Tips, Tricks, and Newb Questions!

I set to 0. The tooltip says its supposed to cause construction time to scale with season length.

[quote=“pisskop, post:17779, topic:42”]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.[/quote]
Ah it take the averages. Thank you.

I just wanted to get an idea of what others were using, as I read something a while back about something forever when they set it to scale with their longer seasons. So I’ve been debating setting it to 0 or just bumping it up some, but not all the way to scale so I’m not totally abusing the mechanics. Thanks everyone.

yea

the game is designed to use 14 day seasons. 90 days compressed into 14.
so when you actually use 90 day seasons you get some hefty times. suddenly that 6 hour job is 28 hours long

[quote=“pisskop, post:17785, topic:42”]yea

the game is designed to use 14 day seasons. 90 days compressed into 14.
so when you actually use 90 day seasons you get some hefty times. suddenly that 6 hour job is 28 hours long[/quote]
When you say that you mean that 6 hour item forging now takes 28 hours? If that is true then either way I kinda with the resume task thing was a bit more reliable.

[quote=“DeWolf, post:17786, topic:42”][quote=“pisskop, post:17785, topic:42”]yea

the game is designed to use 14 day seasons. 90 days compressed into 14.
so when you actually use 90 day seasons you get some hefty times. suddenly that 6 hour job is 28 hours long[/quote]
When you say that you mean that 6 hour item forging now takes 28 hours? If that is true then either way I kinda with the resume task thing was a bit more reliable.[/quote]

Fairly certain it doesn’t effect crafting time.

construction only. So basically anything that builds a new tile where there was only terrain before. Don’t think it effects vehicle construction though, except for possibly building the first piece. But walls, and other ‘buildings’ basically anything in the * menu thats not just a place object Is my understanding.

Does the Chain Lightning CBM scale off any particular skill?

I believe it scales off of rifles.

I believe it scales off of rifles.[/quote]

I’ve read that in several places, but my own testing of it doesn’t seem to back it up. Chain Lighting seems to do 20-40 damage regardless of whether my Rifles skill was at 0 or 20 and I don’t think it ever missed the square I was aiming at. Had similar results with Finger Laser (though admittedly I half assed the testing on this one) which always did 8 ish damage at 20 rifles.

I believe it scales off of rifles.[/quote]

I’ve read that in several places, but my own testing of it doesn’t seem to back it up. Chain Lighting seems to do 20-40 damage regardless of whether my Rifles skill was at 0 or 20 and I don’t think it ever missed the square I was aiming at. Had similar results with Finger Laser (though admittedly I half assed the testing on this one) which always did 8 ish damage at 20 rifles.[/quote]

Finger laser should be pistols, as it seems to be a bionic equivalent of the laser pistol. Never tested it myself, though.

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.[/quote]

Hacks (and other robots) also have a decent chance to drop plutonium when killed. With low computers skill, analyzers in labs can be farmed for plutonium - electrical protection is strongly suggested.

I believe it scales off of rifles.[/quote]

I’ve read that in several places, but my own testing of it doesn’t seem to back it up. Chain Lighting seems to do 20-40 damage regardless of whether my Rifles skill was at 0 or 20 and I don’t think it ever missed the square I was aiming at. Had similar results with Finger Laser (though admittedly I half assed the testing on this one) which always did 8 ish damage at 20 rifles.[/quote]
You do realize rifle skill only increases accuracy and decreases aim time right. Damage based on skill only applies to melee skills.

Are you sure about that? My pneumatic bolt driver’s damage on (non headshot\crit) hits should only be around 40 or so, but I regularly hit for 80-120 once I hit 6 in rifles.

Probably because you’re more accurate, thus you aim at critical parts more. Headshots?

aye.

skill increases accuracy, which means better noncrits.

hits with ranged attacks are not equal, nor tiered rigidly into the three tiers of hits

(miss, grazing, hit, crit)

there are some variations within that skill improves upon. but, it does cause more raw damage, it improves the average chance of scoring a better hit.

Requesting the knowledge of any cataclysm engineer:

It is possible to build a (vehicle) clean water dispenser? if so, what are the parts to make it and if possible it fills up with rainwater.

[quote=“Dishonored Archer, post:17797, topic:42”]Requesting the knowledge of any cataclysm engineer:

It is possible to build a (vehicle) clean water dispenser? if so, what are the parts to make it and if possible it fills up with rainwater.[/quote]
Your probably looking for a water faucet, smash a sink and install it in your vehicle. You can install a funnel and an empty tank on your vehicle to have it fill up with rainwater. There is also a water purifier, which can clean the water for you, with your input and battery power. There are also FOODco buddies or something, I think they have the ability as well, but need a purifier to craft one anyway.

Is the map supposed to appear little “darker” now? I mean the minimap.

There was an update that added that as the default(dots), plus a more colorful version that looks similar(squares), and I think the old version is also still there(solid)… adjustable through the in game options menu. Options>Graphics>Pixel Minimap Drawing Mode

edited in the names and location of the setting

I found a bug, where when I craft hard cheese from curdling milk that is in a wooden keg next to me, the curdling milk doesn’t get get consumed/used. I think this might be a known bug, because I thought I had seen something about crafting out of vehicle tanks not using the components. I thought I had seen something in the issues on GitHub about components not getting used when crafting from vehicle tanks. Is this part of the same issue(the keg I’m holding the curdling cheese in is the wooden keg from construction menu, rather than a vehicle tank) and is it still open, or should I report?