Tips, Tricks, and Newb Questions!

Every once in a while, you can find an area of rubble with an artifact in the middle. Sometimes, these area will have constant electrical storms (like from a shocker) or constant fires. Occasionally, I’ve found one that just hurts you every little bit, with a message like “you feel your life slipping away” or some such. I’ve heard there are some that irradiate, but I generally don’t stay long enough for notice.

The artifacts that spawn in them are “natural” artifacts; they always have exactly two properties, one from the “good” list and one from the “bad” list. The good may be active (with charges) or passive (carried), and the bad may passive (carried) or active (but only if the good on is active).

So the electrical affect was natural to the tile?

Yep. I just had a world where I had an artifact spawn smack dab right next to the shelter I started with. That electricity can work as a defense against weak enemies.

Anyway, if anyone can answer my question from the page before.

[quote=“KiBoy, post:17395, topic:42”]Anyways, my character is regularly having hallucinations ( but I see no monsters when I have them ) and getting messages like “Your head aches faintly” or “Your XXX is wrecked in pain.” I’m starting to think I might’ve caught something after drinking non-purified water and eating raw meat since I randomly go blind every now and then. Any hints of what terrifying disease or parasite I’ve caught and how to deal with it? My character is forced to micro sleep all the time and it’s a bit annoying.[/quote]

Muscle parasites probably.

Thanks. Guess it’s Mugwort Oil time then.

Anyway, I’ve noticed that the narc.co site for the game is down. What is the current experimental changelog because I’m a weirdo who likes reading those even though 90% is technobabble I don’t understand.

What’s the right settings for city size and spacing where I could get some decent-sized towns - nothing big as long as it’s not like 4 buildings small - while making sure that non-city locations are present?

So far, fiddling around the settings I end up with vast stretches of nothing, or nothing but towns.

[quote=“Azrad, post:17407, topic:42”]What’s the right settings for city size and spacing where I could get some decent-sized towns - nothing big as long as it’s not like 4 buildings small - while making sure that non-city locations are present?

So far, fiddling around the settings I end up with vast stretches of nothing, or nothing but towns.[/quote]

As far as I’m aware, I often had those maps gen ( semi-city, semi-wilderness ) at 8 city size and 8 spacing. You might want to tweak things down a bit for your preference. Heck, I have a similar gen at 12 city size, spawned in a school, about 1/3 of the southeast map is a city, the remaining half is roughly wilderness.

Speaking of that, is milking cows possible? I’m currently hiding in a dairy farm and I’m rather bad with water for now. I’m still gonna go make a short trip to town to get a funnel and a gallon jug, but I’m still curious if that’s possible. It’d be nice to have infinite milk.

the default setting, 4 makes a wide enough variety of city types, between big cities to 4 buildings. but, also suggest you keep spacing and size the same number. if city size is bigger then spacing then the cities will crowd out the other objects, if space is bigger then city, you get very large areas of nothing.

Hmm. I see. So far been trying out different settings, and then teleporting to the adjacent overmap and revealing the map to see how the settings go. So far things have been unbalanced… like one overmap had absolutely nothing. Just forests and rivers, and nothing else.

Other question. Is there a way to delete all the other overmaps, aside from the one my survivor is currently residing, more or less resetting the world (aside from the overmap where my survivor is located at?)

In general, I’m rather concerned about the growing file size of my survivor’s world, but at the same time since I got one long-term project on building a town, I want to keep the area while resetting the surrounding overmaps.

I kind of like world settings with “big areas of nothing”. Makes vehicles an important factor for traveling, and makes early game less of an RNG-fest, since you can avoid zones that are too dangerous.

Nnnnnope. There are no mobs in the game that give you something when interacting with them, unless you kill them in which case you get their guts.

Seems that they’re working on being able to milk cows on Github, though.

That is a huzzah for me as literally every time I find milk my first thought is where is my dehydrator.

I’ll be a happy survivor when that happens, and that players can be able to craft condensed milk. With milk and condensed milk, my survivor will be able to make all the spiked eggnog she can, providing a filling and quenching drink while getting drunk in the process.

Is higher handling (Forgot the name, I think it was handling at the very least) stat on guns good, or is it like Dispersion where lower is better?

More handling equals less recoil. Basically, for gun mods it should be negative dispersion and + handling.

Just sucks that most weapon mods only have one or the other and not much of both.

For most part, rifles and shotguns usually has low enough dispersion that mods will bring the gun’s dispersion to 0. Recoil won’t get lowered much, unless you use a bipod, which I found out a while back requires you to stand on elevated terrain to get its benefits.

In general, the barrel extension offers quite a bit of dispersion reduction, and is usually compatible with most guns aside from launchers. The gyroscopic stabilizer reduces quite a bit of dispersion and improves handling a little, though it can only be used on rifles and SMGs. The match trigger offers good dispersion reduction as well, and is compatible with nearly anything, but like the stabilizer can be somewhat rare. Tuned mechanism as well, though it doesn’t reduce dispersion as much as the other two. The tuned mechanism and match trigger can’t be removed, I think, so better choose carefully on which gun you attach those in should you find them.

Aside from that, always use an ergonomic grip. Adjustable stock if you need some lower dispersion, or recoil stock if dispersion is low enough to better handle recoil. Muzzle brakes and ported barrels reduce recoil at the cost of some extra dispersion; for rifles and shotguns you usually get enough dispersion reduction from other mods to keep gun dispersion at 0.

What counts as elevated terrain?

Basically obstacles, it seems. Tables, vehicle frames, maybe shrubs, that sorta thing.