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The King of Swag posted:I actually don't see how it's that much different for nomadic characters, as you already need to pack up and take your tools with you already. The only fundamental difference for a nomadic character is that if you want to craft more complex items on the road, you'll need to find a bench*/build one and convert it to the type of bench you need. Of course, I don't know of many people who keep nomadic characters without some sort of death-mobile, in which case you'd never really do without, as you'd just have all your needed benches installed in your vehicle.
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# ? Sep 29, 2013 11:46 |
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# ? Jun 9, 2024 05:11 |
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I've placed a steel jerrycan beneath a funnel when it was raining and left it quite a while, but it only filled up a single portion. Am I doing something wrong? How long do you typically need to leave it?
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# ? Sep 29, 2013 17:01 |
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Doug Lombardi posted:Is there any penalty for eating human flesh? It doesn't seem like there should be, since the only source of human flesh is my old characters. It gives you an extreme morale penalty, and there are lots of bodies scattered around the wasteland.
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# ? Sep 29, 2013 17:04 |
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Penguingo posted:Give it a couple days and you'll kick that meth habit. Same with alcoholism, heroin addiction, or sleeping pill dependency. No, it's alright, I was just riffing on the idea that my character took meth literally once and was thrown into full psychological addiction/withdrawal after 2 hours, just like in one of those DARE lessons about how if you even see marijuana the very next day you'll be on the street broke and desperate.
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# ? Sep 29, 2013 17:18 |
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PiCroft posted:I've placed a steel jerrycan beneath a funnel when it was raining and left it quite a while, but it only filled up a single portion. Am I doing something wrong? How long do you typically need to leave it? Were you standing next to it skipping turns/using wait or did you run off and do something else. Because if you went off elsewhere the area would unload and get 'frozen' until you come back so it wouldn't add anything. They typically fill up at an average pace, I never paid that much attention to them but during a rain mine do slowly fill and I can get a few drinks out of them.
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# ? Sep 29, 2013 18:11 |
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Funnels fill up faster if you don't use the extended wait, sleep, read, craft, or any other fast forward activities I've forgotten about. Also, if you were using a makeshift funnel you'll almost never get anything out of it. Makeshift funnels are around 5% as effective as real funnels in cataclysm. One real funnel, with good luck, can keep you supplied with water. Two or more funnels and you'll be able to collect as much water as you can store. After raiding a school chemistry lab I've been using 5 funnels and pulled in around 100 units of water in the last big storm.
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# ? Sep 29, 2013 18:31 |
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OwlFancier posted:It gives you an extreme morale penalty, and there are lots of bodies scattered around the wasteland.
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# ? Sep 29, 2013 20:27 |
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I think I was hanging around my home base around which had my funnels set up outside. Not too sure if I skipped time but I don't think I did.
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# ? Sep 29, 2013 20:43 |
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TheBlandName posted:Makeshift funnels are around 5% as effective as real funnels in cataclysm. edit: Checked the code, and yeah - the regular funnel is almost exactly 20 times as fast at collecting water. That's a little bit ridiculous. Strudel Man fucked around with this message at 21:15 on Sep 29, 2013 |
# ? Sep 29, 2013 21:12 |
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Strudel Man posted:Yeah, but all those bodies are rotten already. They are? Huh, I guess I've never butchered one but I figured that they'd only be rotten if you hadn't recently spawned them in by visiting that area for the first time. I guess it's designed for when NPCs are in. Strudel Man posted:Man, I noticed that they were less effective, but I didn't realize the scope of it. That's nuts - a funnel is a pretty drat simple device. A makeshift one made with crude tools and some tape is probably also a simple and rather useless device. Though happily you can make lots of them. The ability to make a proper funnel with better tools would be nice though. It'd also be real nice if you could stick them on vehicles so you could just take water in and out of the vehicle's tank rather than having to keep fiddling with DO YOU WANT TO DISARM THE FUNNEL Y/N and moving the water around with unloading. OwlFancier fucked around with this message at 21:18 on Sep 29, 2013 |
# ? Sep 29, 2013 21:14 |
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A funnel created by lopping off the bottom half of a plastic bottle and placing the top half upside down would be roughly as useful as a professionally made funnel at collecting rain water, that is, not very much. Any open container should be able to retain rain water really, a pot is a much better tool for catching some rain water than a funnel.
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# ? Sep 29, 2013 21:45 |
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The bigger issue is that it makes getting acid super difficult.
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# ? Sep 29, 2013 21:47 |
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Doug Lombardi posted:The bigger issue is that it makes getting acid super difficult. It does? Can't you just take a jerrycan of water outside, stick it under a funnel in acid rain, and turn the whole thing into weak acid water? Acid rain contaminates existing batches of water, but it doesn't work the other way around, I think.
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# ? Sep 29, 2013 21:49 |
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OwlFancier posted:A makeshift one made with crude tools and some tape is probably also a simple and rather useless device. Though happily you can make lots of them.
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# ? Sep 29, 2013 22:31 |
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Strudel Man posted:Yeah, but all those bodies are rotten already. On all builds I've ever played, from Whales to the current experimental human bodies are like normal meat and not rotten after butchering. They're spawned dynamically as you move around so they only start existing when you discover them. For our purposes they're brand new but I'm sure it'll get changed eventually.
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# ? Sep 29, 2013 22:50 |
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Strumpie posted:On all builds I've ever played, from Whales to the current experimental human bodies are like normal meat and not rotten after butchering. They're spawned dynamically as you move around so they only start existing when you discover them. I guess it's possible that it generated the bodies the first time I discovered the lab, and then when I actually went in, enough time had passed since their generation that they were rotten...
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# ? Sep 29, 2013 22:53 |
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I've never gotten fresh meat out of a human corpse, unless it was alive and breathing moments before I mowed them down with a gun/vehicle/convenient horde of zombies. NPCs were great back when ammo was plentiful and firearms were hugely powerful, plant a .233 between the eyes and come out with sometimes surprising loot. Once I picked up a "nearby fire" that weighed nothing, could be safely picked up and essentially acted like a, well, nearby fire in all aspects. Though I scummed huge amounts of CBMs in that world thanks to the vehicle trunk duplication bug and didn't really need it. I haven't really been checking out updates, I'm kind of hoping someone will finish a build where a lot of the conveniences and additions are 'stable' but from the sound of it this is probably never going to happen anytime soon.
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# ? Sep 30, 2013 13:18 |
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nftyw posted:I've never gotten fresh meat out of a human corpse, unless it was alive and breathing moments before I mowed them down with a gun/vehicle/convenient horde of zombies. Butchering a 'Human Corpse' drops several 'Chunk of meat' without the (Fresh) tag that animals get. I haven't checked it but I assume it will be on the same 24 hour spoil timer as regular butchered meat. nftyw posted:I'm kind of hoping someone will finish a build where a lot of the conveniences and additions are 'stable' but from the sound of it this is probably never going to happen anytime soon. What's not stable about current Cataclysm? The only major issue that Romero had was the Shrub>Vehicle bug but that's sorted in the current experimental version. The DDA team have been doing a pretty good job of getting things working as intended.
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# ? Sep 30, 2013 13:28 |
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Just sounds like mechanics are going nuts. Archery was awesome, then it sucks, now it's okay again, and now it's broken, guns went from plenty of ammo and very effective to pretty good but ammo rarely drops.
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# ? Sep 30, 2013 15:06 |
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Yeah, if you want to use guns effectively right now you really need to raid at least one or two towns for ammunition and then find yourself some reloading tools, otherwise you'll just run out. It's not too bad if you enjoy the survivalism aspect of it, honestly, you're just scrounging a bit more than you used to. Now that we've got a setting for city size and monster spawn rate there really ought to be an item spawn rate setting too, though.
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# ? Sep 30, 2013 15:18 |
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nftyw posted:Just sounds like mechanics are going nuts. Archery was awesome, then it sucks, now it's okay again, and now it's broken, guns went from plenty of ammo and very effective to pretty good but ammo rarely drops. How is archery broken? It seems to do just fine for me.
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# ? Sep 30, 2013 15:22 |
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nftyw posted:Just sounds like mechanics are going nuts. Archery was awesome, then it sucks, now it's okay again, and now it's broken, guns went from plenty of ammo and very effective to pretty good but ammo rarely drops. I might be wrong, but I think that's called balance. They're regularly adjusting values on weapons/spawns/crafting to try and create a very varied and also viable amount of combat play styles and overall it's currently better than it has ever been imo. It will always need fine tuning as with any game but it's perfectly workable right now no matter what you want to do but some are harder than others. Another thing they seem to be working on is creating a much longer and robust progression of weapons as you gain different skills/materials to craft new weapons. (0.8 introduced Pneumatic weapons, a sort of mid tier craft for example) It seems to be working since you're largely guided by what materials you have, what you can find and where you can reliably search buildings for materials. No matter what kind of current situation you're in they're giving players at least something they can aim for or use even if they can't yet find/craft what they want.
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# ? Sep 30, 2013 15:33 |
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nftyw posted:Just sounds like mechanics are going nuts. Archery was awesome, then it sucks, now it's okay again, and now it's broken, guns went from plenty of ammo and very effective to pretty good but ammo rarely drops. Amusingly, I read that as 'the mechanics skill is nuts' which I kinda am wondering if it might be, given the pneumatic guns which look absolutely terrifying from their stats. If you can mod them, god help us all.
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# ? Sep 30, 2013 16:11 |
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To be honest it was kind of interesting to find use for the nail gun, especially when they added nails falling out of busted furniture. Burning down a house meant piles of ammo for the thing. Gun mods, that was definitely something I really enjoyed fiddling with. Making a 1911 that shot 9mm bumped the kinda piddly caliber do much more substantial damage thanks to the pistol's hefty damage boost.
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# ? Sep 30, 2013 16:26 |
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So I'm building a cabin in the woods, really going the "from scratch" / "Zombie Unreal World" route this time around. I wish I could build an underground storage space, but of course there's no way to build stairs. I added in a stairs down tile with the map editor, thinking it might make a 1x1 room with a stairs up, but no dice. My first thought now is to go down 1 Z-level (Science Lab is probably easiest) and scroll over to the cabin, clear out a space, put a stairs up, and do a stairs down where the cabin is. Is there an easier way? Thanks!
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# ? Sep 30, 2013 17:41 |
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So, I just used a Granade and something strange happened. I assumed the Granade was simply the stupid name joke version of a grenade just like the Jaqueshammer being identical to a Jackhammer but it seems I was horribly mistaken. When activated and thrown just like a grenade instead of an explosion there was a green shockwave, about 3 times the size of a grenade explosion that enveloped me even after throwing and running. The dialogue said 'From the south you hear BUFFS' and instead of exploding I appear to have gained a permanent +2 Strength +2 Dexterity +1 Intelligence and +2 Perception. This also happened at an extremely inopportune time as I was throwing it at a Zombie Hulk that was about to smash my face in. So instead of it exploding I think I sped it up, I'm not exactly sure what occurred but I was victorious after dodging his attacks about 8 times per round of combat and beating him to death with a Pneumatic Crossbow. Anyone know if the Granade is supposed to do that or did I get a magic one. Strumpie fucked around with this message at 01:56 on Oct 1, 2013 |
# ? Oct 1, 2013 01:54 |
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Strumpie posted:Anyone know if the Granade is supposed to do that or did I get a magic one. Kevin Granade is a dev.
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# ? Oct 1, 2013 02:51 |
It also has a 25% chance of instantly killing insects (because haha Kevin kills bugs). So, yeah, not designed to be used the same way in the slightest.
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# ? Oct 1, 2013 03:38 |
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The Jacques hammer is also different than the jackhammer. It can go through anything.
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# ? Oct 1, 2013 03:54 |
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How do I get rebar for the jackhammer crafting recipe? The only way I know is to already have a loving jackhammer and take down underground walls. Will burnt down buildings produce rebar? Or car collisions with buildings?
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# ? Oct 1, 2013 06:59 |
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Corsec posted:How do I get rebar for the jackhammer crafting recipe? The only way I know is to already have a loving jackhammer and take down underground walls. Will burnt down buildings produce rebar? Or car collisions with buildings? Yup, demolishing a building will get you some rebar.
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# ? Oct 1, 2013 07:00 |
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I'm still unclear as to what the Granade is though, do you just throw them at yourself for a buff, is that it? Also good to know about the Jaqueshammer Killer-of-Lawyers, such a fountain of knowledge.
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# ? Oct 1, 2013 09:45 |
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The balance on archery still feels rather off. Like, it's considerably easier to kill a deer with just a rock and throwing skill 1 than it is with a shortbow, archery 2, and field point arrows.
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# ? Oct 1, 2013 22:45 |
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That's because a rock is better at killing a deer than a bunch of non-fletched arrows. Throwing spears and such should be more viable early on until you get access to fletched arrows some way.
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# ? Oct 2, 2013 03:49 |
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I generally near the start attract a bunch of zombies and light a house on fire. That's how I get a ton of nails/rebar ect about 3/4 days later when it stops being on fire. Works pretty well. How do all these charcoal devices work by the way, I have a charcoal kiln but there doesn't seem to be a obvious way to shove wood in it and make some. I am notoriously blind though.
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# ? Oct 2, 2013 04:47 |
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There really needs to be a way to split up item stacks, like ammo or jerky. I spent the entire winter making charcoal and now I can't use any of it because I dropped it all on the same square and the resulting stack is too heavy to pick up and load it. e: You need a charcoal kiln, tongs and a firestarting item to process wood into charcoal. Five two-by-fours gives five charges of charcoal. It takes a lot of charcoal to make some objects, but don't make the same mistake I did. And charcoal is a craftable object in the misc tab. Inadequately fucked around with this message at 04:54 on Oct 2, 2013 |
# ? Oct 2, 2013 04:47 |
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Killer-of-Lawyers posted:That's because a rock is better at killing a deer than a bunch of non-fletched arrows. Throwing spears and such should be more viable early on until you get access to fletched arrows some way.
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# ? Oct 2, 2013 04:58 |
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Not really. Cars you can make aren't as good as an intact or even junked car you can find until you get really good at mechanics. Throwing is a starting skill that peaks early, archery is a late term skill that takes a long time to peak, but does so at a level that can rival guns. That's the trade off. edit: If deer in real life acted like deer in this game and didn't run when you hit them you drat sure could probably brain one with a few dozen big rocks. Maybe rocks do too much damage early on, but archery is fine. Trapping animals where they can't run and then braining them with rocks is a pretty long standing human tradition.
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# ? Oct 2, 2013 06:31 |
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Killer-of-Lawyers posted:Not really. Cars you can make aren't as good as an intact or even junked car you can find until you get really good at mechanics. quote:Throwing is a starting skill that peaks early, archery is a late term skill that takes a long time to peak, but does so at a level that can rival guns. That's the trade off. quote:edit: If deer in real life acted like deer in this game and didn't run when you hit them you drat sure could probably brain one with a few dozen big rocks. Maybe rocks do too much damage early on, but archery is fine. Trapping animals where they can't run and then braining them with rocks is a pretty long standing human tradition.
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# ? Oct 2, 2013 07:06 |
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# ? Jun 9, 2024 05:11 |
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Maybe a trade-off would be to have more carbon fibre arrows spawn in houses? If you can find arrows around that are a step up from wooden arrows, it gives you more incentive to use bows until you can make better arrows than the ones you find. Although honestly once I get a safe spot with some food I just craft a shitload of wooden shafts and fire at the wall over and over again until I can make metal arrows.
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# ? Oct 2, 2013 07:32 |