Maybe it was the ghosts of survivors past.
You know, it would be interesting if the doors closed on you once you entered the labs.
Maybe it was the ghosts of survivors past.
You know, it would be interesting if the doors closed on you once you entered the labs.
Grasping at straws here, but I’m guessing you’re running into dissectors without knowing it. Those things are invisible if your perception is extremely low (like when layering a ton of clothes for ice lab raids).
Oh yeah, dissectors are labeled as traps (apparently), so having low perception will kill you.
My character has stopped craving meth and started shooting snakes. The name is still Dick Surges.
[quote=“ShinQuickMan, post:2822, topic:47”]@BoneVomit
Grasping at straws here, but I’m guessing you’re running into dissectors without knowing it. Those things are invisible if your perception is extremely low (like when layering a ton of clothes for ice lab raids).[/quote]
Nope. Perception was fine, and it was in one of the labs “bedrooms” where they don’t spawn.
Come to think of it, I don’t recall seeing any bullets either.
[quote=“Bonevomit, post:2825, topic:47”][quote=“ShinQuickMan, post:2822, topic:47”]@BoneVomit
Grasping at straws here, but I’m guessing you’re running into dissectors without knowing it. Those things are invisible if your perception is extremely low (like when layering a ton of clothes for ice lab raids).[/quote]
Nope. Perception was fine, and it was in one of the labs “bedrooms” where they don’t spawn.
Come to think of it, I don’t recall seeing any bullets either.[/quote]
You’d have to move into it and there’d be a BRZZZAAP! as the dissector dissected. Imma’ call this a Fluke. oooOOOooo
Found some time to start modding a few things; it’s only JSON modding but I think it’s still rather extensive. There’s a lot of new commands available in the experimental.
All sorts of vehicle turrets.
Deployable Folding turrets.
Explosives now disassemble into generic “plastic explosives” which can then be remade into explosives of various sizes and types.
Vehicle turrets are now a lot stronger but are also harder to make. The recipes also make more sense, requiring a targeting computer, a mount, ammo storage, etc. No more duct taping a gun on your car and calling it a turret.
None of this has been balanced in the slightest.
Trying to figure out how to get the transform command to work with a timer, but no luck so far.
I fell into a sinkhole again.
What stupid mechanic, I thought you guys got rid of this thing already.
Occasionally monsters and turrets will teleport short distances when you save/load, go up/down a Z-level, or wander so that they’re outside of the reality bubble.
To my great dismay this happened to a Shoggoth that was sealed up in the first room underground in the lab I’ve been looting, he showed up on the wrong side of the containment one day and chased me around for awhile before I escaped back up the stairs, jumped in my car and drove away forever. I’m currently looking for another lab to start looting, as I haven’t found all of the mutagen/serum recipes yet (I also want to locate a cvd machine).
[quote=“Blaze, post:2827, topic:47”]Found some time to start modding a few things; it’s only JSON modding but I think it’s still rather extensive. There’s a lot of new commands available in the experimental.
All sorts of vehicle turrets.
Deployable Folding turrets.
Explosives now disassemble into generic “plastic explosives” which can then be remade into explosives of various sizes and types.
Vehicle turrets are now a lot stronger but are also harder to make. The recipes also make more sense, requiring a targeting computer, a mount, ammo storage, etc. No more duct taping a gun on your car and calling it a turret.
None of this has been balanced in the slightest.
Trying to figure out how to get the transform command to work with a timer, but no luck so far.[/quote]
That’d be great to have in the mainline.
[quote=“Zireael, post:2830, topic:47”][quote=“Blaze, post:2827, topic:47”]Found some time to start modding a few things; it’s only JSON modding but I think it’s still rather extensive. There’s a lot of new commands available in the experimental.
All sorts of vehicle turrets.
Deployable Folding turrets.
Explosives now disassemble into generic “plastic explosives” which can then be remade into explosives of various sizes and types.
Vehicle turrets are now a lot stronger but are also harder to make. The recipes also make more sense, requiring a targeting computer, a mount, ammo storage, etc. No more duct taping a gun on your car and calling it a turret.
None of this has been balanced in the slightest.
Trying to figure out how to get the transform command to work with a timer, but no luck so far.[/quote]
That’d be great to have in the mainline.[/quote]
Vehicle turrets were in nontrivial demand and I’d considered looking into them myself. I’ll look forward to that PR.
I’m not sure why a deployable turret needs folded. Is this something like a tripod-mounted MG? If so, folks have been kicking that idea around for a while but it never got anywhere. That’ll be well-received.
Generi-explosives…not so much. TNT != dynamite != C-4 != mininuke. Gonna downcheck that one.
We will need to at least make an effort to balance 'em, though. That’ll probably require revisions either during the initial PR or down the line.
So far only C4, landmines, and grenades are on that list; C4 is self-explanatory, and mines/grenades might use them as their explosive agent.
May consider adding RDX as an item later, but I don’t know how to properly induce the “Handle with extreme care” portion.
I made deployable turrets foldable as it takes a large number of resources which would be a waste to leave behind. For example, a 9mm quad cannon turret requires an extra light frame, advanced UPS, plutonium, an electric engine, 4 9mm SMGs, a metal tank, several funnels, RAM/Processor Boards, Scrap, Plastic, Chain, Circuit Boards, LCD screen, power converters, amplifier circuits, and copper wire. And that’s just from the top of my head; I’m pretty sure there’s something that resembles a detector in there somewhere.
That’s quite an investment to waste on a single use tool.
andrenaline is realy powerfull after overdose after 3 doses i lost most of my strenght but now i am little roadrunner what can read books in insane speed and can instal every cbm without any skill in electronic and 2 in firstaid (30 inteligence)
[quote=“Blaze, post:2832, topic:47”]I made deployable turrets foldable as it takes a large number of resources which would be a waste to leave behind. For example, a 9mm quad cannon turret requires an extra light frame, advanced UPS, plutonium, an electric engine, 4 9mm SMGs, a metal tank, several funnels, RAM/Processor Boards, Scrap, Plastic, Chain, Circuit Boards, LCD screen, power converters, amplifier circuits, and copper wire. And that’s just from the top of my head; I’m pretty sure there’s something that resembles a detector in there somewhere.
That’s quite an investment to waste on a single use tool.[/quote]
I will be honest, I think this is extremely over the top. Especially once you consider how irreparably terrible turrets are, I mean have you seen the ammo dump they are? At best, they take a 8 rounds to kill a single mundane zombie, my characters need two. Thats a whopping 6 rounds of 8 completely wasted each time the turret fires, a military grade robot designed in the 2050s by I what I can only imagine is a respectable firm with the only purpose of shooting at enemy targets is 4 times worse than a student who shot a gun for the first time 7 days ago.
When you change or add recipes (and in general other things) you should try to make them such that a player might want to attempt them. And I am going to ask if you would ever attempt to craft a turret with that recipe? Would you ever sacrifice an advanced UPS (easily one of the best items in the game) for a mediocre ally who does a job you can do 4 times a effectively and that will get clawed at and destroyed by a zolf the first night you leave it deployed? Would you ever bother to find all those items? Have you accounted for the fact that you also need to find the single most hidden and uncommon book in the game before even knowing that turrets are craftable?
Realism is all fine and dandy but remember that this is also a game. Recipes are there to help a skilled player acquire (or imitate) gear that would otherwise be very hard to find, if you make acquiring the recipe next to impossible (the book remember?), and forcing the player to use equally hard (or harder) to acquire resources on its making the recipe becomes nothing but a “screw you, go loot a working version” message instead. And this philosophy applies into the game already. You make mutagen out of bathroom cleaners and rotten meat anyone? A industrial grade battery from vinegar, some steel and a can? A longbow from an old piece of wood you found laying on a forest?
Oh also, you can’t set timers through json, the C4 and mininuke use a simple function defined in the source code that could deserve being jsonized.
Yeah, I reported the fact that turrets are stupidly inaccurate several times and it remains unfixed.
HOWEVER, after testing I saw that I could change turret accuracy by tweaking its stats. They’re much more accurate now. Thus:
Vehicle turrets are now a lot stronger but are also harder to make.
To put things in perspective, it takes around 36 nails for a Quad Nail turret to kill an Allosaurus. That’s about 3 turns.
A pair of Modded NX17 Energy Pulse turrets can kill a hulk in about 6 volleys. And even faster than that once it’s in effective range.
[quote=“Blaze, post:2835, topic:47”]Yeah, I reported the fact that turrets are stupidly inaccurate several times and it remains unfixed.
HOWEVER, after testing I saw that I could change turret accuracy by tweaking its stats. They’re much more accurate now. Thus:
Vehicle turrets are now a lot stronger but are also harder to make.
To put things in perspective, it takes around 36 nails for a Quad Nail turret to kill an Allosaurus. That’s about 3 turns.
A pair of Modded NX17 Energy Pulse turrets can kill a hulk in about 6 volleys. And even faster than that once it’s in effective range.[/quote]
As I said, I was looking into fixing vehicle turrets. The M4 turret is fairly inaccurate at range 36 but then a 10-round burst is a bit large IMO (IRL they’re 3-round limited). (Besides, at that range the first indication it’s locked on is the incoming fire, so maybe the inaccuracy isn’t a bad thing.)
You can pick up friendly turrets by walking into them–it converts 'em back into an item.
what’s the point of the blood soaked rag? Is it some kind of easter egg?
You get bloody rags when you use rags to stop bleeding. You can boil them to get regular rags back.
Neat, I just found one lying around and was confused.
Anyway, why do my joints ache? I never had that message before.
Neat, I just found one lying around and was confused.
Anyway, why do my joints ache? I never had that message before.[/quote]
A parasite from eating uncooked food.