Tips, Tricks, and Newb Questions!

No. Traits can be purified away. However, certain traits can be removed if there’s a mutation that cancels it (or improves it).

For example, glass jaw and flimsy/frail/fragile traits can be removed if you get the resilient mutation. Even if you lose resilient later on, there’s a decent chance that the traits won’t return (like my survivor).

For some mutations/traits that don’t have anything that cancels them out, they can be upgraded, like if you start of with genetically unstable in a lab start, it can mutate into genetic chaos. Genetically unstable as a starting trait can’t be removed because there’s no mutation opposite of it (getting or having robust genetics doesn’t cancel them out).

So if you have schizophrenia as a starting trait, you can’t remove it. If you got it from a mutation (like from a medical mutagen), then it can be removed with purifier.

[quote=“Azrad, post:17562, topic:42”]No. Traits can be purified away. However, certain traits can be removed if there’s a mutation that cancels it (or improves it).

For example, glass jaw and flimsy/frail/fragile traits can be removed if you get the resilient mutation. Even if you lose resilient later on, there’s a decent chance that the traits won’t return (like my survivor).

For some mutations/traits that don’t have anything that cancels them out, they can be upgraded, like if you start of with genetically unstable in a lab start, it can mutate into genetic chaos. Genetically unstable as a starting trait can’t be removed because there’s no mutation opposite of it (getting or having robust genetics doesn’t cancel them out).

So if you have schizophrenia as a starting trait, you can’t remove it. If you got it from a mutation (like from a medical mutagen), then it can be removed with purifier.[/quote]
Darn. Also for a weird story wise thing I kinda like the idea of a schizophrenic rich bionic kid surviving the cataclysm. Oh well. NURSE MORE THORAZINE!

Just question-am i only who have issues of npc i encounter turning hostile after failed conversation (like i refuse to give weaons or convince them i am no dangerous) and than simply walking away?have been happening to me for some time…

My question now is how to kill masses of zombies without getting hurt. Can I trap them somehow and spam them with arrows? Fire?
try blade traps.they obliterate masses of weaker to medium zombies.

Not 100% certain this is a glitch. Hostile survivors have a chance of becoming scared of you and running away.

Quick question

how can I change the consumption of gasoline, electricity and diesel for engines to pre-nerf levels and will it take effect in my current game?

Balance be damned, running out of fuel for my cars is not in any sense fun

[quote=“Wyzack, post:17567, topic:42”]Quick question

how can I change the consumption of gasoline, electricity and diesel for engines to pre-nerf levels and will it take effect in my current game?

Balance be damned, running out of fuel for my cars is not in any sense fun[/quote]
For electric engines there is a power stat in the motor.json which I think modifies its engine power however I cannot find such a stat for combustion engines.

Okay so game mechanics questions and observations.

  1. From what I can see the only requirement for an item to be diamond coatable would be if said item had an entry in the migration json at which point I assume that the diamond material properties will then be applied to the item in question.
  2. Are the values from material padding via tailor’s kit more specifically encumbrance hard coded or is it in a json somewhere.

Encumbrance increase is hardcoded in item.cpp, if you search the file for “wooled” or “padded” you’ll see the fairly self explanatory values that set it.

Thankyou.

So I was freezing my balls off (no literally, my feet got frostbite) and huddled in a car for warmth which luckily turned out to be a fully working electric car which brings me to two questions.

I slowly got warmer I think, unless the weather itself got warmer, but is that a thing? I know closing the car door makes it a bit warmer but will my body heat slowly heat a small enclosed area?

Also, the car has one perfect battery and one half-buggered battery (purple). Would it be worth while to remove it or does it not drain electricity? The good one is in a half-buggered swappable case while the bad one is in a good case, do those drain electricity too when damaged?

[quote=“noname1208, post:17572, topic:42”]So I was freezing my balls off (no literally, my feet got frostbite) and huddled in a car for warmth which luckily turned out to be a fully working electric car which brings me to two questions.

I slowly got warmer I think, unless the weather itself got warmer, but is that a thing? I know closing the car door makes it a bit warmer but will my body heat slowly heat a small enclosed area?

Also, the car has one perfect battery and one half-buggered battery (purple). Would it be worth while to remove it or does it not drain electricity? The good one is in a half-buggered swappable case while the bad one is in a good case, do those drain electricity too when damaged?[/quote]
Car climate control is more powerful than any other temperature regulating source in the game you can be very hot or very cold and be back to comfortable in a few in game minutes provided it is an enclosed and roofed space. So no your body heat does not warm it.

I am pretty sure batteries work similar to tanks where only the damaged ones contents will drain. As for bat cases I have no clue but if you are worried take the damaged bat out of the good case and the good bat from the bad one and swap them out.

Oooh, so cars actually have that now. That’s really neat, thank you

So how come combustion engines don’t have a power stat inside their json?

those don’t need electric power to start up
they are small and usually found on power tools

Becasue the combustion engines themselves don’t make the power, the Alternator does that and that’s where you’ll find the power stat

I mainly ask as a combustion engine has an epower stat at a -(whatever) which makes sense as the engine needs electricity to start. But again that is an epower stat I am talking about the power stat like what an electric motor has which has both an epower stat and a power stat, which I presume means how much electricity it runs and and how much engine power it produces respectively. The stat that I think MIGHT be a stat similar to that is a stat on the actual engine.json in items/vehicle folder where there is a stat called displacement however I am uncertain as to what this particular stat actually does.

For that I’m not sure, it may be a relic from when the detailed engine info was added and removed

Okay so besides the question about what determines a combustion engine’s lets say horse power here is another question.

If a gun only fired one round why would it dispense ten shell casings?
EDIT:I Think I see why the casing item for the gun I’m using has stacks of 200 which is the probably cause of exponential multiplication.

I think storage batteries in damaged swappable cases charge slower.