Thanks thank thanks!
Dark blue lab tiles on the overmap represent an up or down throughway. look in those instead of the light blue ones.
Hey, anyone know what the current coregame status of the aiming code is? was it/ is it nerfed still? Im surprised how accurate I am with 1 marksman and 1 rifle when aiming when compared to a pistol firing without aiming.
[quote=“DeWolf, post:18059, topic:42”][quote=“Dishonored Archer, post:18058, topic:42”]Alright, just got another little inconvenient:
Do minifridges only put (cold) to raw meat, fish and drinks? I tried with vegetables and other types of foods (most of them have a form of preservation) but they don’t get the cold label… and damn, they consume a hell of energy.[/quote]
It only applies to food items that have the eaten cold tag inside that item’s json. But for general game purposes only put stuff that spoils and that it makes to eat or drink them cold in the fridge (examples such as aspic, soda, protein drinks and most booze I think).[/quote]
Good to know – but now my brain is wondering if this implies that putting things in there that don’t need refrigerated is wasteful? Do fridges use a uniform amount of energy just by being “on” or do they actually work to cool individual items? I’ve been stashing all my foodstuffs in one just for convenience sake, but obviously tins and salt, etc. need not be in there.
The min/maxxer in me wants to know!
[quote=“Beetlecat, post:18065, topic:42”][quote=“DeWolf, post:18059, topic:42”][quote=“Dishonored Archer, post:18058, topic:42”]Alright, just got another little inconvenient:
Do minifridges only put (cold) to raw meat, fish and drinks? I tried with vegetables and other types of foods (most of them have a form of preservation) but they don’t get the cold label… and damn, they consume a hell of energy.[/quote]
It only applies to food items that have the eaten cold tag inside that item’s json. But for general game purposes only put stuff that spoils and that it makes to eat or drink them cold in the fridge (examples such as aspic, soda, protein drinks and most booze I think).[/quote]
Good to know – but now my brain is wondering if this implies that putting things in there that don’t need refrigerated is wasteful? Do fridges use a uniform amount of energy just by being “on” or do they actually work to cool individual items? I’ve been stashing all my foodstuffs in one just for convenience sake, but obviously tins and salt, etc. need not be in there.
The min/maxxer in me wants to know! :D[/quote]
No it’s like the recharger and headlights you turn it on and it does its thing no matter how much is in it.
The aim fix is in current experimental, the old regression is no more. It’s still being tweaked, but firearms are much better than they were.
The aim fix is in current experimental, the old regression is no more. It’s still being tweaked, but firearms are much better than they were.[/quote]
HUZZAH!
Do zombies just naturally respawn if you aren’t in the area? I killed some zombies in a basement I holed up in and butchered their bodies, but later I came down after a quick trip (I didn’t go far, only a few map tiles away) and found some zombies. The door wasn’t broken down and I made to sure that all the bodies were butchered.
I’m playing on wander spawns so I get that they will just respawn, but I’m still near the area where they reappear. On a similar topic, is it possible to ever clear out an area on wander spawns? Even a small section of a town.
Wander spawns can spawn directly in front of you.
In practice the closest spawn Ive ever seen was 3 tiles away. But many used to be within 10 tiles and most were close enough to hear an idling car at night and follow a scent trail to it and even in the current expie they can spawn within LoS, nevermind any other conditions. But they can spawn underground too in some cases, or else glitch themselves down or up.
The secubots from a lab I just raided either pathed up the stairs to kill a zed above them or else glitched up the stairs to kill it, because they were all above the finale not inside it.
Darn, I guess my dreams of having a horde attacking my base and me defending are gone. I suppose I’ll just play on static spawns for when I want to build a base.
Not so.
they absolutely can spawn outside the base. And they can often be seen physically traveling to a location. Yes, hordes will sometimes physically manifest and walk to their destinations, with everything that entails.
They absolutely can attack you base, but not quite like you are thinking. Make a suggestion to the git for it.
Zombies don’t horde underground. At least that’s how it is in my non-active z-level, normal spawn rate world.
Should they wander underground, brute and other zombies could easily escape containment in Lab.
Perhaps they sneakily followed you and came down!
I meant that I didn’t want zombies spawning inside my base. I get that hordes will still do their horde stuff but if they just end up inside my base when I’m away, then thatll just be undesirable. Unless they don’t spawn a lot, I wouldn’t know.
I suppose that is a possibility. I turned on Zlevels though, so maybe something happened with that.
Unless it has changed back recently, in the experimentals, wander spawns spawn at the edge of the reality bubble, not anywhere near you. When you leave an area and come back, they CAN spawn anywhere in the map square they are in, so doors and such don’t keep them out. That is a thing that is requested pretty often, so maybe the devs will find a reasonable way to solve that at some point… it’s harder than you might think, though.
I understand that it would take some overhaul to implement what I would want so I’m fine with what we have right now. It’s nice that they spawn at the edge, though. that leaves me with two questions: how large is the reality bubble and do the blinking zs represent zombies or where zombies will spawn?
The reality bubble i s a little larger than you can see - you can a better idea of exactly how big it is by leaving some car lights on at night, then walk away… when the light cuts out, the car has just left the reality bubble.
The blinking Zs represent zombies traveling on the overmap. When the map square that blinking Z is over gets loaded (you get close enough), those zombies are spawned as actual again, and they are supposed to remember their condition (for example, if they died before, they won’t drop anything when killed).
So, the answer to you question, “do the blinking zs represent zombies or where zombies will spawn?” is YES.
Thanks. On another note, is barricading windows and doors worth it, and is there some sort of fortification that allows me to shoot through it?,
The only buildable obstacles the I know you can shoot through are metal bars and the various fences.