What's Happening in YOUR Randomly-generated Apocalypse?

All I want for Christmas are an M3 recoilless rifle and a 120mm RWS. Then I’ll be god.

JSON-defined items have their own defined weight. So if you make an item that unfolds into a 50x50 vehicle made of heavy duty frames, you can still make it weigh nothing.

When you fold it, the code adds the weight of all installed items; so the individual parts of the unfolded item is greater than what the defined item had.

You can still unfold it by standing on the item and pressing Shift+a.[/quote]

shift+a did not work :frowning:

I have nothing in my hands but does nothing :frowning:

I get text thats says

You do not have that item.

But I am standing on the folded deployable survivers station

Day 3 of summer.

Trained some archery during the day (due to a tip saying ranged is best for them and I don’t have guns), scouted the megastore neighborhood during the night.

I abandoned that megastore idea for now - turns out there’s at least TWO corrosives, as well as a grappler, a feral predator and a hulk. Ran out of there as fast as I could.

On the way back ran into a moose, killed it with no problem then went back for the meat.

Currently arranging the armory of my base. Further adding subcategories that seem to only make sense in my brain. RDX charges get their own rack, same with ANFO and mininukes. Laser type weapons and similar, like the laser pistol and fusion gun gets their own rack. Considering having rivtech guns on their own rack to solve my discomfort of shoving the short shotgun on the handguns rack (though that doesn’t do anything for sawn-off shotguns… maybe I should add a rack for weapons that had permanent modifications to them…). Antique flintlock guns could have their own rack, though I’m not overly concerned yet on that one.

Melee weapons would be separated by damage types. If a melee weapon has two damage types the higher one will take precedence. Removing the flamethrower from the launcher rack and giving them their own, next to them will be containers of napalm. I suppose odd weapons like the fire lance and bullwhip should be given consideration and have their own rack as well.

EVERYTHING MUST HAVE A CONTAINER.

Crafting area complete. Pretty much similar to what I had on my previous ice lab base months ago, with some slight tweaks.

Bar and dining area under construction. Certain food items are not kept in the crafting area, namely booze and canned drinks, which is stored in the bar. It’s room temperature booze, but sometime later I’ll think of constructing some stairs below on the spot to the ice lab to serve as a sort of cold storage for booze - just for the look of the thing. Option to have a minireactor fridge made in the bar to have some cold drinks available.

Storing items from the other category is a headache. Bags of concrete and chitin should not mix in one display rack!

But how else are you going to make modern art without both of those?

I like to do random characters with random scenarios, and the guy I have right now was randomly named Jef Major haha, a psychotic and schizophrenic Muay Thai master. Starting out in a burning grocery store, the hatchback outside just so happened to be working! Hightailed it out of town on 3 wheels after clipping a fat zombie and losing the front right frame and tire, had to only make it by 100 yards or so past the last house before I sprinted to a cabin that was already marked on my map. It’s a perfectly equipped cabin, even had an axe. Jef Major, the internet gods are looking out for you.

Oh so that’s what a Gilded Aegis is. I kept thinking it would be an actual shield item and I was wondering how you’d equip one.

Anyway in terms of enchanted armour I was thinking in terms of something altogether more screwed up.

Know about Warhammer 40K’s Khornate armour? It grows to be part of you. We can’t really do the same thing here but…

How about armour created using ornate plate armour and unspeakably dark rituals involving the butchered corpses of (zombie) children or something just as screwed up? It would be something like an Evil artefact weapon. It would change your stats over time and give you continuous benefits as well as protection and maybe increased healing. But it would screw you over massively if you took it off (similar to removing bionics only with permanent stat decreases as well). And it would continuously hunger for blood essence. Would that even be possible? I suppose it would be like power armour. Active and inactive states only the active state hungers for blood and the inactive state royally messes you up and causes you extreme agony because it’s EATING YOU.

Huehuehue. Since the mythical reference would work with a shield OR with armor, I went with the option that wouldn’t be all hackish.

And…hmm. While weapons can be made to not allow unwielding them (like the cursed sword), I don’t know if being unable to remove armor is a thing yet.

However, this gives me an idea for a partial workaround, but…this would require an item that has its usual “revert to this on running out of charges” system allow reverting to an activate item, so it reverts to that before performing an action like consume_drug (for the side effects) before that, in turn, reverts to the base item.

Berserker Armor?

I am sorely tempted by that idea. I just dunno how best to implement it…

I am sorely tempted by that idea. I just dunno how best to implement it…[/quote]

In the very least I wouldn’t implement the armors ability to mend snap his broken bones back into place in half a second… unless you can find a way to code in some balancing effects that last a while afterwords. I sure can’t think of any.

I don’t even know if those effects can be implemented sanely to any extent. >.<

Had a nice harvest

I’m wondering if I can make a room around some trees and plant the marloss seed inside, making it an isolated bloom room for my food needs. I’d have a door leading to a hallway with another door to make sure the stuff doesn’t come out.

[quote=“Murdath, post:9515, topic:47”]Had a nice harvest

I’m wondering if I can make a room around some trees and plant the marloss seed inside, making it an isolated bloom room for my food needs. I’d have a door leading to a hallway with another door to make sure the stuff doesn’t come out.[/quote]

…can’t the fungus eat walls too? owo

[quote=“Random_dragon, post:9516, topic:47”][quote=“Murdath, post:9515, topic:47”]Had a nice harvest

I’m wondering if I can make a room around some trees and plant the marloss seed inside, making it an isolated bloom room for my food needs. I’d have a door leading to a hallway with another door to make sure the stuff doesn’t come out.[/quote]

…can’t the fungus eat walls too? owo[/quote]
Yeah, but would it spread beyond that? More than eating they transform them into fungus walls.

W#ell, fungal terrain gives off spores, spores take root to become fungal terrain…

It has to be done. Contained mycus fruit farm. Anti-fungus paint for walls or something.

It has to be done. Contained mycus fruit farm. Anti-fungus paint for walls or something.[/quote]

Feel free to try it, and have Fun. Even then, if it’s all underground, not having z-levels enabled will mitigate things.