Well, things just got interesting. I went to explore a pharmacy and when I was in there I noticed one of the walls looked weird so I examined it. Turned out to be the side of a huge destroyed military mobile gun platform.
In the spirit of experimentation I tried removing parts from it. While the composite plating crumbled into scrap… the Browning M2 and its ammo was perfectly fine.
I’m literally living in hell right now. 3 triffid groves and 2 slime pits in the last 2 cities I’ve been in. If I didn’t have fungaloids disabled, I’d have them all over, too.
I need to make a mod to disable triffids and slimes already…
[quote=“SkyeAuroline, post:8602, topic:47”]I’m literally living in hell right now. 3 triffid groves and 2 slime pits in the last 2 cities I’ve been in. If I didn’t have fungaloids disabled, I’d have them all over, too.
I need to make a mod to disable triffids and slimes already…[/quote]
Meh, triffids and slimes are NOTHING compared to fungaloids - the buggers are SO SO SO hard to actually completely get rid of.
And if you’re next to a river, just forget it - never gonna happen.
[quote=“kilozombie, post:8605, topic:47”]I gotta love Triffids and Blobs personally. They’re just living their life, no biggie, occasionally gnawing on some wildlife.
Fungaloids are stealing the planet, I tell you.[/quote]
It’s no longer funny when 30% of the non-building tiles in a town are triffid mini-groves and there’s 2 triffid groves outside the city. And there’s slime pits on both roads out.
I made a mod that removes Nether Creatures & slime pits from the game.
Sadly, that doesn’t include the Triffids and their respected Generated Areas/Homes…
[quote=“SkyeAuroline, post:8607, topic:47”][quote=“kilozombie, post:8605, topic:47”]I gotta love Triffids and Blobs personally. They’re just living their life, no biggie, occasionally gnawing on some wildlife.
Fungaloids are stealing the planet, I tell you.[/quote]
It’s no longer funny when 30% of the non-building tiles in a town are triffid mini-groves and there’s 2 triffid groves outside the city. And there’s slime pits on both roads out.
;_;[/quote]
Aw, that’s wonderful! Hordes of plant people things. I’m pretty sure they drop Essence if you have the Arcana mod, too.
They are otherworldly, yeah. Lemme grab the chances…
EDIT:
Gentlemen, behold!
Standard triffid: 10% chance of dropping 1 essence (the norm for otherworldly yet mundane monsters)
Young triffid: 5% chance of dropping 1 essence (the norm for young monsters is half the odds of whatever they grow into)
Fungal fighter: 50% chance of dropping 1 essence
Triffid queen: 25% chance of dropping 1 essence (only monsters with the actual “QUEEN” flag get the boss-level essence drop)
Creeper hub: 15% chance of dropping 1 essence
Biollante: 15% chance of dropping 1 essence
Vine beast: 10% chance of dropping 1 essence
Triffid heart: 100% chance of dropping 2-5 essence (anomalous monsters with the QUEEN flag tend to drop this many)
[quote=“Litppunk, post:8585, topic:47”]I’ve always been a little curious about that too. I think confidence is likeliness to hit. Period. While steadiness is exactly what it sounds like. So:
confidence:****++±—
Steadiness:***********
is how it appears:
= chance of critical
= chance of solid hit
| = chance of glancing blow[/quote]
This part is correct, except it’s crit/solid/regular hit, glancing isn’t represented. Your speculation about the formulas are a bit off though. Steadiness doesn’t directly factor into chances of success, it’s just a meter that tells you how close to “max aim” you are.
[quote=“Random_dragon, post:8612, topic:47”]They are otherworldly, yeah. Lemme grab the chances…
EDIT:
Gentlemen, behold!
Standard triffid: 10% chance of dropping 1 essence (the norm for otherworldly yet mundane monsters)
Young triffid: 5% chance of dropping 1 essence (the norm for young monsters is half the odds of whatever they grow into)
Fungal fighter: 50% chance of dropping 1 essence
Triffid queen: 25% chance of dropping 1 essence (only monsters with the actual “QUEEN” flag get the boss-level essence drop)
Creeper hub: 15% chance of dropping 1 essence
Biollante: 15% chance of dropping 1 essence
Vine beast: 10% chance of dropping 1 essence
Triffid heart: 100% chance of dropping 2-5 essence (anomalous monsters with the QUEEN flag tend to drop this many) [/quote]
Considering all that, I wish arcana was an easier mod to access. I’ve gone a full year as a scavenger and maxed over half the skills (rust off), but I haven’t found a single copy of the uh… necromancer’s notes? alchemist’s notes? I forget. But yeah, wish I could actually get into it at some point.
Well, my APC has its side modules and is somewhat trucking along, though I can’t use any of my over-a-thousand water because faucets are broken and I don’t know how to purify directly out of a tank yet. In more spoilery news…
[spoiler]I found the vault.
Too bad it crashes every time I get within 2 map tiles of the mini-town over it.[/spoiler]
[quote=“SkyeAuroline, post:8617, topic:47”]Well, my APC has its side modules and is somewhat trucking along, though I can’t use any of my over-a-thousand water because faucets are broken and I don’t know how to purify directly out of a tank yet. In more spoilery news…
[spoiler]I found the vault.
Too bad it crashes every time I get within 2 map tiles of the mini-town over it.[/spoiler][/quote]
this happened to me once with the refugee center once… im gonna blame npcs there…
im upgrading my truck and riot bot decided to arrest me but my 17 dex allow me to slip out of handcuffs now i have inventory full of handcuffs what are still on before getting some lucky granade rullette i was just using cbm what make me immune to electricity or getting handcuffs stuck into zombie