Wild mix of noob-questions

Good day to all of you.

I just started playing this wonderful game 2 days ago, and I have to say: this game got all
the things I sorely missed in UnReal World, which I really like. As you maybe can guess from
the title, some questions appeared to me. So, I’ll just fire away.

Ingame related:

  1. Is any of the pebble-shooting devices worth it? I use the “More Survival Tools” mod, so I can’t quite nail down the materials needed, but it usually involves a lot of Strings or threads (several hours oO ), or leather
    or something. I am already having a really hard time hunting down anything due to range, speed, missed
    shots and so on…

  2. Water… this is really a major concern I am having. Where to get? How to purify? I know technically how it works, but it would require me to occupy a house pretty quick (toilet, oven, cooking tool). In daytime, this is somewhat dangerous. Am I missing an easy way to water? Those towns can be harsh places, but that’s where I am scavenging for watery-ways as of now… I tried to make a raid-run in the nighttime once and got crushed by… those… shadowy zombies; forgot the proper name, sorry.

  3. Somewhat related to 1. How the heck do I reliably hunt down game? Without spending hours - which I can’t afford due to hunger/thirst) of making a bow/arrows (planning on archery just now)?

  4. May be just a bad coincidence due to wrong safety-manager settings… But those Feral Runners make it REALLY close up before my safemode triggers. Intended or wrong settings on my end?

  5. Night Vision. So, I understood and confirmed for myself that it adds an extra tile of sight in darkness, even if I don’t get what all this “only-1-tile-sight-when-dark” is all about. Even in the darkest cellar I can see ~4 tiles ahead. But whelp. What it does NOT however, is giving me the promised head-on on Zs. Brute, Child, even normal Zs… they all see me just fine. And home in. So where is the benefit of NV? Seeing my impeding doom a tile earlier?

  6. Regarding Speed: I don’t quite get how this works mechanically. Right at the moment, the following things register:
    Base move cost: 88
    Current Speed: 94
    pain: -6%
    Encumbrances: 41 Torso/ 30 Arms / 2 Feet
    Trait “Fleet footed”

So, how in the World do I now calculate how fast I am? Does this effect only my movemet-speed? The wiki sadly is not a really giving source for such matters.

Not-so-ingame questions:

I put a toe into the shallow parts of the modding-pool, and I nailed most of the JSON part. There are two things I don’t quite get:

  1. What is this IUSE thing I see here and there, and in the “sample mods” ?

  2. If I - hypothetically - would want to write and DISTRIBUTE a mod, which requires changes to the source-code, i.e. new mutations with new behaviours (which are harcoded, no? ) then I would have to write the code, make a request on the Github and wait for someone to eventually merge it into the basegame before I could really distribute the mod, which would depend on such code-changes. Did I get that right?

That’s it. For now atleast. I hope my questions are atleast somewhat understandeable =)
And sorry if the grammar sucks. Not native.

Have a nice day =)

  1. Currently no. There was a rather unfortunate and chaotic nerf to ranged combat, meaning that no guns perform well. Primitive ranged weapons are technically (internally) a type of a gun.
  2. Funnel on a big container will collect rain. Or find a river/pool house.
  3. Currently the best way is to eat plants, roadkill, or just sprint after animals and bash them in melee. It’s easier to hunt down a bear than a chicken, simply because the bear will not flee and is slower.
  4. Runners do not leap so it is most likely settings. I’m not sure how robust they are when it comes to detection, so you should test them in practice (use the ‘V’ command to check distance) and not trust them until you check.
  5. NV trait gives more than one tile, it’s just that the effects are rounded down. Try not wearing eye encumbrance and having higher perception. With good perception and night vision, you can see zombies before they see you. They can still hear and smell you, but that’s not as reliable as sight.
  6. Speed is how much “action points” you get per turn. Move cost is how much you use per walking move. So you can move 94/88~=1.07 times per turn.
  1. IUSE is an action of an item. For example, turning on a flashlight, applying a bandage etc.
  2. Yes. If your idea is so-so, you’d have to bundle some testable debug example of your content. But if it’s good enough, the mutations could be bundled with an existing mod or core game.

1: the sling is fairly powerful and ammo for it is everywhere so yeah they can be worth it.
2. A river (obviously), a house or store (Bathroom toilets usually have 24 water in them), or you can make a funnel [a]ctivate it and drop a container on the same tile. When it rains that container will fill up at a rate dependant on how rainy it is. All these sources are dirty water however and should be boiled or otherwise purified before consumption.
3. A bow with 20-ish arrows is generally good for most game. Most large game will charge at you once injured so you can weaken it with a bow and then beat it to death with whatever. Small game youll have to chase down. You can also set up traps if you have any available.
4. Wrong settings
5. Yeah. Its a lot easier to run when you arent surrounded. it means being able to search buildings faster. It means possibly finding a hole in the oncoming swarm of zed. It means at least weakening that brute about to smack you through a wall with your trusty sling so you can hopefully stab it to death before the wall smacking occurs.
6. The wiki is rather out of date on a lot of things, but torso encumbrance doesnt affect move speed, but that is a rather high encumbrance for a melee character and youll suffer for it in any close encounters, and thats a lot of arm encumbrance for a ranged character. Probably more than desirable for a melee character too but eh. I gave up trying to calculate move speeds. Move to a clear tile (like grass or street or a floor without furniture) and see how many moves that takes you.

Thanks for the quick replies =) I’ll try to conciliate the answers:

  1. No consensus? Coolthulu says not worth due to chaotic nerf, nick says powerful. Guess I’ll just give it a try in another run.

  2. Funnels… yeah. They need a lot of plastic stuff, which I need to loot from towns, which brings me back to “dying in town” ^^ Unclean water requires some cooking tool (pot or smth) to purify the water, which leads back to “dying in town”. But I guess that’s just a part of the “git gud” and “survival should be challenging” part. Sounded a bit whiney on that part, I know =)

  3. Confusing again. Shoot them with bow or melee them to death. Guess I’ll just have to find my playstyle.

  4. I am positively sure, Feral Runners DO leap! Happened more than once in that mentioned last play! They closed 4 tiles in a single turn, and I did nothing but run away. But yes, regarding the original question it was some kind of hickup. After restarting, everything worked out just fine.

  5. I have to respectfully disagree. The char in question had nothing but glasses (regarding eye encumbrance, glasses b/c of far-sighted), a PER of 12 and the mentioned NV. Nevertheless the Zs saw me first.

  6. Thanks here Coolthulu, that gives me a good push to figure the rest out =)
    @nick that’s how I play it ^^ I am just very interested in the mechanics behind it. I’m a sucker for rules and mechanics xD


  1. What I don’t get, is that IUSE thing some reference to hardcoded methods for items, something I can write-up myself, just a handler, a pointer…? I’m really sorry, but I did not find a proper explanation anywhere. And I’m really good with googling xD

  2. Totally and sufficiently answered. Thanks =)

Thanks for the answers. I know I’m a pain in the arse. But these give me no rest ^^

  1. You can also make a “makeshift funnel” and a “leather funnel”. In very early game (when you don’t have/can’t make a funnel), I recommend finding a river or swamp (swamp generally has some salt water areas and some fresh water areas, so try multiple places) or getting water from toilets, etc, but taking it with you and boiling it elsewhere (where it’s safer!). Also, if you happen to see a farm, those have a pump out front, which acts like a water square (infinite water source for crafting).

  2. In the early game, go forage in the forest - 'e’xamine the foliage there, and you’ll eventually find edible things. Also, while cooking the stuff is better (risk of parasites and such otherwise), eggs have only a small chance of that when raw and provide decent quench (when raw).

  3. Feral runners do NOT leap, but feral hunters do (Feral Predators do, too, but if you see one of those in the early game, you’re almost certainly dead). Feral runner are pretty fast, though, so if you do something slow (like move onto rough terrain of some kind), they may get to move multiple times before you go again. Also, most zombies have a change to “lurch” randomly, which appears to be free, so if a feral runner moves twice (or even three times, if you do something really slow) and gets a lucky “lurch” in there in the same direction, yeah, 4 tiles would be conceivable.

There are two types, with a bit confusing naming. Originally there were only iuses and those were hardcoded. Nowadays many are iuse_actors, which are semi-json-driven.
Iuse may refer to the hardcoded ones or to both types. iuse_actor will always refer to the ones that take arguments, for example flashlight turn on function is a iuse_actor that transforms it into an active flashlight.
There are (were?) also lua iuses, but those either are or will be removed.

Either way, there is a limited set of those. They do allow a lot of options, but not many different behaviors.

  1. Yeah, that’s what I mean. Makeshift funnels require tons of plastic stuff which I mostly find in town, which leads to death. As does the rest of stuff regarding water. But, as I said: just too whiney about not a godlike survivalist in the second day of playing this game. So, I’ll just get some cheese for my whine :wink: Thanks for the tipps nevertheless!

  2. As I take “hates Vegetables” more often than not… foraging won’t cut it. On the other hand, I noticed that I just have to do random stuff for a little part of the first day to find corpses EVERYWHERE! Those critters really like to kill each other… The question was not so much “how do I get food” but more like “how can I reliably hunt stuff down”. Maybe I took a bit too much of the UnReal World mindset with me here…

  3. Hum. You sure? I won’t question it, as 2 people already said so… but damn those things are fast… maybe I just screwed up at some point. Still learning the game.


Okay, thanks again here. If I will ever happen to need further insights, I will just ask in the appropriate sub-forum =) As for now, thanks for your patience ^^. Before I go to modding, I will play the heck out of what I get now, which is a lot ^^

Again, thanks for all the replies =)

€dith says, here’s another round of questions mashed into the wild mix of questions. Please bear with me just a little while longer…

Just now I am trying to make a Martial-artist. The wiki guide “Choosing a martial arts style” differentiates into “Only Style/Starting Style/Support Style”.


Now, what I am unsure of, is the “support” part of it. As far as I experienced it, you only have ONE style active, to choose via “_”. Meaning all other possible moves from other MAs are inactive? Which would put me in the need to choose the right style (supposed that I have more than one style). Did I get that? These moves, throws, counters, etc pp are not something to be active all the time?

Again, I am horribly sorry for all my bugging questions. But I am that kind of gamer that wants to KNOW. And, as stated before, the wiki is more often than not outdated, and not really giving :confused:

Makeshift funnel: 3 plastic bottles, 1 gallon jug, or 6 aluminum foil. Leather funnel: 60 thread and 4 leather patches. The material can be found in less populated house on the edge of town.

Eat coyotes. When you don’t eat them, they eat you.


Martial art: It is a matter of style. You can’t play tai chi and krav maga at the same time.

Yeah, once you run into some feral hunters and experience what “leap” really is, you’ll know the difference. Feral hunters are almost impossible to escape - they are decently fast, and they can “leap” every few turns. Leap is, essentially, teleport - they can’t go through objects, but it’s “disappear from here, reappear 6 squares away”, so you can’t possibly outrun them on foot.

An early survivor that runs into one before they can deal with them are usually screwed - you need to get a solid object between you, but they also hit quite well, so your pain starts going up quick… which means your speed starts going down, so when you try to run through a door and close it behind you, they are already in the doorway.

Even when you’re fighting them, every so often, they just POOF, switch positions on you, from directly north to SE of you, or some such. Very annoying. Runners don’t do that.

for number two the evac shelter should always have enough materials to make one 60L tank, one brazier and one metal funnel, then wield the tank and carry it to a toilet, craft another soon as you find a vehicle (damaged roofs get sheet metal reliably) and take both back to the evac sheter and you can purify and collect water now.

if you didn’t start in one they seem pretty common to have spawning at random, disassemble the broken console for more metal too.

General comprehensive guide:


In the cataclysm, character generation (chargen) is very important, you want to min/max the hell out of your character. Now I can’t really coach you on this, as all charcters have your preference installed into them, however some traits I recommend are Light Step, Parkour Expert, Indefatigable, Quick, Fleet footed, Tough and Night Vision. - All these will make you a light-footed, speedy, tough-as-nails survivor with a love for vitamin A. All these traits and basically the base ingredients and stock of the ‘character stew’ - The rest of the traits are just flavoring and I will explain why I recommend these ‘base ingredients’.

If you have them enabled, some NPC’s are super cool - like the one I started out with apparently had 6 dodge and I convinced him to train me. Others are assholes who walk up to you, tell you to get out of their territory and give you 5 seconds before they start shooting.
They’re a real pain, and my best way of describing them are that they’re a double-edged sword. (They’re also a bit buggy) However, for a cannibal, they taste great, and for a regular survivor, they’re walking, talking, meat shields and goodie bags

My early days consisted of ranged fighting, mostly with bows and crossbows (Prefer crossbows, their ammo is much cheaper to craft) and archery is silent - so nighttime raids were a breeze. Anyway, at character gen i’d start pumping a few points into archery and fabrication (A total of four usually, two in each skill). While you can learn all this without having to spend points in character generation, it’s really useful for someone starting out. Just make sure you know archery is a “Body and Mind” type of deal. You want at least 12 strength to draw all bows, since crossbows and bows draw faster according to your strength, and can only be used to their full potential if you’re strong enough. Also put some points into perception for more accurate shots.
Guns are cool too, you can mod them and make them yours. They’re just damn hard to find, ammo can be scarce and if you’re unskilled they’re not to good for your health - Noisy too, but mods will help. In capable hands with a survivor who knows where to find ammo and a target - Guns make THE GAME. So pick up that .50 cal rifle and blast a zombie a mile away. (Also, if you have a high enough mechanics, fabrication, rifles, and marksman skill you can craft a pneumatic assault rifle from scrap. Fires pebbles, marbles, and bearings - super cheap ammo - and is silent and can fire full auto. Arguably one of the best weapons in this game.)

If you want to go melee however, put points into dodge - usually one or two points. This will IMMENSELY help you, as you can dodge most attacks and be agile. My character has 10 dodge and I can walk into a horde of zombies, sit in the middle, and slash at them with my katana and barely sustain any damage as I slaughter all of them.
Good early game weapons consist of knife spears and makeshift crowbars. If you’re in a lab, a machete or combat knife (Obtained from manhacks.) End game weapons are awl pikes, katanas/longswords, rapiers, machetes, just pretty much anything with a corresponding combat art.
Speaking of combat arts, hand-to-hand is super fun to do, but make sure you have a decent unarmed skill and an actual martial art for it. There are a ton of different martial arts for both weapons and unarmed alike.

Weapons are your friend, so is your brain. Think outside the box. You can kill zombies in a plethora of ways in this game. Molotovs are super good for early game survivors, cheap to make and effective. Just make sure it’s not raining or else the rain will douse the fires.
Some ways for molotovs can be used is to make a crap ton of noise, lead a bunch of zombies in a house, and run through with them behind you - closing doors and running through windows. Once they’re preoccupied with bashing doors down you can now chuck molotovs on the house and watch as you burn it down with the zeds inside.
I did this tactic at a mall where i used a crossbow to shoot out sections of glass windows and threw molotovs in front of it, letting zeds funnel through and die before they reach me. Another viable tactic is to find a working vehicle and ram zombies with it. A common thing to do is craft a massive deathmobile. - explained later
I’ve also dug pits in a checkerboard pattern and filled them with spikes - only to lead zombies to stumble in and die in my death pits. Same thing can be done for strategically placed flammable objects and lighting them on fire to lead zombies into.

The more encumbered you are, the slower you move, and the more ‘turns’ a monster has. The faster you move, the more ‘turns’ you have. So by being speedy with the traits Fleet footed and Quick, as I explained above, you can attack faster and move quicker than pretty much any monster. Allowing you to high tail (with ") it out of there if things get hairy.
Of course it drains stamina like other physically demanding task so you should rest (with | - to the right of the ]/} key) whenever you get the chance to replenish it. Indefatigable helps to reduce the amount of stamina drain, so you can run, swim, attack and carry heavy shit over long distances more.

Now movement points are something, people recommend you to crawl over empty windows for good reason - you get an extra 2 hits in with a zombie as it’s crawling through the window because it’s using it’s points to move through and cannot attack you. So here’s where Parkour Expert comes in, it allows you to traverse these movement point eaters without cost. So press X and look at the movement points for something, if it’s 400 or something, that’s what you want. Empty windows, bushes, etc.

Encumbrance is a big thing, try to find the most bang for your buck clothing-wise. 'Cause if you don’t, and you’re a melee fighter, you WILL miss and stumble on every attack and monsters will get a free human happy meal.
You want something that protects you from the elements, damage, is light and not very encumbering, and is weatherproof. Early game this may look like a t-shirt and a sweater underneath a leather jacket - Late game could be something like a survivor suit (http://cdda-trunk.estilofusion.com/survivor_suit).
As a general rule for myself, I never go over 29 encumbrance on pretty much anything. 30 encumbrance is OK, but make sure you’re not going over 39 if you really want to push it.

Note that these enemies are the more common one’s you’d face, read more about other types here: http://cdda-trunk.estilofusion.com/monsters/species/
ZOMBIES: From regular zombies to special ones and even infected wildlife - These enemies make the game. At first zombies are quite difficult to beat if you don’t know what you’re doing but specials are even harder. Generally the one’s to avoid if you’re starting out are Brutes, Hulks, anything with ‘shocker’ in it or anything that is related to acid, (corosive, etc.) Special zombies have a certain trait that sets them apart from everyone else, Hulks & Brutes are super strong, skeletons can’t be shot, masters and necromancers raise the dead, children give you guilt and are hard to hit, etc. Taking the time to write about every one will take way to much time, so read up more here: http://cdda-trunk.estilofusion.com/monsters/species/ZOMBIE
WILDLIFE: A lot of wildlife are harmless, but few are dangerous. Generally everything that you’d avoid in real life, take the same measures in the game. Bears and Wolves will easily tear you a new one. Moose are a notorious newbie killer, due to their supposed aggressiveness and their high damage and speed. Coyotes and Bobcats are mostly just annoying rather than a threat, but still, do take caution. Wildlife in general have a negative amount of aggressiveness (Only wolves have 0, the rest are in the -15 to -20 range) so when spotting any animal that you’re sure aren’t skittish (And are potentially dangerous), make sure you do your best to avoid them. More on them here:
FUNGUS AND TRIFFIDS: Fungus and Plants are both weak to fire and poison gas. General rule is to avoid melee combat with fungus unless you want to die a painful death due to spores - unless you have good protection (Gas mask, cleansuit, etc). Triffids are good fighters, so it’s not recommended that you engage in melee either unless you’re properly prepared/good at melee. General rule for these - KILL IT WITH FIRE. Flamethrowers and molotovs galore.
http://cdda-trunk.estilofusion.com/monsters/species/PLANT or http://cdda-trunk.estilofusion.com/monsters/species/FUNGUS
INSECTS AND SPIDERS: Insects are quite a strange one, they possess chitin exoskeleton, so some have decent bashing/cutting protection. Wasps, Bees, and dermatriks are one’s to look out for since they’re fast and are hard to hit. Others are not too much of a threat. Spiders are generally difficult to hit, the real one’s to watch out for is Black Widow Spiders and Wolf Spiders and Trapdoor Spiders. These are generally aggressive, and black widow’s are very very venomous (Obviously.).
http://cdda-trunk.estilofusion.com/monsters/species/SPIDER or http://cdda-trunk.estilofusion.com/monsters/species/INSECT
NETHER CREATURES: Most common ones are Grackens, Krecks and Mi-Go. They’re pretty rare but still dangerous to new players. Just lead them into zombies or whittle their health down. Mi-Go are quite cowardly and will run once you deal enough damage. Generally if you hear things like klaxon blaring or people talking, etc. It’s a Mi-Go parroting things that it was said to it during it’s captivity. Once you locate them they’re generally surrounded with corpses of either soldiers or scientists - both hold very good loot.

A rule about monsters is that look at your skills and weapons. New players are recommended to flee than fight, when fighting however do use some advanced tactics like firebombing houses with zombies trapped inside to making a check board pattern of spike pits to kill your enemies. Do you best to avoid enemies early game or until you get a decent weapon. Dying is a thing in game, and even this guide can’t guarantee your survival. It’s called RNG and he’s a cruel, cruel being.

Nothing better can be said for books - they’re your everything in this game. By reading books, you can learn recipes for stuff like explosives to crafting weapons and tools like longswords or crowbars, you can of course, speed through and gain a ton of levels with the least amount of effort. Books are basically one of the most efficient ways to level, just behind NPC teachings.
Once you set up a decent base with food, water, your character is clothed and has a good weapon, your next priority is books. Books level you up and can prevent you from dying. Not to mention help you make a more efficient base and survivor.

Your average house for all your basic needs - but be on the lookout for basements as they can have incredible fortune or misfortune (Like gun basements, weed farms, labs, and spider nests, etc.)
Other places are your average Gun store, Police station, etc. For obvious reasons. Antique stores are great too, if you’re lucky they’ll have an actual sword you can use with maybe some flintlock guns too.
Grocery stores, Hospitals, and any kind of tool stores are good for specifics, whether it be food, electronics, meds, or building supplies. Dojos, boxing gyms, etc are great if you want martial arts books for blades, blunts, and fists.
Mansions are awesome spots to loot. In the entrance of the mansion there could be medieval weapons, European or Eastern. Inside can contain booze, guns, food, and books. Libraries, Pools (AKA infinite water sources), bars, etc. ALL are good pickings. Mansions may even contain a rare weapon martial art(s), like ones for Longswords, Awl Pikes, Katanas, and Rapiers, etc.
Just keep a open eye (by pressing V) to inspect all items in your vision, it helps so you don’t have to examine every container or corpse.

LORE: In the lore that was written, acid rain poured from the sky due to caustic space pollution (For lack of better words) being belched into the atmosphere via portals, thus getting mixed up with the rain and poured back down somewhere else which destroyed (or at least damaged) vehicles and other things. Thankfully acid rain is turned off due to it being a newbie killer and that it shit on all local wildlife (Including yourself) and vehicles that were unfortunate enough to be outside.
THE CARS LEFT BEHIND: Now they’re just damaged clunkers - repairable, damaged clunkers. To repair these things you need a welder, welding goggles and some skill. It uses the mechanics skill, easily obtainable by books, and less easily obtainable by repairing gear using a soldering iron or taking out batteries from cars.
MAKING A SUPERCAR: Now here’s the fun part - To make a true deathmobile, you going to need some tools (Wrenches, hacksaws and a welder/acetylene torch). Tools can be salvaged from garages (Marked as a white O on the map), which are prime areas for tools, and other things like car parts. After you get tools, you need materials. You can start by going to a vehicle and removing parts with ‘O’, this trains your mechanics skill and gets you raw car material.
WHAT YOU CAN DO: You can do plenty of stuff to vehicles like add more batteries, remove things like trunks (650-ish Volume capacity) in favor for cargo carriers (1000 capacity) to cargo dimensions (Believe it’s a million). Even change what type of fuel you use and strap armor to your car - Mad Max style.
My favorite thing to do is get a car, change it’s fuel to gasoline (Gasoline is easiest to find) then remove the trunk space and add cargo carriers for that storage and then armor the hell out of it. Also remove the passenger seat in favor for a bed and use the rest of the space to add things like more battery storage, solar panels, a spiked ram in the front, etc. Point is, it’s your car, do what YOU want.
CARS THAT ARE AVAILABLE: On the topic of cars, the best cars are generally military vehicles, namely humvees. I say this because they’re not too big, they’re well armored, plenty of initial space for items, and can easily hold you and other goodies like crafting stations and such. APC’s are too big, and Tanks for me are just great for their materials. Of course this is my opinion, you may have a different view but it’s fine.
Civilian cars that I recommend are the armored car (Think of a civilian version of the humvee, with steel plates over military composite plating.) Security van, police car, and if it comes down to it, regular cars, trucks, etc. will do. I like security vans since they’re decently common, they have plenty of space for cargo and crafting stations, they’re armored, and they’re not too cumbersome. You can make due with any vehicle (As I like to do, make supercars out of anything.)
FUEL: On the topic of fuel and what your car can use, there are your basic bare bones stuff like gasoline, diesel, and electricity to more exotic fuels like hydrogen, plutonium cells, and the tears of your enemies. Gasoline is the most common fossil fuel, I can spent 10 minutes real time siphoning 2 tanks full in a city, bad thing is that makes noise when used, like all fossil fuels. Diesel is a bit more rare, but if your cooking is high enough, you can make diesel yourself, noise is the same with Gas. Electricity is quiet and basically renewable. Bad thing is that you need decent solar panels and a large amount of battery storage to make it viable. Plutonium and hydrogen are good fuel, but this is offset due to the fact that they’re so rare it’s basically pointless to use them as fuel.
ARMOR:Topic on Armor - Military composite is the best, It’s strong and decently light. Steel plating/Hard plating is next on the list, very easy to acquire and make but they’re a bit heavy. Decent at withstanding damage however. Superalloy is light and OK as armor but it’s so rare it’s basically pointless to armor your car out of it with it’s less-than-mediocre armor rating. Spiked plating is OK, but I’d rather slap it on the front of the car or places with high contact with zeds as rams or something to maximize killing potential. Next up is things like Wooden armor and Chitin platings. Don’t know much on this, but if resources are plentiful and you really don’t have any other alternatives, give this a try.
EXTRA NOTES ON CARS: You need two steerable wheels, and two stationary ones (The latter preferably in the back.). Acetylene torches need welding gas, previously they were unreloadable but had 1000 ‘units’ of use. If you go to a garage, there are cranes and stuff that can be used to lift your vehicle so you can install things like wheels without 90 strength. You refill your vehicle on the spot where the tank is located, same thing for siphoning, you need a rubber hose and an empty container for that. When you’re driving, be careful that you don’t go over the speed your engine is capable of handling, otherwise it’ll break down. E.G. It’ll say 60/82 mph - if you go over 82 it’ll damage and eventually destroy your engine. Your engine has a specific fuel it will take. Gasoline engines will take gasoline, diesel ones diesel, electric motors electricity, etc. The higher the number the more powerful, V8 is better than V6, V12 is better than V8 and V6.

Ahh, the finer parts of the game. Hit that crafting menu with ‘&’ and provided you have the right materials, skills and recipes, you can craft pretty much everything. From drugs, to explosives, weapons, clothes, food, etc. Best ways to get recipes are books (which generally you get all your recipes from.) Now here’s a good tip, if you crafting a ton of one item - good example is boiling water for consumption - is to batch craft. Hit ‘&’, go to the desired item to craft in bulk and press ‘b’ this allows you to make up to 20 of one item. That way you save time, frustration and resources. You can light a splinter on fire and boil 20 units of water using batch crafting, don’t ask how, just know it works and is good.
On the topic of building, it’s tedious and takes a ton of resources, but is damn cool. Get the required consturction level, tools, materials press ‘*’ and you can rebuild this world one medieval doom castle at a time. It allows you to make things like smoking racks and charcoal kilns to concrete walls and spike pits.

THIS SITE RULES (and others of course…)
All in all if you have a question about a certain thing go to this site - http://cdda-trunk.estilofusion.com/
It’s an item browser, I.E. It has a massive list of all the monsters, and items, what it does, how to craft it, etc.
Also the fourms (The one you’re currently in) is very happy to help with any questions.
Also, things like mutations and bionics are left out due to them being more of a mid to end game thing.
(PS - sorry for any spelling mistakes or gaps in/missing information, it’s a bit hard to keep track of this massive post)
Feel free to add to this, put it in the wiki, etc.

Haha, Rot did it again! :slight_smile:

[quote=“Rot, post:11, topic:13945”] All in all if you have a question about a certain thing go to this site - http://cdda-trunk.estilofusion.com/
It’s an item browser, I.E. It has a massive list of all the monsters, and items, what it does, how to craft it, etc.[/quote]

Unless it was updated in the last week, the estilofusion item browser is outdated, use Chesthole’s http://cdda-trunk.chezzo.com/ for the updated one.

I keep forgetting to update the thing, my bad.

Thanks again for the helpful replies. Especially Rot’s was… impressive ^^ Sadly enough, I already knew most of it. But I’m sure it will be helpful nevrtheless.

So far, I seem to be improving. Most things don’t seem to be that harsh anymore as of now. I’m still dying a lot of stupid deaths, but for the most part this is me not knowing when to give it a run, or not paying attention to the map/entity overview. I ran into soooo many Mi-Gos the last few days, just because stupid xD

mi-go get obnoxious if you play a melee character because they run like leetle beetch every time and for (who knows why) are actually faster than you, i honestly just ignore the damned things a lot of the time as they really never spawn alone and monster infighting should cover your escape.

I’d say part of the problem is that they don’t get speed penalties when injured. It makes sense for Z’s (that don’t feel pain and have no vital organs), but you’d expect living creatures to receive penalties from injury.

you can run though at least, i forget what the key is but pretty sure you’re faster like that.

In good condition you should be slightly faster than a Mi-Go. Atleast that’s what I experienced. What’s killing is that you run out of Stamina. Or I don’t find a good opportunity to get it lost. But hey, that’s why one should never turn off safemode if you don’t know the surroundings ^^

They’re both correct. Ranged weapons are absolute garbage until you get the dispersion modifier down low enough to hit reliably. At that point they become fairly powerful. Unfortunately this requires weapon mods and high levels of skil (or stats if you’re a bow user) in the particular firearm that you want to use. Ranged weapons are basically a late game luxury right now.