What's Happening in YOUR Randomly-generated Apocalypse?

Items sorted out. Back to constructing the base. Decided to go with stone walls. More durable than simple steel, though takes longer to construct. Don’t have to run far for building material since I can simply jackhammer solid stone for more. Not sure about the roof yet. Simple metal roof might be nice, though there’s no sprite for it yet, so it looks like dirt tiles.

Ahhh. The joys of the new reinforced glass window construction. It even uses steel plates as shutters, for extra durability. One of the main things on why I wanted a surface level base. No need to hide in the darkness no more.

Progress on constructing the kitchen/cafeteria/bar/food storage is going well. Only day 25 of spring, and most of the outer walls has been built.

It is taking some real-life time to do so, though. I’m wracking my head on how I want to design the place. Like, cafeteria area should have the most windows in their spot, for ambiance and that sorta thing. The bar on the other hand should have less, as for most part it should look like a quiet place to relax. Or not. Perhaps a livelier tavern would be better. Shame that you can’t pull around pool tables. Kitchen should have at least one or two. Food storage should have none, though a door leading to the planned farm outside would be there.

Aside from that, how the rooms should be divided is something I’ve been pondering about as I set about constructing the outer walls. The building is basically the same size as the ground floor building of a lab, basically a map tile. The cafeteria should have the most room, while the bar/tavern should be somewhat smaller. Want the kitchen area to be connected to both the cafeteria and tavern as well, with the food storage being in a corner. There’s about thirty different piles I set up for food, so I gotta take that into consideration while making the kitchen.

The original stairs to the lab will probably be sealed off. Just gonna have to make a new one in the food storage area. Any excess non-perishable food will be stored underground alongside the perishable stuff. Like if there’s too many barrels of whiskey, that sorta thing.

I just realized. Pumping my NPC slaves helping with the construction will slowly give them a heavy dose of radiation.

Need to teach two more of my survivor’s slaves so I can cycle them around during construction work.

So I’ve finally managed to build my first character that’s gotten to the “comfortable” phase of the game. I have a base in a hospital, my character’s got some pretty advanced skills (she’s been able to forge her very own katana after finding a martial arts book that taught her a martial arts style), I’ve got a nice Humvee that’s been all fixed up and serves for long-distance travel, an ant colony to the south provides plentiful food, and life’s pretty decent overall. I like this game, and I’ve kind of realized how similar it is to Unreal World, with the initial survival stage and the subsequent base-building stage where you figure out more and more stuff to craft and make your life easier - although this game certainly has more stuff to craft than URW. Zombies don’t actually threaten my base that often and although two seasons have passed, I’m rarely seeing the very advanced kinds of zombies, so I might turn up monster spawn and/or evolution for my subsequent games. (I did get into some occasional dangerous situations when I was scavenging in another town though, mostly involving running out of stamina when a nearby zombie pack showed up.)

There’s been some pretty interesting stuff going on in the town close to my hospital, too. A tank drone has been laying waste to zombies, though I think it got destroyed over several months of relentless combat. I see a big pile of wreckage, pieces of steel and many zombie corpses and items all around. A NPC is apparently bugged and stuck in one spot - possibly permanently cowering from that tank drone, too afraid to step out of cover. I’ve got an inactive laser turret I found in some paper-walled house (weird…) - once I figure out how to set that up, my base will be in pretty great condition (although as I’ve mentioned above, the zombie groups that occasionally wander near my base aren’t that strong, and I do have wander spawns on).

That was a wasp house. The giant wasps were probably all killed by the tank drone, shocker zombies, or some other good-hitting zombie (ferals can do it, I think). They usually lay waste to the general zombie population - most zombies simply can’t hit them, and they are immune to most of the acid ones, too, even (acid on the ground doesn’t hurt them, since they fly - same with fire).

Like spider houses (recognizable by all the webs), wasp houses have a small chance to spawn almost any item in the game. I’ve found various kinds of power armor, helmets, and hauling frames in them, mutagens/purifiers, and other rare things.

Today I met Apis.

She was a fierce fighter. At first, she stood in her chamber, motionless. As soon as I entered the room, she moved and ran to me. I tried to fight her, but her tail stabbed harder than my estoc!

I was chased through two towns, during which she killed two hulks, one shocker, one bear, some wolves, and numerous various zombies. Then we came to the Ant Land. I pondered the possibility that bees and ants are not hostile to each other. Apis, however, swung her tail and felled her insect cousins without hesitation. With their little mouth, the ants could not bite through her chitin.

Apis ran through the ant throng to me. I ran to south, into a Necropolis. In the city, she was surrounded by an irradiated wanderer, a zombie soldier, and several other zombies, by the flank of a security van. I picked up the Glock on the seat from the other side of the van, and shot Apis while the zombies were biting.

Apis finally was dead. She did not drop anything useful.

Tried out the Taurus Raging Bull, using the weaker long colt and .410 birdshot instead of the .454 casull. Damage ain’t impressive using those two ammo, since there’s only 10 .454 ammo available to my survivor there’s not much point in using the gun for an extended period of time.

Furthermore, the Raging Bull lacks several gun mod slots, so it’s accuracy and recoil isn’t very good.

For handguns, I reckon I could train it up quickly using the Rivtech RM 232 IDW. It’s got burst mode, and there’s plenty of 5x50mm ammo, and since it has casings unlike the other Rivtech ammo I can craft more of it.

The RNG has denied me books on construction so I think I will have to level it up naturally in order to barricade my base. I have been searching in libraries all around town (though there aren’t too many of them) for useful books, but for some reason all I can find are books on swimming and on First Aid. On the other hand, I got a Nodachi and my character is pretty strong (somewhat dumb though, so his reading speed is snail-like) and I can easily kill most Z’s I find.

Also, for some reason, it seems to be a recurring theme in my adventure to get ambushed by Shocker Brutes and Zombie Brutes. I don’t know what’s up with that.

If you’re playing the recent experimentals the construction skill has been removed. Most construction stuff now requires fabrication, and you should be able to train that more easily than the old construction skill.

Figured out how to design the first building. West half, where the entrance is, is the cafeteria and bar. Then the next 25% or so of the space will be the kitchen, and the remaining 25% will be the food storage. Not the exact numbers of how I want to divide the space, but it’s enough for me to stop dawdling around and complete the building.

Thinking of the ammo as well. I reckon some ammo types can be combined together in one container. Want to order the containers by gun caliber size, but one look at the wiki and I was like o________o. Need to figure out which should be combined together to reduce the amount of display racks needed, and building size. Like, the Rivtech ammo can be combined together at least.

Aside from that, I’m pondering if I should make a more simplified system to order gunpowder type ammo. Like, instead of ordering them by ammo type, which causes a lot of display cases needed, perhaps I should order them by the primers used.

For example, instead of having 9mm ammo and .38 ammo have their own display rack, they get put in the same rack, alongside anything else that uses small pistol primers. There’s a small and large primer for pistols and rifles, and one primer for shotguns. That’ll mean that for gunpowder type ammo that I’ll only need five display racks for them, compared to having so much from restricting display racks to only one ammo type each.

However, that’ll be too small of an amount. Lots of ammo types, so I’ll be back to the same problem of not knowing what gun requires what ammo. Hrmmmmmmm.

Like, right now my survivor has 49 different types of ammo categories. Ranging from .50 BMG to ferrous rail projectiles - and she hasn’t even found all the ammo types yet. Current idea for storing ammo isn’t satisfying, but the current idea I’ve brainstormed isn’t satisfactory either.

In extension to sorting out the ammo, I have to consider the order of gun magazines as well. It’s basically the same as ammo type; magazines that use the same ammo category go together on the same pile, even if the magazines are not compatible with all guns (like A-180 and SIG Mosquito magazines use .22 ammo but won’t fit in all .22 ammo guns.

On the other hand, not all ranged weapons and ammo use magazines, so I might just leave the magazines as they are on their current way of being organized. Only 25 different types of gun mags so far, and I doubt it’ll get as high as the ammo types themselves.

4 racks:

9mm, .223, shot, others. :stuck_out_tongue:

Bah, I say. Baaaaaaaaaaah!

Bah!

Another dead elementary schooler.

I don’t know which number this is, but I have lost more than 30.
This is DCSS DECj tier of massacre. It explains why the schools are so full of child zombies.

But I will perseverate until the day I have a successful 2+ year elementary schooler survivor(with RPish stats and traits).

Finished figuring out how to design the food area. Ammunition storage design is still hazy for me, though I gotta figure it out since it’ll be the next building to set up after constructing the food area.

Been thinking about ceilings, too. Something strong like a simple steel roof might suffice, but perhaps a normal wooden roof would be good. Or log roof. That way the floor can have a carpet set up, which doesn’t seem to be doable when simple steel roofs are made.

After that, maybe the clinic-lab will be made.

Basically three rooms in one building. First one is the clinic, where the entrance is. Most medical supplies placed here. Next room will be the lab, for making chemicals. Then maybe a second lab where more biological stuff is crafted and stored - stuff like mutagens.

That said, need to travel around a bit to collect some reinforced glass windows - though crafting them is an option at this point. Need some steel platings as well for the window shutters.

[quote=“Alec White, post:13016, topic:47”]Another dead elementary schooler.

I don’t know which number this is, but I have lost more than 30.
This is DCSS DECj tier of massacre. It explains why the schools are so full of child zombies.

But I will perseverate until the day I have a successful 2+ year elementary schooler survivor(with RPish stats and traits).[/quote]

I made one, it’s super cool to roleplay as one.

http://smf.cataclysmdda.com/index.php?topic=13403.0

Spring, day 35, year 2. Walls, doors, and windows of the food area complete! Once I had the layout figured out it was just a matter of constructing them, while listening to some tunes to avoid boredom.

Gonna need a ton of logs to put up a ceiling on the place, though. While there’s some walls in the interior, I’m still looking a little less than 22x22 floor tiles.

On second thought, a simple roof with two by fours and nails would be more time efficient. Can fit tons of two by fours on a cargo carrier, but with logs I can only fit 25, and I’ll still need two by fours anyway.

This might take longer than the walls, since there’s a lot more tiles to construct, though the time it takes to build a roof is less than building a wall.