Tips, Tricks, and Newb Questions!

They’re not so bad, easy meat shields to fall back on when your in a bind and need to make a hasty escape. They will fight to the end! They can be cannon fodder to take the hulk/brute smashes, so you don’t have to. They teach you all their skills, and they help you craft, and with NPC needs off, I never have to feed em. I even give them clothes sometimes XD.

to add to the above:

personally i let the NPCs i recruit loot freely, i’m absolutely never going to manually tend their wounds regardless of all else so at least if i let them loot i still get whatever they picked up at some point later and who knows, maybe they’ll do some self preservation stuff with whatever they loot.

additionally, i don’t honestly see recruited ones being a problem in the first place, if i really want something they’ve picked up i can probably buy it from them with the menu.

hostile NPCs are already food in the first place so shuffling loot around isn’t that big of a deal.

The prying unlocked door to grind mechanics exploit is about to be destroyed! https://github.com/CleverRaven/Cataclysm-DDA/pull/21694

I come up with another way to grind mechanics, which is not exploit. Removing and installing headlight requires only screwdriver and levels your mechanics from 1 to 2 in a couple of hours.

ahk script:

F1::
loop 13 {
Send, o
Sleep, 500
Send, o
Sleep, 5000
Send, i
Sleep, 500
Send, {Enter}
Sleep, 5000
Send, {Space}
Sleep, 500
Send, {Enter}
Sleep, 500
}
Return

You make sure there’s a screwdriver, but NO other installable vehicle part around you, open the vehicle interface, move cursor onto where headlight is, and press F1.

[quote="§k, post:17684, topic:42"]The prying unlocked door to grind mechanics exploit is about to be destroyed! https://github.com/CleverRaven/Cataclysm-DDA/pull/21694

I come up with another way to grind mechanics, which is not exploit. Removing and installing headlight requires only screwdriver and levels your mechanics from 1 to 2 in a couple of hours.

ahk script:

F1::
loop 13 {
Send, o
Sleep, 500
Send, o
Sleep, 5000
Send, i
Sleep, 500
Send, {Enter}
Sleep, 5000
Send, {Space}
Sleep, 500
Send, {Enter}
Sleep, 500
}
Return

You make sure there’s a screwdriver, but NO other installable vehicle part around you, open the vehicle interface, move cursor onto where headlight is, and press F1.[/quote]
1: For the exploit fix, BOOOO.
2: For your proposed replacement I more find it a bit unusual but okay
And this is another situation where like with trying to train mechanics above 10 to install more engines I am temped to either add a crafting recipe the sole purpose of which is to level mechanics or modify the max skill level of some books only in this case making a crafting recipe to train mechanics to 2.

BTW is there a way to make it so you auto learn a recipe with out being at the particular recipe’s level. Hypothetical example being you know how to make a trinket that has a difficulty of 20 but know it at 0?

I think there is an option in the debug menu to unlock all recipes. Not sure about single recipes, but probably is a way through that.

If you just want the information use the item browser, but pretty sure that’s not what you meant.

I think there is an option in the debug menu to unlock all recipes. Not sure about single recipes, but probably is a way through that.

If you just want the information use the item browser, but pretty sure that’s not what you meant.[/quote]
There is no option to do single recipes.
Although for that another option I guess is to add essentially a craftable “book” that gives the recipe at level 0 so that you know how to craft it at that level similar to how several books that have the same recipe unlock it to you at different levels.

I don’t know what you are talking about in terms of item browser information?

I think there is an option in the debug menu to unlock all recipes. Not sure about single recipes, but probably is a way through that.

If you just want the information use the item browser, but pretty sure that’s not what you meant.[/quote]
There is no option to do single recipes.
Although for that another option I guess is to add essentially a craftable “book” that gives the recipe at level 0 so that you know how to craft it at that level similar to how several books that have the same recipe unlock it to you at different levels.

I don’t know what you are talking about in terms of item browser information?[/quote]

Like if you just want to know the recipe, you can look at the item browser (http://cdda-trunk.chezzo.com/). I know that’s not what you were looking for though.

Where do you view the bionic slot limits? I seem to remember it being in the regular bionics menu, but I can’t find it now for some reason.

I seem to recall the bionic slot limiting mechanic was deemed crappy and deactivated until it can be reworked.

Yeah bionic limit is only on debug, at least atm. It’s a feature that while it would be realism it’s realsim that if implemented I would modify my game to work around it as having hydraulic muscles and tens of of thousands of bionic power to spare especially due to my hoarding tendencies.

Once again I want to know why the auto put crossbow bolts and arrows in quivers incredibly finicky?

It’s working great for me since they added it recently, and is an awesome feature, what is not working for you? You know you can only have 1 type of arrow or bolt in one quiver right? You might need 1 arrow or bolt in it in order for it to continue putting them in there, but not sure about that.

It’s working great for me since they added it recently, and is an awesome feature, what is not working for you? You know you can only have 1 type of arrow or bolt in one quiver right? You might need 1 arrow or bolt in it in order for it to continue putting them in there, but not sure about that.[/quote]
That is kinda the thing though it does have steel bolts in it (I also usually change ammo types if 1 I am moving to a superior ammo bone bolt to metal bolt for example or I run out of ammo and need to kill things at that moment) the only thing I can think of is ATM I am using a large quiver rather than a normal quiver. Perhaps similar to how rollerblades work it’s something specified in the game code?

It’s working great for me since they added it recently, and is an awesome feature, what is not working for you? You know you can only have 1 type of arrow or bolt in one quiver right? You might need 1 arrow or bolt in it in order for it to continue putting them in there, but not sure about that.[/quote]
That is kinda the thing though it does have steel bolts in it (I also usually change ammo types if 1 I am moving to a superior ammo bone bolt to metal bolt for example or I run out of ammo and need to kill things at that moment) the only thing I can think of is ATM I am using a large quiver rather than a normal quiver. Perhaps similar to how rollerblades work it’s something specified in the game code?[/quote]

I also am using the large quiver, which I switched to from the smaller one yesterday, they both were working fine for me. I wish I could help you :(.

I wish this feature wasn’t so finicky.

Are you using coolthulu’s patches or experimental through launcher?

It happens on both.

thought I was on df forum.

was gonna yell at people for not using quivers for holding water and meat

Never mind the quiver was apparently newer than I thought or something. Just updated coolthulu’s patch and it works.

Okay so for some reason I keep getting an error with the wooden javelins from more survival tools.

DEBUG :Tried to set invalid ammo of wooden javelin for atlatl

FUNCTION :item& item::ammo_set (const itype_id&, long int)
FILE :src/item.cpp
LINE : 277

How can I fix this?