What's Happening in YOUR Randomly-generated Apocalypse?

Back at the old base. It’s still early spring, but just to be sure most of the stuff being hauled back to the new base will be perishable food.

On the way, thinking of gun storage. Ammo will be definitely be separated by type. 9mms on one container, .223 and similar ammo on another, that sort of thing. Pondering if armor should be placed in the storage area of the weapons as well. If so, only armor, and clothing category items that are armor-like, like the armored leather jacket. Obviously, un-armor like clothing won’t be included in there, like t-shirts and whatnot.


Bidding farewell to the old ice lab base of my survivor. Very simple area; some level of organizing based on what I want, but simplified to fit 1/4th of an ice lab map area. New base ain’t gonna be like that.


Managed to fit all the loot I got on the car, too. No need for a second trip back, though I had to stick some extra cargo racks to make everything fit. Just need to be extra careful about bumping into stuff…


And now at the area where the new base will stand. Took less than half an in-game day to reach, driving about 40-120 mph depending on the area. About almost half that time was due to repairing the vehicle after a few unfortunate skids leading to tap on lesser vehicles parked on the road.

Anyway, aside from the perishable stuff, I’ll leave the loot on the car for now. Need to construct the base first before loading up the stuff on containers.


Here we go. Starting with collapsing the ground floor of the ice lab and turn it into a kitchen.

Don’t really need to destroy the walls, as I could just modify the building to be more kitchen-like. However, it comes down to symmetry. Why is the kitchen the only room that has reinforced concrete walls? Like that. Simple steel walls are inferior, but it’s the look of the thing.

Also debugged the ceiling tiles that remained, making them into dirt tiles. Makes no sense that they’re still around despite collapsing the walls around them.

Can’t really do anything about that dissector, though. Tried different things; debugging walls and trying to destroy it with rubble, running it over with the car. Nothing.

Anyway, the space will become a kitchen and cafeteria. Floor below will be the storage for perishable stuff. Might seal up most of the lab rooms - the ones not needed. Basically just leave the rooms that’ll lead to the CVD machine and a water source.

Right. Right, right, right. Time to get to work. Ground floor building of the ice lab is 24x24 tiles, including the tiles were the walls were.

A kitchen and a cafeteria/bar will be made in its place. Two entrances/exits, I reckon. One’s the entrance to the cafeteria, and the other is the back door to the kitchen. More importantly, past the kitchen will be farm land.

It’s Spring, day 7, year 2 with 91 day seasons. 11:36 PM, and work has begun. Starting off with digging pits to set up the simple metal walls. Lab originally had two layers of walls for the outer walls, I reckon a kitchen/cafeteria only needs one layer.

Shame that pool tables can’t be dragged around. That said, I think arcade machines can be dragged around. Would look good for the image, at least.

Good lord, it’s now starting to sink that this project of mine will take a long ass time. The time it takes to set up the walls is nothing compared to adding ceilings to a 24x24 area. Not to mention figuring out where to put the windows, and making containers to put the stuff in and furniture to decorate the place.

Hardly playing at this point. Time to whip out the podcasts and tune out.

I’m pondering if I should make a thread instead of flooding this thread with what’s happening on my town-building.

Anyways, hot dang, game changer! I should have tested this sooner since I know that NPCs can help with crafting, and as it turns out they can assist with construction as well.

Alone, my survivor takes three hours for both stages of making a metal wall.

With one companion active, it takes one hour and 7 minutes per stage, so 2 hours and 14 minutes to complete one metal wall.

However, with two companions, it takes only 36 minutes for each stage. So one hour and 12 minutes for one metal wall, almost 2/3rd less than going solo. It doesn’t get lower with three companions in tow, sadly, but the time cut is already quite substantial.

Luckily have three NPCs to help, with appropriate levels of fabrication skill. 'course, since they can only help when they’re not on guard mode, I gotta feed 'em. My survivor will have to share the glazed tenderloins and kompot she cooked up.

I commend your choice to activate NPC needs and not cower out of the responsibility to feed your pet Oxen

Even got filthy clothing set up, and as a rule don’t use spare parts that are filthy to repair clothing. Also, while it’s not implemented yet I follow the bionic slots thingy and limit the bionics in my survivor.

Progress of constructing the first building is slow. Can’t really think of a layout…

However, solution is simple. Just nab the items and organize them in piles first. That way I know how much containers are needed, and where to place them.

Since the first building is basically food storage, I’ll have to nab all the food from the car and pile them according to how I want to group them. Like canned food on one pile, non-alcoholic drinks on another, etc. Once that’s done I can figure out how to deal with the layout of the building.

'course, it won’t be just food that’ll be placed there. It’s a kitchen, after all, so cooking tools will be stored in the kitchen area. Again, want to make the base more than just a place to drop loot. Make it look lived in, that sorta thing.

Hmmnmmnnnn… like alcoholic drinks, for instance.

I could divide it into three… four piles. One for stuff that can’t be brewed (stuff like Belgian ale, and canned beer - not the homebrew beer), then the second pile will be for stuff that’s brewed (vodka, maybe brandy and strawberry surprise… basically liquor that requires some tools to create). Third pile is for mixed drinks; Long Island iced tea, strong mixed alcohol - basically booze that’s just mixed with other stuff and does not require tools to craft them.

Fourth pile will be for wooden barrels of malt whiskey. They come in barrels, so special treatment for them.

Non-alcoholic drinks will get a similar treatment. Canned or bottled drinks that can’t be crafted, and the ones that can be crafted. Need to figure it out some more, I dunno.

Now I’m thinking that I should add an extra back room where fermenting vats are placed.


Hmmm, so here’s the non-perishable food sorted out in piles. More or less how I’d organize them on containers once the kitchen has been constructed. Still need to work on the underground level to store the perishable stuff.

-MREs
-Dehydrated stuff; each type aside from dehydrated tainted meat gets a container to themselves. Lots of dehydrated stuff; 900+ dehydrated meat, 300+ fruits and vegetables, and 150+ fish. Dried mushrooms get their own pile as well, dunno if I should put normal dried mushrooms with the hallucinogenic ones.
-Fluid sacs get their own container, though perhaps they’ll be on the underground storage.
-Spider eggs on their own container. Same with ant eggs once I get around to going under ant hills, and razorclaw roe will get a similar treatment… do they still exist in the game? Haven’t seen a shipwreck in a long while.
-Clean water and water to their own pile.
-Non-craftable drinks, such as canned cola, sports drink and similar stuff. Not sure if I should put mineral water here or among the water container.
-Craftable, non-perishable drinks. Coffee, tea, lemonade, etc.
-Non-crafted booze.
-Brewed booze; whiskey, vodka, fruit wine, etc. Brandy is included here. While it doesn’t require a fermenting vat, crafting it requires a distilling tool and fire. Basically this pile is booze that’s crafted with tools.
-Mixed booze; booze that’s crafted without the aid of tools. Rum and cola, weak and strong mixed alcohol. These booze don’t require tools or fire to create them.
-Wooden barrels of malt whiskey. Keeping them in one pile instead of putting them on the non-crafted booze.
-Canned food.
-Food sealed in glass jars. It has to say sealed jar.
-Canned human meals. Not sure if I should put the human meals on display, or discreetly hide them on the underground storage. It’s a special menu item on the kitchen.
-Liquid ingredients. Vinegar, maple syrup, stuff like that. Stuff that has to be in a container.
-Solid ingredients. From raw macaroni to salt and pepper.
-Unprocessed solid ingredients. Wheat, honey combs, dandelions. Stuff that’s generally found from foraging, and sometimes farming. Unsure whether to put honey combs here or place them in their own pile.
-Irridated fruits and veggies.
-Low-tier junk food. Basically stuff that’s low on nutrition; candies, crackers, cereals (not sure with cereal), cookies, etc.
-Ready to eat food; basically stuff that’s been prepared so they won’t rot. Jerky, fruit leathers, granola, hard cheese, etc. Might divide it into two piles; stuff that can be crafted (jerky), and stuff that can’t (pork sticks, bacon).

I’m a bit iffy on the ready to eat food, to be honest. It feels odd to put aspic, hardtack, and meat jerky together. Aside from the fact that they can be eaten as-is, unlike flour which doesn’t have any benefit of doing so, I don’t feel that they mesh well together. Gotta bear with it, though.

Also, animal and human bones will be in the kitchen storage, or maybe the back room that’ll lead to the farm.

In the future, I might make a fancier kitchen/cafeteria, stocked with only high-price eats and drinks.

…not to mention a food warehouse. Just max out a crate with nothing but flour, then seal the crate, and do so with other items. For the future, still have to deal with the insanity of making other buildings.

That said, this is decent progress. Food is pretty varied, and I got a good chunk of it done. All’s I gotta do is finish the building and then make the furniture to place the items in.

Got ambushed by several squigs, then a worm, then a trapdoor spider nest, then an ant, then some soldier zeds.

What a day, but at least I know I designed the trapdoor spiders well. the squigs, otoh, Im wondering if they are not too common?

I fell asleep grabbing a shopping cart. When I woke up, it was still held in my hand.

personally been messing around with the worldgen settings, i tried the maximum values for both city size and spacing hoping to get extremely remote, but large well developed cities and instead spent 3 days before i was able to find other buildings besides the evac shelter.

i’m planning to start a new world here in a little while to remember (i’ve tested before, forget the outcome though) if you can mutate just by drinking sewage for a LONG time as well as see about starting another tank build hopefully, i want to rebuild my tankster and have a MKII someday, then i can start thinking about the fortress vehicle, yeah, my goals are mostly crazy long term, i know.

Couldn’t get it out of my head, so before resuming construction I arrange every loot my survivor has acquired. Organizing them now so I don’t have too later once building has finished. I’m going completely bananas on it, too. Like, organizing books by the skill it teaches, that sorta thing.

Every item category will be needlessly arranged into piles to satisfy my need to organize*.

*it’s never satisfied.

Damn, man. You’re nuts! XD In a good way. Maximum I usually do when organizing is separating weapons and ammo, food (perishable and not), tools, vehicle parts, and materials. That’s about it. And I usually do it in my vehicle, so it can be labeled. If I would have tons of shelves and lockers I’d forget what stacked where really quickly. Tip over my hat.

Azrad has always done this.
ive seen older posts with screenshots he goes well OT :slight_smile:

Thinking back on those I seem to gradually get more loony when it comes to needless organization.

consider yourself lucky imo, i always start off OCD with a pile for food, a pile for vehicle parts, a pile for this and a pile for that, but then i get to the point where one of the piles fills up what a single tile can hold before spilling over into another and give up on it entirely until i build a massive vehicle with more storage than i’ll (hopefully) ever need.

I usually just use the seats in an SUV. Front seats for things I usually have around, back seats for medicine and food, then the trunks for weapons in one pile, ammo in another, tools in another, and random materials in the other.

I dug an upward stair.

After I ascended the stair unto surface, I found no downward stair on the ground.