|
The problem was getting a fire going (I forgot how to get sheet metal for braziers, but that's all sorted now)
|
# ? Dec 7, 2020 09:26 |
|
|
# ? Apr 24, 2024 02:33 |
|
What's the best power source for a vehicle? Plutonium mini-reactor? I have a big ol' death wagon with four automated laser turrets. It has a large electric motor and a huge diesel engine with a generator attached to it but when under attack this thing can guzzle diesel like nobodies business.
|
# ? Dec 7, 2020 09:56 |
|
The mini reactor is the densest source of power, yes It's a must-have if you're making extensive use of laser weaponry
|
# ? Dec 7, 2020 09:59 |
|
Jarf posted:What's the best power source for a vehicle? Plutonium mini-reactor? You can also plaster every spare roof space with solar panels, been a while since I last played but they can refill a battery fairly quickly in daytime even in poor weather. They won’t power the turrets by themselves but they can ensure you don’t need to idle the engine to recharge quite as much.
|
# ? Dec 7, 2020 10:02 |
|
Min reactor can make quick recharging a breeze if you are constantly using energy weapons and works well for every vehicle size. You can get really really good mileage out of solar panels and enough storage batteries too though, if you have a bit of time between fights and stay around your vehicle reading/crafting or whatever.
|
# ? Dec 7, 2020 10:04 |
|
If you are scouring entire towns, the panels won't be enough though but you can use them in conjunction with the reactor to reduce fuel consumption
|
# ? Dec 7, 2020 10:12 |
|
I remember several pages back people were complaining about laser turrets being removed. Are they still in as part of aftershock, or is it some other mod? And where would I find them? I suppose labs?
|
# ? Dec 7, 2020 10:41 |
|
Spoggerific posted:I remember several pages back people were complaining about laser turrets being removed. Are they still in as part of aftershock, or is it some other mod? And where would I find them? I suppose labs? Aftershock is the mod you want, and labs and military outposts (the places with turrets on all sides) are the best candidates for finding them, barring the extremely rare hornet's nest in town where you find high tech goods. With aftershock installed, one of the science lab computer-locked rooms is a "Weapons Testing" room, they are a good candidate. Other than that, you can also find them at the final chamber of some science labs.
|
# ? Dec 7, 2020 10:48 |
|
Oh, and the thing you're looking for is A7 laser rifles. They can be installed in vehicle turret mounts in aftershock.
|
# ? Dec 7, 2020 11:53 |
|
I think the thing that was being removed was solar powered laser turrets and the whole thing wasn't as dumb as it sounded, it's just that the devs involved (as usual) took the opportunity to poop all over the player base for wanting to have fun and it kind of blew up
|
# ? Dec 7, 2020 12:40 |
|
What's good mid to late game armor to shoot for? All survivor gear?
|
# ? Dec 7, 2020 13:09 |
|
Mr. Lobe posted:The mini reactor is the densest source of power, yes Got a minireactor. It owns. Is there any way to have it toggle on and off dependant on battery power? Like the smart engine controller.
|
# ? Dec 7, 2020 13:35 |
|
Coolguye posted:Yeah, the prison start is the one I never truly solved. The loving bots on the egress are an intractable problem. The concrete walls are not bashable, even with a homewrecker, so you have no place to go but straight out, which is instant death. Barring that, yeah, getting past the bots is tough as hell. You might have had a chance to throw smoke and "sneak" through to the front door but I'm pretty sure the bots have better detection than you so that'd be an absolute crapshoot with the odds against you.
|
# ? Dec 7, 2020 14:00 |
|
Kevin DuBrow posted:What's good mid to late game armor to shoot for? All survivor gear? Definitely, although if you are planning on going up against something bad, a suit of armour never hurts
|
# ? Dec 7, 2020 14:03 |
|
Jarf posted:Got a minireactor. It owns. Is there any way to have it toggle on and off dependant on battery power? Alas, not that I can tell Just keep an eye on your juice and activate it selectively.
|
# ? Dec 7, 2020 14:06 |
|
Speaking of armor, my world is in summer and I'm still getting heat slowdown even while completely naked. The default length for seasons now is apparently 90 days, too, which means I'm going to be unable to use pretty much any armor for almost 3 times as long as my current character has lasted. Is there any way to use debug (or an outside utility) to change the temperature, accelerate time, or maybe shorten seasons on an existing world? Mr. Lobe posted:Aftershock is the mod you want, and labs and military outposts (the places with turrets on all sides) are the best candidates for finding them, barring the extremely rare hornet's nest in town where you find high tech goods. Thanks. I've got a sniper rifle with ammo, a scope, and some decent shooting skills now, so I should be able to take out turrets at range on the overworld now. I'm still worried about labs since they're much closer quarters and I can't wear any armor, but maybe I could try my hand at a cold lab or something. It's pretty dumb that they're removing a ton of fun stuff because it's not "realistic", but at least they seem to be just shoving it all into the aftershock mod instead of removing it from the game entirely.
|
# ? Dec 7, 2020 14:19 |
|
take advantage of the fact that you dont need any clothes and swim around in the rivers! summer is perfect for exploration since you dont need to carry food and theres more light than other seasons.
|
# ? Dec 8, 2020 00:51 |
|
Slaapaav posted:take advantage of the fact that you dont need any clothes and swim around in the rivers! summer is perfect for exploration since you dont need to carry food and theres more light than other seasons. *Trudges around in a super-heavy survivor suit*
|
# ? Dec 8, 2020 01:19 |
|
Could have sworn the survivor suit was removed for being overpowered and unrealistic, though I would be happy to be wrong
|
# ? Dec 8, 2020 02:16 |
|
I've got a camp set up with two NPCs as members, and I'm trying to use the bulletin board to send one of them off to cut logs. I'm able to select a nearby forest, after which the game gives me an estimate of how long the trip will take and how much food it will use up. I have a basecamp food zone set up with a decent amount of food in it, but when I try to finalize the order I get an error that I don't have enough food to send people on the job. Could this be related to the fact that I have the "Disable NPC Needs" mod enabled? Or could it be because most of the food is in raw (dried rice, beans, etc.) or canned (fruit jam, pickled fish, etc.) forms, and it needs to be cooked first? Sorry for the constant barrage of questions, but this thread has been really helpful in figuring out a lot of stuff in this game.
|
# ? Dec 8, 2020 07:58 |
|
I haven't used camps in a good while, but there was a function at the time where you could basically turn food in the food dropoff zone into "saved" calories. More or less converting all food into a singular currency-like number that would then fuel all actions like the aforementioned logging. So it's possible I guess that the food just hasn't been counted as delivered yet?
|
# ? Dec 8, 2020 08:04 |
|
Inglonias posted:Could have sworn the survivor suit was removed for being overpowered and unrealistic, though I would be happy to be wrong It's a lot harder to make with the new proficiencies system. If you haven't mastered the arts of advanced polymer sewing, garment closures, fabric waterproofing, and leatherworking, then it will take literal weeks of solid labor. Compounded with the new exhaustion system, it is not something you can finish in 5 days after starting the game like it was before.
|
# ? Dec 8, 2020 08:16 |
|
How come the CDDA launcher shows that "no fungus" is turned on but when I load from the launcher I don't get that option when I create a new world?
|
# ? Dec 8, 2020 16:37 |
|
queserasera posted:
The mod selection menu has a separate category for exclusions. Try pressing ">" when selecting mods. If the mod isn't in the exclusion mods section, check the modinfo.json file to see if that mod was marked as obsolete. It shouldn't have been, (and it isn't in the mainline repo right now) but that's the only reason I can think of besides "the mod selection UI is not intuitive"
|
# ? Dec 8, 2020 16:44 |
|
I remember some build from like months ago when i was playing I had character do all their reading in a small swimming pool with a mp3 player on for maximum mood effects. I think that character wound up with like a swimming skill of 30 by the time summer was done and could swim in a suit of platemail.
|
# ? Dec 8, 2020 21:47 |
|
is swimming actually relevant in the newer builds or is that mostly to flex on the game e: to be clear, flexing on the game is hilarious and should be encouraged, i just want to clarify
|
# ? Dec 8, 2020 21:55 |
|
It's convenient as a shortcut sometimes, I guess, but I can't recall there ever being any need to swim for anything.
|
# ? Dec 8, 2020 21:57 |
|
Mr. Lobe posted:It's a lot harder to make with the new proficiencies system. If you haven't mastered the arts of advanced polymer sewing, garment closures, fabric waterproofing, and leatherworking, then it will take literal weeks of solid labor. Compounded with the new exhaustion system, it is not something you can finish in 5 days after starting the game like it was before. I've been playing Bright Nights for most of the year, so I honestly cannot tell if you're kidding.
|
# ? Dec 8, 2020 22:25 |
|
Arven posted:I've been playing Bright Nights for most of the year, so I honestly cannot tell if you're kidding. read it and weep personally I don't mind the addition but if you were used to being able to do just about anything in a week with optimal play I could see it harshing the enjoyment
|
# ? Dec 8, 2020 22:41 |
|
The compounding effects of proficiencies are even greater on heavy survivor armor on the bright side I believe both varieties of armor are less encumbering than they were in the base game when the pockets are empty Mr. Lobe fucked around with this message at 22:48 on Dec 8, 2020 |
# ? Dec 8, 2020 22:45 |
|
Coolguye posted:is swimming actually relevant in the newer builds or is that mostly to flex on the game Nothing applicably useful no. I just noticed how stupid high it eventually got and wanted to see what I could get away with.
|
# ? Dec 8, 2020 23:12 |
|
Caidin posted:Nothing applicably useful no. I just noticed how stupid high it eventually got and wanted to see what I could get away with. And while we're on this topic somebody should flood a laboratory once in a while so we could do some diving!
|
# ? Dec 8, 2020 23:35 |
|
That proficiency system is appalling and an affront to all gods.
|
# ? Dec 9, 2020 00:36 |
|
I assume you gain proficiencies via random skillbook drops?
|
# ? Dec 9, 2020 00:58 |
|
Mr. Lobe posted:read it and weep Lord above. This is what happens when you believe tedium is challenge and waiting is gameplay. That is he most boring poo poo I've ever seen. There was really some sad nerd out there who believed that cool improvised wasteland armor was bad and eight different kinds of sewing practice were good. More skills should mean more things to do, not that things that already exist should require more skills.
|
# ? Dec 9, 2020 01:20 |
|
The Lone Badger posted:I assume you gain proficiencies via random skillbook drops? No, it's from making a recipe that uses the proficiency. IIRC it's based on how long you've been working on relevant recipes. For what it's worth it's entirely possible that you'll earn one or more proficiencies while working on the item, and that means the remaining time to craft will go down as well. For something like the "4 weeks and 5 days" suit, you're probably going to get several if not all of those proficiencies as you work on it. I personally don't mind it either, especially since the seasons are longer. Crafting big stuff is a good way to kill a lot of time after you've finished reading all the books you've found. It'd be cooler if having the proficiencies actually gave you some new ability, like maybe sharpening swords or reducing encumbrance on relevant garments, but I think right now the only proficiency that has any effect outside of crafting times is lockpicking.
|
# ? Dec 9, 2020 02:27 |
|
Season length has been changable for at least a few years, so it sounds like they just made it default to higher. Each of my seasons is 147 days or something.
|
# ? Dec 9, 2020 02:32 |
|
Apparently every season is now actually three months long, which seems kind of excessive. I usually set it lower than the default even back when that was still 28 days, because it's a rarity that any character of mine survives for that long (or keeps my interest for that long) anyway and I actually want to see a few of them over the course of a typical game. I suppose it makes sense if you're expected to do things like spending almost month and a half doing nothing but crafting one single suit of armor, but I think I'd rather play the game in that time instead of waiting for it to finish playing itself.
|
# ? Dec 9, 2020 02:38 |
|
I'm thinking after the next stable build comes out we should just gooncrawl the heck out of this thing
|
# ? Dec 9, 2020 02:46 |
|
|
# ? Apr 24, 2024 02:33 |
|
I prefer shorter seasons myself, but I made my current character without realizing that the seasons are longer now, and I've already put too much effort in this world to remake with shorter seasons. As far as I know there's no way to change season length after character creation, either.
|
# ? Dec 9, 2020 03:03 |