Tips, Tricks, and Newb Questions!

there are special cases though, you can’t wear two bindles one on each arm anymore, at least not last time i checked, even if you tried to switch sides.

Wow I don’t have to hit a+q+enter all the time anymore! Started another character today that has a crossbow/quiver… and when they pick them up, they automatically put them in the quiver now it seems! Awesome QoL improvement I didn’t even know I needed, but definitely appreciate! http://imgur.com/a/sQ1N6

If you have them on autopickup, like I do, it’s even awesomerer! :slight_smile:

[quote=“NuG, post:17643, topic:42”]Wow I don’t have to hit a+q+enter all the time anymore! Started another character today that has a crossbow/quiver… and when they pick them up, they automatically put them in the quiver now it seems! Awesome QoL improvement I didn’t even know I needed, but definitely appreciate! http://imgur.com/a/sQ1N6

If you have them on autopickup, like I do, it’s even awesomerer! :)[/quote]
How do you do that I remember it working a little bit but then it stopped for some reason for me?

in the main game options options mennu turn it on. Adjust the settings for appropriate weight etc… and/or

autopickup manager menu is accessible via the (esc) menu you can set white/black list filters so rrow or the like tends to work well to auto pickup any kind of arrow you run near. Distance from monsters is also adjustable I think.

I am talking about arrows/bolts automatically being put into a quiver.

I just noticed A7 Laser Rifle has space for Lens and Emitter mods but I don’t think I’ve ever come across any that would fit those slots. Do they even exist in the game?

It just started happening yesterday in a new game, and is the first time I’ve ever had it happen, so I thought it was new. I didn’t do anything different from last game, except added Extended Realistic Guns mod and Urban Development mod. The bolts are just auto placed into the quiver when you pick them up, even with auto pickup off. I’m guessing you have to have a quiver available for them to go into, but that should be pretty obvious.

Also a quick way to add things to your auto-pickup, hit ‘+’ aka (‘shift’ + ‘=’) while examining the item in your inventory, which sets it to be auto-picked up. Then hit ‘Esc’ then ‘3’ to go to pickup manager then ‘Tab’ then ‘shift+M’ to move it over to global, then ‘Esc’ then ‘Y’ to save.

You can also just hit “p” in the advanced inventory to add it as an auto-pickup rule(I believe it is ‘p’, but just hit ? in Advanced Inv if not to find the correct key or maybe set it if it’s not set by default)

For arrows and bolts I just added arrow and bolt to the global list.

You do need to turn it on, either through options like was mentioned, or you can do like I do and just hit Esc+ 3 + s + Esc while in game to turn it on or off quickly, which I do before entering my base usually so I don’t pick up a bunch random parts from my crafting station.

I don’t like the pick up small objects option, but YMMV, Also, there is an option to turn off auto-pickup when safe mode is off, I use that option, so that I can hit ‘!’ aka (‘shift’+1’') to turn it off while in a fight so that yo don;t try to pick stuff up while in the middle of battle.

No and I didn’t notice that actually. However you can probably very easily add your own.

Would some kind soul be willing to give me a rundown on zombie slaves? What do they do exactly? I’ve never messed around with them because of the massive morale penalties.

Well your moral penalty pays for a pack mule that you do not need to worry about keeping alive or feeding (since they revive) however the mob strength determines how much weight can be carried however I think you can only strap one container on them much to my disappointment as I would have loved having something to carry all my loot so I wouldn’t have to deal with torso encumbrance anymore.

Well your moral penalty pays for a pack mule that you do not need to worry about keeping alive or feeding (since they revive) however the mob strength determines how much weight can be carried however I think you can only strap one container on them much to my disappointment as I would have loved having something to carry all my loot so I wouldn’t have to deal with torso encumbrance anymore.[/quote]

That doesn’t seem to bad actually. Especially on those unlucky starts where you get a tiny town without a working vehicle and have to leg it.

Well your moral penalty pays for a pack mule that you do not need to worry about keeping alive or feeding (since they revive) however the mob strength determines how much weight can be carried however I think you can only strap one container on them much to my disappointment as I would have loved having something to carry all my loot so I wouldn’t have to deal with torso encumbrance anymore.[/quote]

That doesn’t seem to bad actually. Especially on those unlucky starts where you get a tiny town without a working vehicle and have to leg it.[/quote]
Remember that the only difference between a zlave and a normal zombie of the kind you did stuff is that they won’t be able to attack you. They retain the same strength, speed and ability to follow you which they kinda have to do. So usually your best bet would be a strong and fast zombie. Do bear in mind though if you do get a working vehichle particularly one with auto turrets they will shoot your zombie slave.

They probably also push on walls and such the same as any other zom, and thus will count towards wall colapse and such. But I imagine they also make for good mobile chokepoints.

Actually I don’t know if other zombies will push them out of the way if your zlave is a hulk or something like that.

Yes.

Most ‘push_mon’ mons will be able to displace others reliably.

walks into field with 7 zlave brutes and fights hordes through the gap.
wonder how well that would work…

[quote=“Litppunk, post:17657, topic:42”]walks into field with 7 zlave brutes and fights hordes through the gap.
wonder how well that would work…[/quote]

Wonder if the various acid zombies still spew acid when they are hit or die? That could have some interesting uses against non-zombie foes.

Edit: I bet the Armored Zombie variant makes a really good distraction.

[quote=“SpadeDraco, post:17658, topic:42”][quote=“Litppunk, post:17657, topic:42”]walks into field with 7 zlave brutes and fights hordes through the gap.
wonder how well that would work…[/quote]

Wonder if the various acid zombies still spew acid when they are hit or die? That could have some interesting uses against non-zombie foes.

Edit: I bet the Armored Zombie variant makes a really good distraction.[/quote]
zombies will not attack zombie slaves. They are more interested in things that can be considered actually living.

your local wolf cyote, however, will absolutely wreck your zlave of it gets a chance

[quote=“DeWolf, post:17659, topic:42”][quote=“SpadeDraco, post:17658, topic:42”][quote=“Litppunk, post:17657, topic:42”]walks into field with 7 zlave brutes and fights hordes through the gap.
wonder how well that would work…[/quote]

Wonder if the various acid zombies still spew acid when they are hit or die? That could have some interesting uses against non-zombie foes.

Edit: I bet the Armored Zombie variant makes a really good distraction.[/quote]
zombies will not attack zombie slaves. They are more interested in things that can be considered actually living.[/quote]

I’m aware. Hence the reason I said “non- zombie foes”.