What's Happening in YOUR Randomly-generated Apocalypse?

I’m at day 94 of Winter and on a long road trip to find a gun powerful enough to deal with lab turrets. As I was fixing up my temporary shelter I made a dire mistake: I used an electric jackhammer to remove a stone fireplace. Simple, right? Wrong. Not only did it annihilate my homemade wooden loot cart, it brought the ceiling down on my head, trapping me under rubble for a time.

You do realize that you can just make a air rifle load it with pebs and make sure it is on full auto. Seriously the turrets are not that resilient. Just make sure you get used to the pneumatic assault rifle first so that you get most of the shots hit on the turret as afterwards more than likely the turret will then reaction fire.

So far, my current gear that I got that has more or less made sure I can deal with anything as I travel around looking for places to loot.

-atomic coffee maker, for boiling water, and sometimes atomic coffee if I really need it.
-skewer, for basic cooking when I’m far away from my car.
-2 thermal electric outfits powered modded to run on UPS, and a number of other warm clothing stored in the car in case I need it for ice labs.
-mp3 player, also modded to run via UPS, for the 78 morale.
-control laptop, in case of tank drone.
-electric jackhammer, to bust through lab barracks walls.
-charcoal smoker plus around 400 charcoal, for smoked people. skewers needed for cooking is taken on the field.
-all the repair kits from bone needles to gunsmith repair kits.
-couple of c-4s and dynamite, in case I gotta deal with big crowds.
-tent and rollmat. don’t be a sleepy driver!
-5 royal jelly, in case of fungal attack, and all other sorts of problems.
-picklock kit, entrenching tool, electrohack, stehoscope, and crowbar.
-grappling hook, in case it’s needed.
-tazer. never leave base without it.
-cash card. I pay for the vending machines, I’m no barbarian.
-camera pro. gotta take pictures of all the monsters.
-sets of military and science ID cards.
-foodco kitchen buddy for the car, in case I run out of charcoal, plus needed for dehydrated tainted meat. don’t wanna craft using rotten items.
-ANBC suit, in case of hazardous waste sarcophagus.
-jack, since I want to collect wheels.
-shotgun and shotgun rounds as a secondary gun, rifle as the primary long-range weapon.
-lastly, the RM451 flamethrower, and three plastic jerrycans of napalm. Whether it’s blob, mycus, or triffid, everything will burn!

Aside from that, for a slight challenge I don’t bring bandages and first aid kits. So far the kit of items more or less work for me.

[quote=“Azrad, post:6623, topic:47”]So far, my current gear that I got that has more or less made sure I can deal with anything as I travel around looking for places to loot.

-atomic coffee maker, for boiling water, and sometimes atomic coffee if I really need it.
-skewer, for basic cooking when I’m far away from my car.
-2 thermal electric outfits powered modded to run on UPS, and a number of other warm clothing stored in the car in case I need it for ice labs.
-mp3 player, also modded to run via UPS, for the 78 morale.
-control laptop, in case of tank drone.
-electric jackhammer, to bust through lab barracks walls.
-charcoal smoker plus around 400 charcoal, for smoked people. skewers needed for cooking is taken on the field.
-all the repair kits from bone needles to gunsmith repair kits.
-couple of c-4s and dynamite, in case I gotta deal with big crowds.
-tent and rollmat. don’t be a sleepy driver!
-5 royal jelly, in case of fungal attack, and all other sorts of problems.
-picklock kit, entrenching tool, electrohack, stehoscope, and crowbar.
-grappling hook, in case it’s needed.
-tazer. never leave base without it.
-cash card. I pay for the vending machines, I’m no barbarian.
-camera pro. gotta take pictures of all the monsters.
-sets of military and science ID cards.
-foodco kitchen buddy for the car, in case I run out of charcoal, plus needed for dehydrated tainted meat. don’t wanna craft using rotten items.
-ANBC suit, in case of hazardous waste sarcophagus.
-jack, since I want to collect wheels.
-shotgun and shotgun rounds as a secondary gun, rifle as the primary long-range weapon.
-lastly, the RM451 flamethrower, and three plastic jerrycans of napalm. Whether it’s blob, mycus, or triffid, everything will burn!

Aside from that, for a slight challenge I don’t bring bandages and first aid kits. So far the kit of items more or less work for me.[/quote]
As far as lab barracks are concerned a cutting torch would give you the same ability only with just door instead but be lighter and less volume heavy. To me jackhammers are more useful for strange temples and military bunkers so I can by pass the turrets.

Holy crap. Enjoy the 200 duffel bags you need to hump all that gear. o3o

Don’t be silly. I’m limiting my armor choices, remember? Not even the survivor versions of backpacks. Nomad gear at most, and one backpack. Most of that gear is stored in the car. There’s also a cargo carrier and an extra light frame stored in my car, so if there’s a place to loot, I set up a makeshift wheelbarrow to drag most of my loot around before dumping them into the car.

For the sake of organization, my field gear has a cargo carrier reserved for them. No other items allowed in that place.

Nomad gear is delicious, yes. owo

If I recall, it uses the normal clothing layer, so you can still slap a trenchcoat on top of it if the weather’s cool enough.

[quote=“DeWolf, post:6624, topic:47”][quote=“Azrad, post:6623, topic:47”]So far, my current gear that I got that has more or less made sure I can deal with anything as I travel around looking for places to loot.

-atomic coffee maker, for boiling water, and sometimes atomic coffee if I really need it.
-skewer, for basic cooking when I’m far away from my car.
-2 thermal electric outfits powered modded to run on UPS, and a number of other warm clothing stored in the car in case I need it for ice labs.
-mp3 player, also modded to run via UPS, for the 78 morale.
-control laptop, in case of tank drone.
-electric jackhammer, to bust through lab barracks walls.
-charcoal smoker plus around 400 charcoal, for smoked people. skewers needed for cooking is taken on the field.
-all the repair kits from bone needles to gunsmith repair kits.
-couple of c-4s and dynamite, in case I gotta deal with big crowds.
-tent and rollmat. don’t be a sleepy driver!
-5 royal jelly, in case of fungal attack, and all other sorts of problems.
-picklock kit, entrenching tool, electrohack, stehoscope, and crowbar.
-grappling hook, in case it’s needed.
-tazer. never leave base without it.
-cash card. I pay for the vending machines, I’m no barbarian.
-camera pro. gotta take pictures of all the monsters.
-sets of military and science ID cards.
-foodco kitchen buddy for the car, in case I run out of charcoal, plus needed for dehydrated tainted meat. don’t wanna craft using rotten items.
-ANBC suit, in case of hazardous waste sarcophagus.
-jack, since I want to collect wheels.
-shotgun and shotgun rounds as a secondary gun, rifle as the primary long-range weapon.
-lastly, the RM451 flamethrower, and three plastic jerrycans of napalm. Whether it’s blob, mycus, or triffid, everything will burn!

Aside from that, for a slight challenge I don’t bring bandages and first aid kits. So far the kit of items more or less work for me.[/quote]
As far as lab barracks are concerned a cutting torch would give you the same ability only with just door instead but be lighter and less volume heavy. To me jackhammers are more useful for strange temples and military bunkers so I can by pass the turrets.[/quote]

True. On the other hand I stick with the jackhammer since it’s powered with the UPS, so I don’t have to go around and search for more in the event that I run out of torch charges. Plus on those labs that have isolated rooms where you have to access it on a different stairs I’d rather tunnel there than disassemble the wheelbarrow I bring on that floor.

day 13 of spring. Found a second RV, this one working. After injecting some batteries into it I nearly wrote it off running down a huge boomer. Tore a middle section frame right off. But miraculously it’s still running. Hightaled it back to my stranded RV base I’ve been hiding in between lootfests of the town. Still no basic mechanics books though to be found. But now I’m mobile with a ( mostly ) intact working RV filled with my loot so far. The quest for books continues. Many zombies dead and run over on 2.5 spawn setting :D.

[quote=“Azrad, post:6628, topic:47”][quote=“DeWolf, post:6624, topic:47”][quote=“Azrad, post:6623, topic:47”]So far, my current gear that I got that has more or less made sure I can deal with anything as I travel around looking for places to loot.

-atomic coffee maker, for boiling water, and sometimes atomic coffee if I really need it.
-skewer, for basic cooking when I’m far away from my car.
-2 thermal electric outfits powered modded to run on UPS, and a number of other warm clothing stored in the car in case I need it for ice labs.
-mp3 player, also modded to run via UPS, for the 78 morale.
-control laptop, in case of tank drone.
-electric jackhammer, to bust through lab barracks walls.
-charcoal smoker plus around 400 charcoal, for smoked people. skewers needed for cooking is taken on the field.
-all the repair kits from bone needles to gunsmith repair kits.
-couple of c-4s and dynamite, in case I gotta deal with big crowds.
-tent and rollmat. don’t be a sleepy driver!
-5 royal jelly, in case of fungal attack, and all other sorts of problems.
-picklock kit, entrenching tool, electrohack, stehoscope, and crowbar.
-grappling hook, in case it’s needed.
-tazer. never leave base without it.
-cash card. I pay for the vending machines, I’m no barbarian.
-camera pro. gotta take pictures of all the monsters.
-sets of military and science ID cards.
-foodco kitchen buddy for the car, in case I run out of charcoal, plus needed for dehydrated tainted meat. don’t wanna craft using rotten items.
-ANBC suit, in case of hazardous waste sarcophagus.
-jack, since I want to collect wheels.
-shotgun and shotgun rounds as a secondary gun, rifle as the primary long-range weapon.
-lastly, the RM451 flamethrower, and three plastic jerrycans of napalm. Whether it’s blob, mycus, or triffid, everything will burn!

Aside from that, for a slight challenge I don’t bring bandages and first aid kits. So far the kit of items more or less work for me.[/quote]
As far as lab barracks are concerned a cutting torch would give you the same ability only with just door instead but be lighter and less volume heavy. To me jackhammers are more useful for strange temples and military bunkers so I can by pass the turrets.[/quote]

True. On the other hand I stick with the jackhammer since it’s powered with the UPS, so I don’t have to go around and search for more in the event that I run out of torch charges. Plus on those labs that have isolated rooms where you have to access it on a different stairs I’d rather tunnel there than disassemble the wheelbarrow I bring on that floor.[/quote]
And thats why I made a mod for myself that adds a plasma cutter. Albeit I am still working on making the recipe.

Was under a lab, and noticed there was a strange temple near, so I tunnel to it, get myself down to the lowest floors, and find two artifacts.

Sword of Hideous Ichor, 11 charges. When worn adds 1 to intelligence and causes bad weather. Activated skill creates a large field of fire around character, and causes netherworld attention. The activated charge isn’t too handy; on one hand, the fire could work with thermal dissipation, but the nether attraction ain’t too good. The nice thing about it is that is has cut 45, so that could come in handy. If only I had ninjutsu this could work well together, I reckon. Niten and fencing is incompatible.

Staff of Cursed Monolith, 10 charges. Evil when wielded. Activated skill summons shadow, causes a loud scream, and earth shakes. The shadows aren’t too good, but I suppose the earth shaking thing would be convenient if I hadn’t had the sonic resonator already. 26 bash.

What I was looking for was a gun that could take 'em down in one to three shots. Their rounds ping off my kevlar-lined snowbunny suit but that just feels sloppy.

Makes me wonder if it’s feasible to build a mobile shield, like a cart with a Board on it. Push it up to the turret so you can thwack it with a hammer.

You can, but it’s far more practical to use that to block off line of fire to render it harmless, rather than advancing to melee it. Not worth the risk of eating a burst point blank as soon as you step out from behind the pavise, let alone the damage from the turret exploding on death.

You can, but it’s far more practical to use that to block off line of fire to render it harmless, rather than advancing to melee it. Not worth the risk of eating a burst point blank as soon as you step out from behind the pavise, let alone the damage from the turret exploding on death.[/quote]
That and its only effective against one turret at a time with that strategy. I tried to raid a bunker like that.

So no, mobile shield not so feasible. Thanks for the input!

With melee it’s kind of infeasible. But I’ve had great success using a 3x1 shield wall to obstruct the line of sight on the pairs of turrets which guard military outposts. Let’s you get close enough to chuck EMP grenades or use the Control Laptop on em.

Yeah, only really feasible for either NOT attacking them, or attacking them indirectly.

That sword artifact has become really useful. Since its skill is causing rain or thunderstorms, I can set a forest on fire to create a path, then wield the sword to get some rain without having to wait a very long time for it.

I’ve just beat a Zombie Hulk to death barehanded, with Unarmed 3. I /think/ it is time to retire Cyborg Prime.

Found a nearly intact APC, basically only two roof parts destroyed. So I repair it, and take it all apart. Pretty much swimming in military composite armor and heavy duty frames now.