What's Happening in YOUR Randomly-generated Apocalypse?

Well, other loot was pretty underwhelming, and those black widows sucked - they couldn’t pierce my armor at all and died with one hit from a fire axe… i LOVE killing spiders :>

I’ve decided on starting again to start features such as separate creation pools and Z-levels, then I decided that since I was at it, I could also try PK-rebalance mods.

I also wanted to join and rejoice into stocking “special” broth into ice-labs, so I activated random NPCs…
and … oh god they are everywhere, did everysingle one of them took psycopath? I had to kill two of these murder hobos on my first trip to the city.
I may desactivate it in the future, didn’t think they would be so many of them.

I turn down NPCs to .33

Thats enough to occassionally meet them. I also take pretty as a standard trait, which helps a little.

When you meet an NPC, its easiest just to talk to them from the window of your car. You can engage them before they force talk to you, since they often run right up to you before engaging. This way, if they are hostile you can ram them down and take their loots. Though Im most interested in their drugs and ammo.

If you arent in a car you can talk to them from far away, but Id prefer to do 1 of 2 things.

-Take out a shotgun and walk over to them. Explain to them that you dont like to be mugged.
-put away all weapons and talk to them. They wont ask you to drop a weapon you dont have. They might try to rob you or declare this land their territory, but hey

I gotta be honest, I only have to defend myself from maybe 1/7 or 8 NPCs. The rest are friendly enough to me or I can avoid murdering if I wanted to. By either complying or passing the speech checks

[quote=“multimark, post:11602, topic:47”]I’ve decided on starting again to start features such as separate creation pools and Z-levels, then I decided that since I was at it, I could also try PK-rebalance mods.

I also wanted to join and rejoice into stocking “special” broth into ice-labs, so I activated random NPCs…
and … oh god they are everywhere, did everysingle one of them took psycopath? I had to kill two of these murder hobos on my first trip to the city.
I may desactivate it in the future, didn’t think they would be so many of them.[/quote]

Tune down the NPC spawning factor to 0.6 or lower - then they’ll be managable. And if you see NPCs with guns then there is a high chance that they are after your stuff… Watch out for assholes with flamethrowhers!

[quote=“multimark, post:11602, topic:47”]I’ve decided on starting again to start features such as separate creation pools and Z-levels, then I decided that since I was at it, I could also try PK-rebalance mods.

I also wanted to join and rejoice into stocking “special” broth into ice-labs, so I activated random NPCs…
and … oh god they are everywhere, did everysingle one of them took psycopath? I had to kill two of these murder hobos on my first trip to the city.
I may desactivate it in the future, didn’t think they would be so many of them.[/quote]

don’t play with NPC spawn rate at 100% nock it down towards 10% or less. otherwise they tend to box in the reality bubble until you get shot by one you don’t dodge. If you’re lucky you make friends before enemies. Thats a bit of a big lucky though.

edit: what ninja pisskop sais.
edit edit, and ninja Mr.qwerty.

What’s all this talk of lower NPC spawn rates? I have it at 1.6 (lol) and I can barely find one NPC. I have only found 2 NPC’s so far (not including refugee center), and one of them was the starting NPC.

Did you turn random NPCs on?

I have it set at 0.03, and still see five-ish per year.

I see 2-7 or so per week

depends on where I go, into new places or not.

Day 18 and it appears I’m living in the teetotaler capital of world, there isn’t a single liquor store anywhere! And what’s worse is I’ve got two Fungal sites to the north and south of me. There is a mall, but I’m playing with .10 item spawn so there’s not much in it. Managed to scrounge two glass bottles of mineral water from a vending machine in there. Think two molotovs are enough to take care of Fungal Flowers and a Fungal Tower?

Aside from that, my campsite has so far been safe from anything too dangerous. Took care of the local moose problem and am only dealing with a trickle of zombies every couple days.
My game plan here is to set up a good farm, 31 day seasons, get two rings of spiked pits, then remove the scrap on the inside and erect a wire fence. After that I’ma go around the outside perimeter with barbed wire fences.

EDIT: Fungals are officially the worst things I have ever encountered ever .-. Damn those fungal flowers spread quick, but I managed to burn all them down after I enlisted the aid of the local zombie necromancer to take out the big one. Is the tower as bad as the flowers? If so, I’m just gonna leave that crap alone.

if you do not have any stable source of water fungaloids can aid you, butcher thier bodies and you will find what you need, tainted things can be used as firewood too

There’s a pond south of my campsite, so if I ever desperately need water I can make a trek down there. But no. After what I just went through I don’t care what the fungus has to offer me, I don’t want what it’s selling. I now see why some people hate it passionately.

We desparitely need fungal erasers. :expressionless:
to unfungalifiy fungal terrain.

Oh yeah, chemical sprayer such as those used in agriculture to spread it widely.
It would be beautiful and allow a sharp turn into the fight against fungicide (Well, when I want my character to cook and don’t join them)

In order from easiest to hardest to deal with, fungal tower is easiest, then fungal flowers, then fungal bloom (just because it puts fungaloids over SUCH a large area, actually clearing them all is an incredible pain). The tower is simple, straitforward, and mostly self-contained (if you don’t sleep near it or something dumb).

Of course, all of that gets exponentially worse if there’s a body of water nearby. Getting fungaloids out of water is essentially impossible.

[quote=“multimark, post:11614, topic:47”]Oh yeah, chemical sprayer such as those used in agriculture to spread it widely.
It would be beautiful and allow a sharp turn into the fight against fungicide (Well, when I want my character to cook and don’t join them)[/quote]

Um, there IS one of those. I haven’t tried it out, but that’s explicitly what it’s for.

Also, for getting rid of fungal terrain, attack in the winter time (no rain) and use fire. Also, anything that will change the terrain gets rid of it, too (digging a pit, for instance).

Finally got to playing again.

Was planning on making a drunken master like survivor… picked all the traits, but forgot the one where I can select zui quan. Whoops.

Still, RNG is rather kind on the first try. Wreckage outside the evac shelter, which had bionics which was given to the NPC at the shelter so he’ll teach my survivor stuff. First night raid successful, as I found enough food supplies and a shopping cart.

Been fighting zombies one by one, gaining rags and leather patches. Plan to craft some better clothing first and learning from the NPC before venturing out further into the world.

I just met a turkey that appears to be chasing a squirrel… in the middle of a town, during midnight.
Oh the random things you find in this game xD

Methinks may be a bug. A relatively consistent one that I have noticed over the past few versions of the expi.

Also, whoever designed the NPCs to throw weapons <3 <3 <3

It works fairly well, and since I only need one knife . . .

Marshal Gibson has survived his second winter after the world went to hell. He has found his place for now helping the residents of New Tacoma survive and grow.

Started as 100 character points Jerrell Franks, Special Operative/demigod, in a Only Wildlife, postnuclear world. The shelter spawned in the woods, next to a swamp and a mansion, hooray! Now, several experimental version ports and some save tinkering later, my mansion is overrun by looters due to changing NPC spawn rate to 50.00.

[removed a stray slash]