Tips, Tricks, and Newb Questions!

Okay so I am still trying to figure out what each line of code in the stats through skills mod do but I am now wondering another thing.
Is there a way to make an item guaranteed to spawn in an item group?

On another note tried to modify a solar flashlight that uses batteries as charge however after I removed the no unload tag and after the first time I unloaded it it still refilled but this time instead of batteries it was loaded with none instead so while I wonder why an item that takes batteries gets loaded with none I find it unfortunate that I cannot make a solar battery producer.

Also another question how does the material thickness work with the material stats for armors?

I might have asked this before, sorry if so… For those of you that use longer than default season lengths, what do you set construction scaling to? Do you set it to 0 to scale automatically, leave it at default, or set it to something else?

For myself I have just been leaving it default, but now that I have a little better grip on the game and mechanics I think I might want to tweak it to scale more with season length… just not sure how extreme the times are going to be.

That’s the bit I was wondering about. Think I’ll stick with the solar for now.[/quote]

Plutonium cells can be obtained when disassembling: inactive manhack, inactive grenade hack, inactive mininuke hack, inactive tear gas hack, inactive EMP hack, inactive flashbang hack, inactive C-4 hack, mininuke, broken tank drone, advanced UPS, Power Storage CBM, Power Storage CBM Mk. II, Power Armor Mk. II Interface CBM, inactive turret, inactive laser turret, inactive rifle turret, atomic nightlight, atomic lamp, atomic coffee maker, bootleg fusion pack.

This list may be out of date or incomplete as its from the item browser and I don’t know how up to date it is.

Hey also another thing sometimes when I kill a zombie the corpse is already pulped but the corpse item is still yellow if it is can it still reanimate?

A bug.

I didn’t ask if it was a bug I asked if said corpse would still reanimate.

It will.

Will Sensory Dulling kill the player? I’m at over 1000 pain and it’s starting to get annoying, but I don’t want to die to my own bionics.

I think there is no upper limit on pain, or hard ceiling at which it kills you. Though They may have changed it since I granaded myself bees and proceeded to stand in them thinking that was somehow the prescribed granade usage. Apparently devs don’t prescribe to 'BEE STINGS SOLVE IMMUNE PROBLEMS+ new mireachle cure!1!!11!1!?" logic. Go figure. I was sure that tabloids had more say in CDDA’s US development and R&D divisions. Maybe that was the cults… Mad scientists?

No, I mean will Sensory Dulling overdose me with painkillers if I leave it on when I have tons of pain.

OH… Idk :confused: sorry.

I would imagine that they would “program” it not to, which in theory means the devs would give it reasonable settings for a max. Or something.

Ideally, it work by blocking the neurons from sending signals that are pain. Ideally, it would work at the level of those pain receptors.

ideally. Thou must science.

unfortunately.
Should work like X
and devs simulated Y
X = Y is not always true.

So making hard assumptions is not something I am willing to do, only state how it SHOULD work.
This goes double when realism =/= fun

The sensory dulling bionic works by releasing painkillers into your system until you hit 150 pain. After that point it still stops pain from happening (literally doing -1 pain directly each time it ticks) but has the drawback of causing -1 stim each time as well. Hypothetically if you had nothing else affecting you, this would cause your death when you reached what would be the equivalent of 350 pain, with the first 150 being blocked by painkillers and then the other 200 reducing you to the -200 stim needed to stop your heart. Combine it with some coffee to keep your stim up and you should be able to block any amount of pain though.

Could someone please share with me what construction length they like to use, I think I’ve asked twice with no response :(. Maybe I should have set up a poll.

I like to play with near max length seasons, even though I never actually live long enough for it to matter. But I always try to make sure not to have it fully scaled when I do. Other than that, Im afraid to move it too much in any direction. And don’t want to run calculations so I feel more comfortable moving the numbers around.

So how does armor material thickness work?

takes the average of all the materials listed in the armor and multiplies it by the thickness number. ditto on evironmental prot.

materials.json is where the numbers thickness uses is.

Alright noob question, but if a Boom Crane can lift up to 20 Metric Tonnes, does that mean two Boom Cranes can lift up to 40 Metric Tonnes?

If not, is there another method which can lift the vehicle if it weighs more than even a Boom Crane can handle?

I do 91 day seasons, I don’t change any of the length of construction. I do give my self slow learner, slow reading, and slow healing though to slow the game down a bit.