What's Happening in YOUR Randomly-generated Apocalypse?

I do something similar for my vehicle.


Cargo carriers are divided to two sections. The back section with the 25 cargo carriers is for items found when my survivor is exploring. No organization needed there. Just load it up with items, and when full return to base.

The cargo carriers around the driver’s seat are for stuff my survivor brings around. One for tools and medical supplies, then one for weapons and ammo, then spare fuel, one for food and drinks, and one for clothing and spare parts to repair clothing. Welder, Foodco, and a forge at the back for crafting needs, and a bed for my survivor and reclining seats for her slaves.

Not a big fan of using vehicle mounted weapons, but I did have some massive success on an old run with a hypervelocity driver mounted on a smaller vehicle. Basically had to set up that smaller vehicle whenever that survivor would come across a city.

The laying down of which item goes where continues. Things are going slowly since I’m a bit busy.

Anyway, spare parts for a… uh, spare parts storage, like a simpler public works/mechanic’s workshop:

-Bones, on the kitchen area since I mainly use them for aspic.
-Ditto human bones.
-Charcoal, on its own pile.
-Solid, non-electronic spare parts. Pipes, rebars, chains, copper tubing, stuff like that.
-Solid spare parts mainly used for electronic or purposes, or something similar. Antennas, power converters, battery mods, broken bionics, electronic scrap, etc.
-Powdery stuff. Magnesium powder, hexamine, cement.
-Found in the land, unprocessed stuff like chunks of sulfur, limestone, coal.
-Cotton balls… maybe better suited for a clinic area or something. Same deal with medical tape.
-Tanning or cured pelts and hides.
-Rope-like items. Long ropes, short ropes, long and short strings.
-Thread.
-Sinew.
-Plant fiber.
-Sand.
-Duct tape.
-Nails.
-Batteries.
-Plutonium cells.
-Feathers.
-Aluminum foil.

Gun stuff, this’ll probably be for the gunsmith’s area close to the armory.
-Primers.
-Gunpowder.
-Stuff like lead, gold, solder, etc.
Each of those will have a container of their own, depending on how needlessly I want to keep things separate. Like lead on one crate, gold on another, electric primers on another, etc. Or just put all the primers together, and just dump the lead, gold, and copper together.

Tailoring stuff. Aside from the spare parts, the tools needed for them will also be present on the building/workshop they’re on.
-Rags.
-Leather patches.
-Wool staples.
-Plastic chunks.
-Etc.

Blacksmith stuff for the forge, like scrap metal, chunks and lumps of steel.

So basically, most of the spare parts will be divided into three buildings/workshops; a tailor, a blacksmith, and a public works/storage area for construction/mechanics area.

Now, weapons. On one hand, I found a ton of guns, and it might seem like a nightmare to sort out, but it’s not really quite the case.

For starters, sort ranged weapons out by skills used - with some exceptions.

So, start off with handguns, shotguns, rifles, submachine guns, and launchers. Five different skills. One container for each of them, then we move on to exceptions.

-Old-timey firearms. Like more of a museum display on the armory. Mostly flintlocks, though I’m pondering if I should consider including the fire lance among these weapons.
-Rivtech weapons. Not sure if these should gathered in one container, or if I should just place the Rivtech weapon on the container appropriate to it’s ranged weapon skill (automagnum on handguns, autoshotgun to the shotguns, etc). If I do place them all on a container for Rivtech weapons only, then I’ll have to set a container for Leadworks weapons as well.
-Archery and other simple-ish weapons. Bows and crossbows, and other stuff. Other stuff because the repeating crossbow uses the submachine gun skill. Slings, the atlatl, will also be here.
-Simple survivor-made firearms. Pipe rifles, survivor carbines, 12 gauge pistols, blunderbuss, and the pneumatic assault rifle and bolt driver, stuff like that. Not sure about the pneumatic weapons, though.
-More complex survivor firearms. Heavy rail rifles, and this might be where the pneumatic rifles end up. Homemade energy weapons like the turbolaser might end up here. Maybe the simple flamethrower will be included here alongside the chemical thrower.
-Or they go in their own container for homemade energy weapons. Pure energy-based weapons, since the heavy rail rifle uses other ammo aside from energy.
-Uncraftable laser weapons. Like the V29 laser pistol will be here while the homemade laser cannon and turbolaser will be in the other container, since the former can only be found while the latter two has to be crafted.
-Super heavy weapons that’s usually mounted on vehicles. Tank guns.
-Pondering if mounted rifles like the M2 Browning should not be included among the normal rifles.
-If so, what about other vehicle-mounted weapons? Slingshot cannons, the hypervelocity driver, the water cannon, etc.

Eh, I’ll figure that out.

Also, blob weapons.

As for ammo, it’s simple. Group them together based on ammo type. Like, .223 Remingtons and 5.56 NATOs are .223 type, so in one container they go. Rocks, lead balls, and the explosive canisters are heavy projectile types, so they go in one container. So on and so forth.

Magazines will be more or less the same. STANAG magazines and drum magazines together, alongside any other magazine that uses .223 ammunition. That sorta thing.

Ammo belts to their own containers.

And there we go. Some tricky ground with vehicle mounted weapons, but I suppose there will be less of a headache if the only vehicle mounted weapon I single out are tank guns.

Got a new caption for cdda title

Cdda the OCD in you will be tested.
im looking at you azrad :stuck_out_tongue: lol.

Any way keep the pics and stuff coming love the depth you go in to with all your plays.

I just cannot imagine I separate all that materials and ingredients stuff, because that makes crafting much more annoying once the items are outside the crafting reach.

True, though in general it won’t be that hard since the materials will have the appropriate tools nearby. Like the kitchen area has the needed skill books, tools, and obviously the food if I gotta cook up some meals. If there’s something extra needed, then I know where to find them and it would be easy to bring around with the aid of a wheelbarrow. Same deal for other areas I’ll be building.

It’s far from optimized, indeed, but optimized isn’t what I’m looking for. It’s all about the aesthetics for me at this point.

well… once you have a vehicle storage is much less of an issue obviously, i just meant while i’m still going evac shelter to vehicle and back or where ever in loot goblin mode.

hell, a lot of the time i wish for a storage dimension from blazemod to simplify things if i’m honest, i enjoy packrat life, i guess, this current character i’m not going to let myself cheat anything though.

well… my survivor had a productive session just now, next time i’ll tear the tank down, it’s taken me a month in game before (90 day season, as RL, no construction scaling though) and then i’ll start work on my new legitimately (but with an insanely OP character) built tank-roadster.
this is an exciting part!

it’s engines were fucked when i found it, so i stole one from a nearby bus as well as an alternator, i need to pickup my NPC friend though who stayed with the solar car i was using as a runabout.

i also replenished my food that i carry around with me since i found a large number of human corpses, score, was out for a day or two so i searched some out.

finally, i found out that i need to crop to screenshot a 21:9 aspect ratio, so that’s why it’s not the whole screen.

Clothes. I hate sorting out clothes. Armor, too. Why is a hard hat considered clothing, but a bike helmet is armor?

So far, here’s what I think of how to sort them out. Armor and clothing are separate, but follow more or less the same rules if applicable.

-Headgear first. Anything that extends to the eyes and mouth is okay.
-Exception is head and eyegear that runs on batteries; head torches, light amp goggles. Mining helmet, maybe.
-Eyewear for clothing (glasses, shades, etc).
-Masks, gas masks, survivor masks, etc.
-Mouthwear that’s not a mask, scarves.
-Underwear.
-Upper-body wear. Not underwear, can extent to the arms, but not legs.
-Lower-body wear. Same as above.
-Full body wear.
-Gloves. Can extend to arms.
-Socks. Can extend to legs (does something like that even exist in the game?)
-Cargo carrying wear. Basically backpacks, drop leg pouches. Belts… maybe?
-Holsters.
-Come to think of it, perhaps belts should be included with sheathes/scabbards.
-Ammo pouches/satchels.
-Perhaps cloaks.
-Shoes/boots.
-Wearable injectors.
-Misc. stuff. Hairpins, tie clips.
-For my survivor’s house, fancy jewelry. Aside from clothing storage, survivor will have a house with certain clothing and armor stored there.
-Power armor.
-Power armor helmets.

'course, now I’m wondering, especially in the case of armor, if I should keep separate modern armor like army helmets and kevlar vests from medieval armor such as plate armor. Survivor-made, non-medieval armor like scrap suits as well. And with regards to survivor-made stuff, should bookplates and scrap suits be in the same space as superior survivor gear?

The more I try to think, the more insane I’m starting to sound. It’s a rabbit hole where going deeper means further lunacy.

Halp.

Open to suggestions on how I should divide the clothing and armor. And no, placing them on one pile is not an answer that’ll satisfy my heart.

Well categorized stockpiles are better than putting all loot on a pilel. Once a boomer exploded on my mega-pile, shattering all glass bottled booze and hydrogen peroxide.

Kinda. There’s still a fine line between reasonable and overdoing it to loony levels, the latter of which I’m doing.

hmm… i’m going to need to increase my electronics skill to fully tear apart the tank, anyone got a minimally destructive (or non destructive, ideally) way to get through locked metal doors or windows with steel bars?

Hacksaw for barred window. Jackhammer for door.

okay, thanks, dang though, i was hoping something easier than that, although hacksaw isn’t too bad i suppose, at least that’s a hand tool.

Alternatively, acetylene torch for metal doors, or lockpicks. Not all metal doors can be picked with a lockpick, though.

Also, be very careful when jackhammering or torching metal doors. In the case of science labs and military bunker entrances be careful about opening metal doors that way due to the whole turrets thing and the torches and jackhammer causing the survivor to freeze in place for several turns.

You can probably survive a lab turret. You’ll most definitely die against two milspec turrets shooting you up at near-close range, unless you got heavy duty power armor.

[quote=“Azrad, post:12975, topic:47”]Alternatively, acetylene torch for metal doors, or lockpicks. Not all metal doors can be picked with a lockpick, though.

Also, be very careful when jackhammering or torching metal doors. In the case of science labs and military bunker entrances be careful about opening metal doors that way due to the whole turrets thing and the torches and jackhammer causing the survivor to freeze in place for several turns.

You can probably survive a lab turret. You’ll most definitely die against two milspec turrets shooting you up at near-close range, unless you got heavy duty power armor.[/quote]

oh, i’ve died to labs a fair few times, last one was when i drove my older version of the (cheat built) tankster through a lab and forgot my seat belt, i’m just braining out loud to figure out the easiest way into an electronics store is all thankfully.

actually, lockpick is looking like the simplest and easiest, i was really trying to think if there was a hand tool equivalent of a jackhammer, maybe a sledgehammer? Mjolnir? but i’m fairly sure sledgehammers aren’t anywhere near as destructive and while i’ve destroyed my way into buildings with Mjolnir before, i don’t currently have one and they’re somewhat hard to find.

Well, you can bash a way open with a sledgehammer via smashing.

For an electronics store, the walls should be made of wood, so it’s easier to bash them open than the metal door. That said, you might need several whacks. It depends. If you get a message that you’re not damaging the wall/door, that means that your wielded weapon has no chance of smashing a wall or door. Anyway, wooden walls are far less durable than metal doors.

Also, .50 BMG, or I think even .308 ammo, can destroy wooden walls if you shoot at them enough times. Perhaps a shotgun can do so as well.

For areas like labs, these methods probably won’t work since the walls there are concrete with rebar.

Anyway, for bashing wood walls and reinforced glass, you need a weapon with good bashing damage and a decent amount of strength.

glad i started with the lockpicks first, that was a cinch, not a bad score either, it was locked up tight for just the reason i’d hoped, scored electromagnetic unit CBM and internal storage, plus another power storage CBM, sadly nothing i’d really hoped for like my current big ticket CBM, a joint torsion wrench, looted the gun-shop next door even though i only really use swords in the cataclysm, some decent stuff there too.

thanks btw az.

car = battering ram

i only wanted to gain access to the building, not flatten it by running it over with a tank :wink: