Not to mention if you have the cataclysm + mod which comes with an omnistation.
Thanks for the answers guys, I think I’ve made up my mind now. I’ll be using the charging station and chargeable tools as I planned. The big drawback seems to be wasted power, but the charging station takes less power than a minifridge, so it’s not actually that bad. I want to free up that space to keep my RV maneuverable and have more space for an NPC army.
Edit: the numbers lie, charging station takes way more power than a minifridge.
What is your army armed with?
Speaking of npcs and cataclysm + I tried to arm my companions with survivor crank rifles(essentially infinite laser rifles) however they won’t use them (I presume because they don’t know it has infinite ammo)
What is your army armed with?
Speaking of npcs and cataclysm + I tried to arm my companions with survivor crank rifles(essentially infinite laser rifles) however they won’t use them (I presume because they don’t know it has infinite ammo)[/quote]
Currently, uh, just whatever I happen to craft/find to get through the early-game. Forked spears and a sword. This character isn’t at the arming and armoring stage yet.
Later though everyone is going to get broadswords and ANBC suits.
How balanced would you say Cataclysm+ is compared to the base game? I just remember that the survivor crank rifle basically made you untouchable, unless it’s been balanced since the last time I used it.
How balanced would you say Cataclysm+ is?
The difference between a bang and a whimper.
The difference between to be and not to be.
Between Herby and Christine
Cujo and Old Yeller
Its full of a lot of challenges, but equally a lot of dakka.
How balanced would you say Cataclysm+ is?
The difference between a bang and a whimper.
The difference between to be and not to be.
Between Herby and Christine
Cujo and Old Yeller
Its full of a lot of challenges, but equally a lot of dakka.[/quote]
In laymans terms YES.
Hello Dear peeps. I’ve been absent for some time from cataclysm DDA in general, tried to go back in, downloaded the latest release…Imagine my surprise when I could not find the static spawn option for zombies. Is that still a thing? I loved cataclysm for that. Is there any way I can get to it? Mods, deep in files?
There should be a static spawn option have you checked world settings?
There should be a static spawn option have you checked world settings?[/quote]
Do you mean the world defaults at the option menu? I remember the option being there, but now, I suppose in the newer versions it seems to be removed. As for zombie spawn options I have only Classic zombies, wander spawn and surround start.
There should be a static spawn option have you checked world settings?[/quote]
Do you mean the world defaults at the option menu? I remember the option being there, but now, I suppose in the newer versions it seems to be removed. As for zombie spawn options I have only Classic zombies, wander spawn and surround start.[/quote]
Wander spawn is what you are looking for. If you want zombies to be statically spawned (at least mostly) you want that to be off.
There should be a static spawn option have you checked world settings?[/quote]
Do you mean the world defaults at the option menu? I remember the option being there, but now, I suppose in the newer versions it seems to be removed. As for zombie spawn options I have only Classic zombies, wander spawn and surround start.[/quote]
Wander spawn is what you are looking for. If you want zombies to be statically spawned (at least mostly) you want that to be off.[/quote]
So basically if I turn wander spawn off, it will function as static spawn from previous versions?
At least mostly.
Thanks for the info!
Though if there is no “purely” static spawn it does make me a bit sad…Alas, such is life.
The way I understand it, the only thing that removing Static Spawns from Settings did, was to remove Dynamic Spawns.
It’s like this: Static Spawns on, Wander Spawns on = All Zeds spawn when an area is generated, and spawn points can move, so once they exist, they can despawn, and move around at an overmap level. This setting has a fixed pool of zeds that can run out.
Static Spawns off, Wander Spawns on = Dynamic Spawns with moving spawn points. Instead of appearing all at once, then running out, they spawn as you play, the spawn points can move, and they never run out.
Static Spawns on, Wander Spawns off = Static Spawns without moving spawn points. They appear when an area is generated, and stay in that area, except when they move in the reality bubble. This also has a fixed pool
Static Spawns off, Wander Spawns off = They appear as you exist in an area, and stay there until you kill them. They never run out.
The only thing that removing Static Spawns from the options did was lock it into Static Spawns, by removing Dynamic as an option, so Static isn’t gone. Quite the opposite, in fact. All Wander Spawns does is allow spawn points to move, and doesn’t really affect how they spawn.
I could be wrong about this, of course.
first time im delving deep into a cryo lab, and damn is it cold down there XD any suggestions for deeper delves?
ive gotten 5 floors deep buuut at that depth im having some parts at -100 warmth, not sure what the temp is as i have yet to find a thermometers
Wear EVERYTHING.
And use a gun. Dont bother with melee.
Make trips when cold, to get warm.
Start fires on beds and such to warm up.
Does the map update based on newer versions or on the version it was created in.
I keep finding Sugarhouses everywhere I think I created this map before their spawn rate was turned down. I’m hoping I don’t have to start a new game to find other buildings.
[quote=“Ember, post:17636, topic:42”]first time im delving deep into a cryo lab, and damn is it cold down there XD any suggestions for deeper delves?
ive gotten 5 floors deep buuut at that depth im having some parts at -100 warmth, not sure what the temp is as i have yet to find a thermometers[/quote]
Its pretty crazy in those. Literally made a full winter survivor suit then padded every part with both fur and wool had to do the same for a thermal electric outfit and then used the internal climate control bionic. Albeit it would have probably helped if I actually put batteries inside said thermal electric outfit.
What DOES cata++ add? I’ve heard about it a lot and looked at the mod page, but didn’t find anything super super interesting about it.
Then again I haven’t tried it.
[quote=“Ember, post:17636, topic:42”]first time im delving deep into a cryo lab, and damn is it cold down there XD any suggestions for deeper delves?
ive gotten 5 floors deep buuut at that depth im having some parts at -100 warmth, not sure what the temp is as i have yet to find a thermometers[/quote]
You can wear up to two of any one thing.
So, 2 thermal outfits, 2 of each part of the thermal outfit (balaclava, socks, gloves, etc), then two of each wool item (socks, gloves, etc), two of each warmer, two of each non-thermal (long underwear, etc). Throw a Jedi cloak on top, if you can find one, and see if you can find army winter stuff (it’s pretty good, and it counts as a different item). Fur stuff is also really good.
Basically, you’re going to CRAZY encumbered. Get used to it, and look for ways to deal with threats that ignore encumbrance (EMP bionic is the BEST way to deal with manhacks, for instance, and nailboard traps can eventually deal with everything else, if you’re patient - flamethrower can be nice, too).