
So a log of wood can provide more than 4 hours of uninterrupted light.
Kevin started to make a unit test for gun accuracy, so it may be fixed in the near future.
Although Coolthulhu made a “patched” version. Which includes more stuff like “Getting hit in a mending limb for 0 damage won’t reset the mending process”.
And codemime is making a huge customization to the eating menu, which looks awesome.
And codemime is making a huge customization to the eating menu, which looks awesome.[/quote]
Ohhh that looks nice!
On another note, I failed a 32% chance CBM install and it said “You fobbed the installation”(or something along those line, but pretty sure “fob/fobbed” was the verb used). I didn’t take any pain and nothing appears to be any different, from the failed CBM install and all my other CBMs are still there. The CBM I tried installing vanished of course, but other than that did I get pretty lucky as far as failures go, or am I missing something that might have a negative impact in the near future? I had 2 of the CBM and the next one installed fine. I know 32% is kind of risky, but I wanted to be able to travel through walls…
You’re lucky. There is no hidden negative effect.
What’s the ideal city size and city spacing that’ll provide decent amount of cities/towns while having enough non-city locations? Current survivor might reach the next overmap soon, and I really don’t want to discover that it’s full of small towns or just one mass of city and no non-city locations once again.
Like seriously, almost two in-game years with 91 day seasons and haven’t seen a single beehive yet.
Beehive used to be everywhere some weeks ago. Now they are rare again.
How does the nutrition system work?
Like, the food has the percentages of the nutrients listed on them. I’m assuming that getting 100% every 24 hours is what’s needed for nutrition to not go negative? Like if my survivor eats five portions of scrambled eggs, each one having 20% on all nutrients except vitamin C, will I get 100% of the nutrients and will that be enough for 24 hours?
[quote=“Azrad, post:17351, topic:42”]How does the nutrition system work?
Like, the food has the percentages of the nutrients listed on them. I’m assuming that getting 100% every 24 hours is what’s needed for nutrition to not go negative? Like if my survivor eats five portions of scrambled eggs, each one having 20% on all nutrients except vitamin C, will I get 100% of the nutrients and will that be enough for 24 hours?[/quote]
Unfortunately that stuff doesn’t seem to work right as you can literally fix all your nutritional issues with multivitamins that are fairly common.
Cool thanks!
Do Military Bunkers have turrets inside them if you don’t use a Mil ID card to open them. I know when you use a Science ID @ a lab it disables some of the turrets, like the one on the top level. Is it the same for Bunkers? I’ve only used a ID card to get in them, but know they have those couple long hallways with nothing in them at the top level, are there turrets there if you go in via jackhammer/ProbTravCBM.
If you use an electrohack @ a Science lab(or Bunker), is it like using an ID card, or do you still have to worry about the top turret like when jack-hammering in?
Cool thanks!
Do Military Bunkers have turrets inside them if you don’t use a Mil ID card to open them. I know when you use a Science ID @ a lab it disables some of the turrets, like the one on the top level. Is it the same for Bunkers? I’ve only used a ID card to get in them, but know they have those couple long hallways with nothing in them at the top level, are there turrets there if you go in via jackhammer/ProbTravCBM.
If you use an electrohack @ a Science lab(or Bunker), is it like using an ID card, or do you still have to worry about the top turret like when jack-hammering in?[/quote]
Yes with the exception of maybe the missile bunkers anything the requires a keycard has turrets that don’t get disabled if you use something else. I learned that the hard way on a military bunker.
Furthermore, instead of one normal turret behind the door of a lab, military bunkers has six milspec turrets. Unless you’re wearing power armor or got enough full body protection that’ll rival power armor defense, you’ll die if you try to hack/jackhammer/torch the entrance.
Below the bunker, you can hack the rooms and face no consequence.
Reminds me of a time where I broke a wall on a bunker on the side where the stairs were and built I think a book shelf so that I could block the turrets line of sight and access the bunkers goodies without getting shot up.
Back before vehicle construction times went crazy, I would jackhammer in from the back at an angle to a certain spot, then build a “vehicle” of one frame, push it in at that angle, then add onto it from outside where it was safe, adding frames (or wiring, if using the vehicles pack) and then boards to block line of sight in certain places… yeah, it’s doable. Not sure how you’d do it with just furniture, though.
just use a shopping cart with a board on it
Do Npc’s not respect vehicle’s storage spaces any more?
I had npcs twice steal out of my cart then I have to run them down and kill them to get my loot back, and I’m stuck with the morale penalty for killing an innocent.
are you an unarmed master? if so then just strip and insult them. you having no armor or weapons makes you 0 scary so they will try to kill you then you ca kill em back witou worry.
I’m facing a major fungaloid issue. They overran my base and I really need to get my stash of weapons and whatnot (minigun, yo!!)
What are the requirements for resisting infection (assuming I won’t actually fight them)? Is it down to the environmental protection stat? If so, how high must it be?