What's Happening in YOUR Randomly-generated Apocalypse?

Today, at 30000 confirmed kills, Alice Carol is permanently retired. So long, old friend. Eat the cookies, and nuke whatever’s left. Drive safe.

I don’t think I’ll stop my survivor until she kills… I dunno, a million.

Even then, maybe not.

This run is going well. I’ve got an adequate base set up in the evac shelter so far. Elijah hasn’t been able to find may books to read however, and a shopping cart is nowhere to be found.

I’ve mostly been doin’ non-Cataclysm stuff lately, so the only relatively amusing thing that happened lately was choppin’ down part of a forest that grew over the road I had to use near the place where I offed a Triffid Queen or 2.

Making enemies weaken or kill eachother is always amusing.

Your log shows the “You feel unhinged.” message after you used the artifact. From what I gather,

this means you’ve been infected with Teleglow. It should last few hours and has many possible side-effects - one of them being the fungus infection.

Who needs ranged weapons when you have Katana and Control Laptop? XD

I think my most-experienced survivor has a bit over 2k kills, so… kudos. Truly a hardened veteran.

As for me, somewhere around 55k kills, so one million is still far away, haha… I still have to finish the town my survivor is making before doing her murder world tour.

I found an itchy crescent - a stone crescent that gave you itch. It was radioactive and could summon bugs - a useless stone. I picked it up and it gave me 16 radiation.

I drove my car over it back and forth, but it was not damaged at all. I decided to drop it where it was and leave, but I saw lava to the north west. Not wanting to touch it, I moved it into a wheelbarrow, and transported it to the lava. The heat was melting my legs, but when I moved the itchy crescent to the lava, “the destination is full!”

The cursed artifact resisted! I had to pick it up and throw it into the burning red liquid. Splash. Then I scanned myself: Your radiation level: 0 (0 from items).

It was a mysterious stone, but it is not anymore. It is lava now.

Rearranging the clothing pile. Not satisfied with how I’ve arranged them, which is currently by body part coverage. Gonna have to do it, since the next building I have in mind is the clothing storage. Clothing store in front, and tailor’s workshop at back room. Gonna be across the cafeteria.

Library should be next, and that would be relatively easy. Bookshelves, and a sort of study, I suppose.

Argh. Sorting out the clothing is proving to be a nightmare. I’ve locked in how I want guns and ammo to be arranged, and ditto tools. Clothing is the very last item category I’m not satisfied with, and so far it’s been annoying.

Like, first is what the body part covers. Simple enough, initial idea was to base sorting on that. Clothing layer I’m not too focused on, aside from putting all underwear-like clothing on one specific pile. Defense I’ve considered a little, but for most part that’s for the armor pile and that one I have sorted out appropriately. On the other hand, I’ve settled for separating clothing-category items with environmental protection; mainly hazmat suits - flame-resistant socks go in underwear.

Theme-wise is what I’m having trouble with. Why is the lorica segmentata clothing, and since it covers the torso and arms it goes with the jean jacket. Should shorts be included with the pants or they be kept separate, and do I include skirts in one or the other, and make a pile for them? Would a kilt count as a skirt? Should rollerblades be among the boots and sneakers, and do boots and sneakers go together anyway? What about warmth? Do army winter pants go with normal army pants, or keep winter-geared items on separate piles?

I’m pretty much a raving psycho at this point.

Whatever happens, once I sort out the new loot, my survivor is going on another trip. She needs a vacation.

Sort by kits and how it will be used. If it won’t ever be then its the scrap/re-purpose pile

I killed a manhack at four tiles away with a shot from a mobile gun system’s 120mm main gun (APFDS shell). Talk about overkill, but it was also literally the only way I was hitting the manhack (no guns yet, and my only melee weapon is a fire axe I’m mediocre at using) so yeah, when I ran away from it, got into the tank, and then NO KILL LIKE OVERKILL, I was pretty stoked.

found a bike in working condition and used it to taunt Mi-go into chasing me to zombie brutes and other enemies I wanted to be rid of in the city, once it was almost dead but I was running out of things for it to fight I took it to fight a fungal bloom. It killed everything along the way but promptly died at the wall.

with that done I started heading back and ran into a rubble pile with a wriggling knot that makes me mutate without radiation. No idea how to charge it or what happens once I use a charge, but I’ll keep it around for now.

Unfortunately it tore up all my nice facewear when I mutated a beak
Day 12 here I come!

Maybe I’ll be able to make a Survivor runner pack without lossing supplies.

Oh, finally realized well after it gave me Beak, Tentacle Arms, Clumsy, AND Wool allergy that it is not “randomly mutating” me, but aiming me towards a cephalopod. Which makes since when you look at the description. :confused: not the mutation tree I want, so its going to sit in the other room and think about what it has done.

Making supplies for my survivor’s next edition. First food, then everything else, mainly ammo. Planned on making flechettes for the nail gun rifle, and as time goes by it’s burning through the food I’ve prepared for my survivor. Gotta feed those NPC slaves, after all. Gonna have to make some extra food later. Takes one day and one hour to make a 1,400 flechettes. Can’t do a batch of 20/2000 flechettes since that takes one day 11 hours which is too much. Without NPC help the time it takes is pretty much doubled.

Won’t stop making them until the 240 chunks of steel I brought to craft is depleted.

"Randomly mutating at least used to have some bias towards the tree you were already in (from what I heard), so that is just randomly mutating - also, there’s no artifact function for mutation other than random (so far as I know).

Ah. Well, Guess I’ll stay on the lookout for de-mutagen so I can keep trying until I start down a more "preferable mutation path.

Roughly 15,000 out of 25,000+ flechettes uses so far. Took around 30 days to make them, and it’s been a beast with the nail rifle.

Tactics consist of just running to a horde, usually towards the necromancer/s, and just going crazy with burst fire. Switch to one of the many spare magazines when empty, since reloading an empty magazine takes a ton of time.

Results, maybe around close to ten thousand dead. Rifles hit level 20 in skill, from either 16 or 17.

How about sorting by the clothes’ material (Wool, Cotton, Leather, Plastic, Nomex, etc.)? Perhaps also keep Rags, Plastic Chunks, Leather Patches, etc. nearby, with a Tailoring Kit and some Thread (and, perhaps, a Soldering Iron)?

Grabbed the recent experimentals and rolled up an unwilling mutant with 91 day seasons. max city size and distance. 2.00 spawn for monsters and 0.10 for items to see how my character fares.

Wind up finding a fucking teleporter on level -1 in a crate somehow…

One day’'s raiding and crafting basic gear / picking up the raptor and smythe books later. I teleport behind the back wall of the lab. Albino, weak stomached, but quick and deft. camped out for a day in a broken down car. Scavenging from an apartment block set in an otherwise rural area till I was ready to move on. Knife spear in hand. Winding up 2 days later across a Sugar house. Replete with wood stoves, metal tanks and tapped maple syrup trees. This has become my homebase. Returning to plumb the bottom of the lab and finding a fusion gun and quantum panel and computer printout. Along with laser rifle and pistol and UPS. It feels satisfying after a 30 day period total of close run-ins with bears and hordes only with knife spears for weapons and little armor otherwise.

Next plans will be to get the quantum solar panel installed on some frames and set up a charging station for storage batteries and workshop/kitchen to come and turn this sugarhouse into a fortress. All with maple syrup on tap.

How about sorting by the clothes’ material (Wool, Cotton, Leather, Plastic, Nomex, etc.)? Perhaps also keep Rags, Plastic Chunks, Leather Patches, etc. nearby, with a Tailoring Kit and some Thread (and, perhaps, a Soldering Iron)?[/quote]

True. Still, something in me is uncomfortable with bunching together boots and a leather corset just because they’re both made of leather. Plus, some clothing use more than one material.

Took a break in building and currently exploring the areas around the map. So far I’m thinking to might as well still stick to organizing them by body part, sorta.

No, no, I didn’t mean split 'em just by material. I meant split them by body parts, then sub-divide them further by material. As for those made of more than one material, I’d suggest grouping them by primary material. For example, clothes using Kevlar usually have it as a secondary material (armor), while the primary material is, technically, what the base of the clothing is made of (leather, cotton). It might not be applicable in all instances, tho.