Assuming I can find one. Item spawn rate is at 0.01, or 1% of the default, or the minimum value. o3o
is there ANY way to MAKE a sodering iron?
Level 1 electronics, according to the wiki. Can’t recall if it’s autolearned or book-learned though.
Electronics is also on the list of skills Gor didn’t get points in. Even if I can learn it, well…
Components required:
1x antenna OR 1x screwdriver OR 1x X-Acto knife OR 1x butter knife
1x power converter
1x heating element
2x scrap metal
Only the last item on the list is something readily available. When just finding trash in the bushes is a blessing… o3o
EDIT: Uhoh, a Jabberwock! Last time I had to fight one, I had a double-barrel sawed-off and a modded-in S.T.A.L.K.E.R. bandit jacket. I think a battle axe plus bone and fur gear shall handle this decently.
EDIT 2: My Vorpal Axe went snicker-snakk, I found a solar car, and I just realized that cooked acorn meal is hearty, doesn’t dehydrate me, and is readily available.
Assuming I can find one. Item spawn rate is at 0.01, or 1% of the default, or the minimum value. o3o[/quote]
never said it was a great idea. just an option. ![]()
It is a rare drop from zeds. I managed to acquire one at 0.01 item spawn rate and 0 monster spawn rate, though it took a while.
If I can. Meanwhile, I found some hilarity.
I was trying to reinforce my fur cloak and loincloth, when I realized all I had were tanned pelts, not patches of fur. So I decided to sew up another fur cloak to cut into scrap.
I’ve yet to figure out HOW the game calculates salvage returns and how they relate to crafting requirements. I looked at the crafting recipes, and judged the ratio of how many tanned pelts it takes versus how many fur pelts, figuring that maybe that would be an indicator of cutting returns. Since dismantling the cloak would’ve returned full pelts and not fur scraps, I had to cut it.
I got…16 fur pelts, when the recipe takes 15 fur pelts (or 3 tanned pelts, for a 3-to-1 ratio). A repeat attempt using 15 of those pelts confirmed it wasn’t the RNG, it seems to consistently give an arbitrary amount independent of crafting requirements.
Further mucking about revealed hoodies have similar amusing results, taking 12 rags to craft but can be cut up into 15. So if my epic 0.01 item spawn rate makes rags scarce, I now know a way to cheat if I’m feeling desperate. o3o
You can cut tanned hides and pelts into leather and fur patches, respectively.
The ratio is rather underwhelming and doesn’t lead to hilarious bugs like this did.
some folks in new england are real freaky… i’ve found a military grade power armor mk 2 in a basement of a smallish living house on the outskirts of a small town =/ gives me creeps what people may be doing in their basements =)
on a more serious note though: is power armor any good for general use? i mean is the trade of flexibility and upgradability of common clothing in cdda against the protection and temperature control of the power armor worth it?
p.s. i tend to play every pers as if it was the only one i have so experimenting just for the sake of experimenting doesn’t look very in-role if you see what i mean =)
Pelts could probably use a deconstruction recipe.
Salvage loss can’t be fully mitigated (50% chance of losing 1 unit of material always exists) and with something as work-intensive as fur, it actually matters.
Not arbitrary: dependent on volume.
Take volume, fabrication (capped at 5) in 10 chance of not-losing 1, if your dex is lower than a 3d4 roll lose 0,1 or 2 units, finally scale by damage (chance to keep material unit is 80%^damage).
Not really. You can easily get immune to most physical damage without it. It doesn’t protect from acid or fire (in fact it gets easily destroyed by those).
It may be useful when you need to take on something with a rifle-grade firearm, but to actually use it as your default clothing you’d need a complete set (armor+helmet), a hauling frame and a set of bionics to power it.
[quote=“Coolthulhu, post:5690, topic:47”]Not arbitrary: dependent on volume.
Take volume, fabrication (capped at 5) in 10 chance of not-losing 1, if your dex is lower than a 3d4 roll lose 0,1 or 2 units, finally scale by damage (chance to keep material unit is 80%^damage).[/quote]
Ahah, I’d started to suspect that.
Ohgod. If I filled a waterskin up to full and cut THAT up…
“Please empty the %s before cutting it up”.
That “please” looks really out of place…
“Please empty the %s before cutting it up”.
That “please” looks really out of place…[/quote]
It should probably be
“Empty the %s before cutting it up.”
The please makes it sound like your neighbor is asking XD
Derp. Add that to the list of dumb ideas that crazier players have presumably already tried.
nothing wrong with excessive please and thank yous ^.^ just as long as you don’t go overboard 
Yeah, power armor is actually kinda crap. One of the bigger problems is that it counts as boots, which means one or two shots from a spitter and it’s gone. Same for hulks too, for that matter. That plus the fact that you can’t wear any other kind of equipment, it takes (asstons of) power to actually be able to fight in it, and the fact that much more easily obtained gear totally outclasses it makes it basically entirely useless.
Are there plans for a power armor buff in the near future? I’d say it should be much tougher and do stuff like double your strength and speed and give you the hulk’s throw ability for how relatively rare it is and all the annoyances wearing it incurs.
[quote=“Schilcote, post:5696, topic:47”]Yeah, power armor is actually kinda crap. One of the bigger problems is that it counts as boots, which means one or two shots from a spitter and it’s gone. Same for hulks too, for that matter. That plus the fact that you can’t wear any other kind of equipment, it takes (asstons of) power to actually be able to fight in it, and the fact that much more easily obtained gear totally outclasses it makes it basically entirely useless.
Are there plans for a power armor buff in the near future? I’d say it should be much tougher and do stuff like double your strength and speed and give you the hulk’s throw ability for how relatively rare it is and all the annoyances wearing it incurs.[/quote]
Reason #53 why playing with the “mundane zombies” mod on is good for your sanity sometimes.
As for acid resistance, as far as I can tell, the trick to tweak that is in its material properties, since its environmental protection is already decent.
Basica power armor, for example, is merely made of steel. Light power armor is made of superalloy and plastic, while heavy power armor is made of hard steel and regular steel. Out of all those materials, plastic is the only one of those to have ANY acid protection at all. This is what makes rain coats somewhat effective against acid rain.
This also means light power armor is the only one that won’t immediately start throwing a hissy-fit because of a little spitter goop.
pa is sufficiently strong.
I would still at least suggest giving it a touch more acid resistance. The most sensible way would be giving basic steel a token amount of acid resistance. This is only logical if you interpret most steel the modern survivor encounters to be stainless steel, and thus assume that hard steel is carbon steel.
Following the same logic, depending on what superalloy’s supposed to be made of, you might also expect it to maybe have a single point of corrosion resistance. On the other hand, this would give light power armor even more acid protection. While I like the idea of light power armor being less melty than the combat-focused armor, that wouldn’t reflect the heavier power armors having higher EP.
Pa got a large effective buff against acid splashes recently, so I’m a bit surprised at ‘one or two turns’. I suspect it was a bit more.
Probably acid could use a nerf in general, I mean ‘dissolving all your clothes to uselessness’ is pretty potent stuff. I don’t think it’s been revisited since whales days.