What's Happening in YOUR Randomly-generated Apocalypse?

Well, I’ve just gotten into vehicle construction, I read some books to train my mechanics skill, found an acetylene torch, and started modifying a hippie van that I found. I repaired all the parts and ripped out the seats and trunk to install a bed, an RV kitchen unit, and two cargo containers. Got a stereo in there too. Filled it up with gas at the gas station in town, loaded all my gear into it, and hit the road. I’d like to add a water tank and some floodlights later on but I don’t have the parts or tools to build them yet.

Passing through the next small town, which I thought I had previously cleared, I came across a zombie hulk in the road. This concerned me a bit, I knew that using the fire axe to fight it might be a bad idea, even with level 9 skills in melee, cutting and bashing. So I pulled the van over and got my bear trap and Remington 700 from under the seat.

I set the bear trap up in the road, took a few steps back, and loaded my .270 cartridges into the Remington. I got a couple shots off before he hit the bear trap, and then I kept backing up and shooting him as he approached. He got two hits on me but I took pretty minor damage and was able to kill him with about 10 bullets.

Huh, I never even thought about using traps on hulks…

I always use the Taser and fill them with firepower from point blank range.

Although now I have a .50 BMG turret on my tank with a range of something ridiculous like 120 units so maybe I can just blow their heads off.

SomI decided to go with the hospital start. I’ve been getting rids of zombies by leading them to my machete-wielding NPC. One of the boomers he killed just dropped a go bag.

I love the RNG sometimes.

So, I’ve been lab diving, and I found what seems to be a new loot room: a pile of guns. Seriously, it’s like it’s one of EVERY BLOODY (gunpowder using) GUN IN THE GAME… did somebody put that in just to you can get the exact one you want or something?

Now, there’s wasn’t any ammo at all… but that may have cooked off due to the secubots killing themselves on the dissectors…

Speaking of which: W T F ?!? Dissectors in the loot room makes no sense… and even if they did, secubots that kill themselves on the dissectors and destroy what they are supposed to be guarding makes even LESS sense.

Can we do something about that, please? Lab-diving these days involves RACING to the bottom in the hopes that there’s still stuff there to get, then clearing the rest later.

Or, if you run out of power.

Then you will be powerless to stop them? o3o

Foxy will bang your door in, followed shortly by your skull.
So yus.

And yet again: swiggity swooty.

+1

Hmm. I can see a few ways to fix this. Option 1, remove the dissector traps. Option 2, replace the dissector traps with something that won’t harm the robots. Telepads might work. Option 3, change security bots to break instead of explode. Option 4, replace the security bots with something that won’t explode…

why do they and turret explode again?

Because !!SCIENCE!! I assume?

Well. If you were building lots of turrets and security bots that are intended to be modular and be used in a wide variety of situations where they need to protect lots of important things (with the turrets that would include any chicle, plane, or ship they are placed on for offensive purposes, ammo depot guard duty, and battlefield hostpitals and MASHes, wouldn’t YOU want them operating on long lasting plutonium fuel cells and riged to explode upon damage to prevent hostile capture?!?!??

Personally it’d be more sane if that was a configurable option that the turret’s operators would set when deploying. But one assumes they’re set for maximum area denial for the same reason they’re stuck at full-intensity engagement mode. o3o

Any or all of those would be great. Option 1 for starters, whether those other are done or not…

Well, until the recent explosion overhaul, where explosions are crazy big (at least they don’t insta-clear all the items in the area from any and all explosions anymore - THANK YOU!), they could “explode” and the primary effect was that they didn’t leave a corpse/junk pile, so chalk another silly thing up to the explosion re-work in progress.

ps Option 1 wont work, there zombies that the security bots will attack and will lose to if something like a armored zombie spawns

plutonium fuel cells? glad they don’t cause mini nuke style radiation falloff

So I was collecting blob gobs for !!science!! Related reasons when I noticed a pink thing around the slime pit.

Starting to wonder if these specific blobs im collecting aren’t actually slime now. Ew.

After seeing this I have decided that the “street of abandoned pizzerias” must be purged with fire.

In fact, I have a mininuke… Hmmm…

OH GOD.

I NEED A BIGGER NUKE. I NEED A BIGGER NUKE. WHERE IS THE SILO!?

Tempted to act on those lab fix ideas, though it seems there might be a bug in Arcana mod I’ll want to fix.

All was well. I had slaughtered many zombies, survived some vicious bites, and managed to acquire some spectacular gear. I had seen all manner of abomination from fungaloids to slime to various zombies. I thought there was nothing left that could shock me, until I was ransaking a house and stumbled upon a true horror of horrors…

As I rummaged through a dresser looking for a new pair of boxers, something FURRY caught my eye. I gazed into the corner of the room and spotted a huge furry wolf costume. Ya know, the type a true degenerate would wear. I could only gasp in horror as I imagined what the owner of that wretched creation did whilst in it.

In my panic, I ran for the front door and spotted the comfort of a vehicle. I jumped in the back of the van and tried to regain my composure. While attempting to recover, the van was surrounded and torn apart by zombies of all stripes and I was overrun and slaughtered.

MFW my spectacular run was ruined because of a furry and his costume.