There is also the issue of scent where even if you are invisible and standing still the sims can still find you. Although with the detection priority being sight then sound then scent I imagine you can counter act that by throwing a glass bottle or something.
On a side note when I go night raiding I usually try to go through any building I have so that I am out of the open as much as possible.
Shady Zombies and Feral Hunters have perfect nightvision so watch out for them. Most other zombies have a vision range of 4 tiles at night. Keep in mind that prying doors and moving furniture makes a decent amount of noise.[/quote]
Yeah, the shady zombie thing is REALLY crappy - they used to have poor vision all the time, which made sense, but since they added perfect night vision to them as well as invisible at night, night raiding in the early game is pretty much dead, at least with an upped spawn setting, even a little.[/quote]
holy hell, looks like im gonna have to change up my strategy then, hopefully i can find a place outside of town, last time i made a wilderness shelter i got raped by a bear, after killing the bear i got hit by a moose. died.[/quote]
Holy mother of joseph that is bad luck dude.
Where can you get springs without forging them? I just discovered the wonderful properties of Bear Traps and would like to use them more in the early game.
The most common place if you are near cities are from disassembling car seats. I believe all you need is a tool with bolt turning (wrench, pliers and toolbox).
So if I were to saw down the barrel of a mosin nagant 1891/30 and then give it a folding stock would I have made an obrez?
The most common place if you are near cities are from disassembling car seats. I believe all you need is a tool with bolt turning (wrench, pliers and toolbox).[/quote]
Thanks. I somehow managed to miss the fact that they hold zombies in place. Great for grinding ranged skills.
What’s the deal with shamblers? They seem to be completely invincible. Is there a trick to killing them or is this a bug? Monster description says they gain power by eating stuff off the ground, but I can’t injure this one at all, not even kiting him out to the middle of the street where no objects are anywhere near. Not even fire will work.
The issue is they would actually beeline for any corpses when left to there own devices. Basically it is working as intended its just that these buggers can get pretty damn tanky pretty damn fast. They can die it will just take a while but remember one thing do NOT let them book it they will find stuff to buff themselves even more.
i need to find a way to cap them. they gain 2hp per quarter liter sucked up…
a shoggoth would be this grotesque too, left in a city. fires will help, and stunning them will too. a stun bomblet at point blank while you yourself a protected from flashbangs will give you quite a while to wail on it
Is it possible for me to make a vehicle part that when you place it on top of an already existing cargo space (similar to a recharging station) and then essentially turn that space into a fridge?
Im sure you could code that in, but itd likely be either LUA or C++.
But the coding should be easy enough if ‘minifridge’ is something you can declare.
P:
,{
“type” : “vehicle_part”,
“id” : “minifridge”,
“name” : “minifridge”,
“symbol” : “H”,
“color” : “light_blue”,
“broken_symbol” : “#”,
“broken_color” : “light_blue”,
“damage_modifier” : 80,
“durability” : 100,
“epower” : -249,
“size” : 300,
“item” : “minifridge”,
“difficulty” : 3,
“location” : “center”,
“flags” : [“CARGO”, “OBSTACLE”, “FRIDGE”, “COVERED”, “TOOL_WRENCH”, “ENABLED_DRAINS_EPOWER”],
“breaks_into” : [
{“item”: “steel_lump”, “count”: [8, 13]},
{“item”: “steel_chunk”, “count”: [8, 13]},
{“item”: “scrap”, “count”: [8, 13]},
{“item”: “hose”, “prob”: 50}
]
},{
It looks like you could mod a container to be a fridge, perhaps with a custom vehicle part and recipe or perhaps by add-on like you suggested. idk yet how the fridge tag works, but Id say with high certainty that you can at least define your own fridge space. Even make it free to use.
It appears that the fridge tag which allows the minifridge to do its thing only works on direct storage spaces. (I.e. if added to a cargo space then you have a cargo space that is also a fridge but if you add it to the recharging station it will not work)
It looks like I may have to learn lua so I can make my own freezer tag.
Just make a crafting recipe for ‘refrigerated cargo space’. Since any real cargo space large enough to fit 5 bodies (1000 storage) would need to be specially fitted and lined anyway it works.
Make it require some decent parts and make it consume more electricity. And then make it a recipe. and add it. I could even do this. Let me look over it.
[quote=“pisskop, post:17974, topic:42”]Just make a crafting recipe for ‘refrigerated cargo space’. Since any real cargo space large enough to fit 5 bodies (1000 storage) would need to be specially fitted and lined anyway it works.
Make it require some decent parts and make it consume more electricity. And then make it a recipe. and add it. I could even do this. Let me look over it.[/quote]
I am more interested in making a form of food storage that doesn’t require you to find an ice lab to… not outright prevent food spoilage but slow it to a point where something that would last a season might last 5 years.
Using STS is cheating or its just fine? also how many starting points do you have regulary.
I’m trying to level up marksmanship from 1 to 2 with a submachine gun, but I can’t seem to find the sweet spot - if the target is close enough to hit, I get no improvement; if they’re far enough away to get improvement, I can’t hit them. Any advice?
Don’t use a smg or find and or make mods that improve dispersion such as a barre extension, ergonomic grip and adjustable stock.
Try building a pneumatic assault rifle, it takes quite a bit of skill to create but the ammo is cheap (pebbles, marbles, ball bearings) and can raise your marksmanship to superhuman levels if you have the time.
STS is not cheating. It’s part of the official mods list and the point in the game where it starts to become overpowered is well past the game’s difficulty curve anyway. As far as starting stats go, most people just use the standard 6 multipool. STS gives you a total of +5 to all stats if you manage to grind every single skill up to 10 (Not likely to happen unless you’re on a year 4 or 5 character)
That’s actually what I’m trying to do - unfortunately I need marksmanship 2 to build it…