Perhaps it is, though I’m not a fan of burst fire since those can be wasteful on ammo.
True. Definitely a fun way to deal with shoggoths though. o3o
Loving Internal Unified Power system CBM paired with laser weapons. With the A7 Laser Rifle my rifle skill went from 6 to 13 in a few ingame days of zombie genocide. Having no need to go back to my vehicle for ammo saved me a lot of time. Joint torsion ratchet and solar panels recharge the energy spent by the laser rifle easily.
That and the pneumatic assault rifle are real efficient with ammo. The laser rifle with a UPS bionic, and the pneumatic with easy to craft and light bearings. Both are silent, too, so it’s easy to clear out crowds.
My preferred fun way of dealing with shoggoths now is using the chainsaw lajatang on them. The weapon’s slow as hell, but one crit or a few hits and it won’t matter, though the acid spraying out of the shoggoth is somewhat problematic.
Also, the strawberry surprise is real efficient if you don’t mind the alcohol addiction and have blood filter and leukocyte breeder available. It’s got decent nutrition and quench, and it comes in multiple servings. Like stuff like homebrew beer and rum & cola have slightly better values in quench, but they come in water servings, so a large waterskin of those can hold a maximum of 20 servings. One batch of strawberry surprise comes in 6 servings, so a large waterskin will hold 120 units of strawberry surprise.
8 nutrition, 15 quench, 8 enjoyability on one portion out of 120. And it doesn’t rot.
It’s a meal, drink, morale booster, and coping mechanism in one drink!
Also somewhat baffled on how the reaper is supposed to work. If it touches a crop ready for harvest, it’ll harvest it but leave it on the ground… and apparently shred the crop to nothing if I keep accelerating. Seed drill and plow I know how to use, but so far proper use of the reaper eludes me.
Just got bored and decided to inject all 20 medical serums I made all at once, thinking it would turn my character into the most fucked up monster in all history. But nope, only got good mutations and prototype not sure what prototype is, its white, its not like I always got good ones, but the bad ones were later taken care of by the next serums. I’m still a forgetful lactose intolerant truth teller though.
And also got 200 pain that is lowering my stats to 0, not sure where the pain came from. I wish I could use mutagen on npcs.
Prototype is an threshold mutation. Meaning you can now get ALL of the Medical Type mutations and have a much higher chance of getting Medical-typed mutations, but the top level mutations of all other mutation trees are locked. You cannot purify threshold mutations.
Mutating causes pain, rather massive pain.
That thing has no recoil, it’s friggin’ great.
Got sidetracked and somehow decided that the drinks rack in my base, the drinks not in wooden kegs, should be placed in wooden barrels. Vodka has been filled, cheap wine also… could probably get two or three more barrels for that, and making more brandy to fill a barrel. Some of the barrels won’t be full, but it’s a start.
Does anyone else find the Swat Trucks a harken ack to the days before alarms and bars on gun stores?
Because no one in the world of Cataclysm knows how to lock their car door. o3o
Oh gods I’m dumb. So I decide to unload all the small containers of booze, like beer and stout and whatnot, to wooden barrels. So I do so, unloading one container at a time on a wooden barrel on the floor.
Instead of making myself ache repeatedly pressing the keys, unloading one container at a time, halfway through barreling the beer I realized I could bring all the cans of beer to an empty wooden keg, fill it up, then get the barrel and transfer all the contents of that in one go.
Anyways, I suppose the first thing I should build in the new base is the food storage area. It’s almost winter, and I need to prioritize moving perishable food items first and foremost. It’s about a day’s drive to travel to the old base to the new one, maybe less if I plow through the city between the two areas and use the stealth artifact sword so I won’t be bothered by zombies.
Once I’m done with that, I won’t have to worry about moving stuff since all the stuff that will possibly rot will be safely stored.
It’s gonna be a two room deal, I suppose. The ice lab room will be the perishable food storage, and the room I’ll jackhammer will be general storage for a number of non-rotting food. Namely the barrels of liquor and a number of other items.
Pondering if I should take the time to construct ceilings on the underground fort. It’s the only way to add floors, and with floors I could add carpets. Problem with that is it’s gonna be a huge fort, and that’s gonna be a headache to do the entire thing.
I suppose I could cheat a little by map editing things so there will be floors. Or adjust the construction scaling so that the work won’t take any time to do. Furniture will be done in default construction speed, in any case.
Also in mental anguish on the layout of the storage. It’s a little more than a 20x20 area of space, and I want to be wasteful and use it all. Like the soon to be abandoned base, one container per type of crop and foraged perishable items. The cannibal cuisine has their own section, and I suppose I should group together the perishables not usually used for eating (pelts, tainted things, mutated arms and legs).
Since jackhammering leaves a lot of rocks and rock salt, decided to use the stabilized portal. Cargo carries will remain my container for expeditions, but for moving a ton of high volume rock salt it’s essential for me to use the portal.
Also, kept one shoggoth alive. It’s still holed up in it’s cell, and trash items get dumped (while the artifact sword is in inventory for invisibility) on the cell to be disposed of.
Also, I need to figure out the best way to set up a bunch of mininukes so that they’ll all explode at the same time. I want an explosive ending for my old base.
Day 66. I found an almost completely intact main battle tank! Promptly looted it of its ordnance and ammunition. I have enough to fling around now that I can safely christen their cargo space as the Morgue. No engines on it, but I’m running on gasoline anyway. All the treads are in, if not good shape, then salvageable condition. It’s 12 tiles long as opposed to my 10 (not counting the spikes on the ends), which means I can lift every last one of them from the tank and install them. Which I am absolutely going to do, right after I armor the rest of the ATCOH (because hey, why not?). Finally going to make the jump from wheeled mobile base to tracked, and I’m so excited! I really should install more engines, though. I have the skills to craft a vortex engine and generator. Just need the stones. Fairly certain those are from the Vehicle Additions mod, though, so I’m not sure if I can just get rid of the gas tanks afterward or what.
And Azrad, try slapping on a bunch of radio activation mods? Don’t know about simultaneously, but it will definitely be sequentially. Or just, y’know, set them all for incrementally lower detonation times. For instance, 600 on the first one, 599 on the second, etc.
[quote=“railmonkey, post:10157, topic:47”]Day 66. I found an almost completely intact main battle tank! Promptly looted it of its ordnance and ammunition. I have enough to fling around now that I can safely christen their cargo space as the Morgue. No engines on it, but I’m running on gasoline anyway. All the treads are in, if not good shape, then salvageable condition. It’s 12 tiles long as opposed to my 10 (not counting the spikes on the ends), which means I can lift every last one of them from the tank and install them. Which I am absolutely going to do, right after I armor the rest of the ATCOH (because hey, why not?). Finally going to make the jump from wheeled mobile base to tracked, and I’m so excited! I really should install more engines, though. I have the skills to craft a vortex engine and generator. Just need the stones. Fairly certain those are from the Vehicle Additions mod, though, so I’m not sure if I can just get rid of the gas tanks afterward or what.
And Azrad, try slapping on a bunch of radio activation mods? Don’t know about simultaneously, but it will definitely be sequentially. Or just, y’know, set them all for incrementally lower detonation times. For instance, 600 on the first one, 599 on the second, etc.[/quote]
Unless they’ve been changed recently, the vortex engine is laughably weak - not CLOSE to worth taking up a precious engine slot on a large mobile base. Seriously, they’re nice as a form of permanent lighting/easy welding power source/run the fridges for ever and possibly for recharging batteries while you sleep, but that’s about it.
Whew. Cut construction time by about 70% from options, and it was still quite tedious. Keg hall has been made. A narrow three-tile corridor-like area, walkable path is at the middle, north and south sides have kegs constructed in them. I didn’t like the barrel idea. Left side has 14 kegs north, 14 south, right side’s the same.
On the left will be all the booze that has positive quench numbers. Checked all the liquors, there’s about 28 of them in all: beer, homebrew beer, boozeberry, strawberry surprise, dandelion and pine wine, fruit and cheap wine, wild apple, whiskey sour, stout, American and India pale ale, European pilsner, rum & cola, Irish coffee, screwdriver cocktail, pinot noir, chardonnay, cabernet sauvignon, imperial stout, Belgian ale, riesling, sewer brew, spiced mead must, bee’s knees, fancy hobo, kalimoxto, the last five listed I haven’t even crafted yet.
The right side will have the booze with negative quench numbers; there’s less of them, so one type of booze will have more than one keg assigned to them. Gonna be lots of moonshine in there, and probably single malt whiskey - already have four kegs full of that.
For a lot of them, the kegs aren’t close to full yet. Nonetheless, I’ll get those filled up over time, and somehow set aside bottles and cans for the un-kegged booze storage, and the planned bar area underground and above ground.
Yes, this is ridiculously convoluted.
And this isn’t even getting into the part on how I decide to order which booze goes where. How should I even order it? Alphabetically, by quench or nutrition numbers, or preference? Do I start from the north side or the south? Start from the right where the entryway is then go left, or the other way around?
I think one other reason why it took such a long time for me to decide on making an underground base is the fact that I can make as much space as I like and go insane making use of it.