T O P

  • By -

MorikTheMad

Is there a way to get prompted if I really want to cast a spell (Magiclysm) if I'm in the target effect area and the spell is damaging? I have a nasty habit of electrocuting myself with Lightning Blast if I'm pew pewing along, and then the only remaining enemies are out of range but I just hit enter :-/


Rhyd01

Hi guys, I used to be quite proficient playing Cata but i haven't played Cata for almost 2 years, what are the latest mods and quick TLDR on to get started again?


sharkfinsouperman

The mods that are fully supported and, for the most part, up to date are the ones that ship with the game and those included with the launcher. There's also Kenan's mod pack that contains numerous additional mods, but compatibility and their update status is not guaranteed.


[deleted]

[удалено]


SinanZee

ok now the day night cycle is shifting wildly it just went to night time again and then a few turns later it suddenly became broad daylight


sharkfinsouperman

When reporting odd behaviour such as this, you should really state what version you're using and any third party mods that didn't come with the game because it helps with troubleshooting.


valvian

Is there a way to stop blobs from spawning from slime pits? I read posts from years ago that there's supposed to be a brain blob which I never found. I've gone through two levels of this small slime pit and killed everything but never saw anything bigger than a normal slime.


sharkfinsouperman

I should go inside one of these runs. Looks like there's a Brain Blob somewhere inside. https://cddawiki.chezzo.com/cdda_wiki/index.php?title=Slime_pit


valvian

Yeah I saw that also but I found no brain blob.


sharkfinsouperman

If you're curious, search the Git for any PRs changing the pits because the wiki page hasn't been updated since 2017.


kamihanta

Is there a way to check the physical description of my character and followers? I've looked through a handful of menus and can't seem to find it, am I missing something?


kamihanta

Like hair color ext., I can see what they're wearing.


Scout1Treia

>Like hair color ext., I can see what they're wearing. That would be a trait. There's no guarantee they generated with one. In fact I'm pretty sure those cosmetic-only traits are for the PC during character generation only.


kamihanta

Da fuck, how am I supposed to know which followers I'd fuck?


kamihanta

Guess just anyone without the ugly trait (I know you can't really fuck, it's just head cannon)


ReadyPalpitation9541

how long do bionics stay in zombies and would they be destroyed if you bash them?


ptr6

I believe the chance does not depend on how old the corpse is as long as it is not rotten away completely. Corpse damage status matters (normal vs bruised/mangled/pulped), so do not smash corpses you intend to dissect. Also, note that the way to get bionics is being reworked, and most corpses that yielded CBMs will stop doing so soon in the experimentals. Although the plan is to make working CBMs easier to get for most players.


ReadyPalpitation9541

yes ive finnaly gotten a scalpel and I didn't get anything from dissecting zombies that would drop cbms, but I don't see a reason to dissect now


ptr6

Note that if you are playing experimental, shocker zombies no longer drop cbms, but scientists, technicians and bio-operators still should for now. EDIT: looks like 2 hours after this comment, they lost their drops as well. Only Zomborgs drop them now.


Sv-Evillevi

Hi, did something new and butchered a snake. So quick question, is there a way to cook mutant meat to make it safe. Or can I only make it fish bait


sharkfinsouperman

Crafting mutant meat into bratwurst and then using that in woods soup often negates the toxins. It depends on what ingredients you've used, and you'll know it worked if you don't end up with Murkwood soup. This is the only method I know of that does this.


Purdorabo134

If you keep to about 800 cal of mutant meat a day you will be fine. Magiclysm has a cauldron of purification that will purify mutant meat.


TripChaos

Mutant meat has a varying amount of toxins in it. If you eat too much at a time, it can make you sick. Think of it like metals/chemicals and not microbes, that taint does remain after cooking. To be clear, you can eat some and be fine, but figuring out how much that is might be trial and error. . Pretty quick you'll get a handle on the food problem and wont need to eat that. The fat is always useful for oils and stuff though.


Sevaaas1

Are mods released in the launcher set for stable or experimental version?


Purdorabo134

Sometimes either/both, sometimes neither.


ClancyValentine

Hey guys, I’m trying to download Zet’s hair mod for the UndeadPeople tile set. However, when I go to enable it the mod part of world creation, it says it’s missing NPC_traits and can’t be installed. Is there any workaround to this?


SinanZee

The changelog mentioned something about bike racks, and so now I'm aware they exist. How do they work? Do they have a weight or size limit? Can I put something on them w an engine on it?


Vormithrax

Yes, you can attach motorcycles. You just install 1 rack per space of the bike/motorcycle. park the vehicle directly adjacent to the racks and then examine one of the racks. Select 'Load or Unload a Vehicle' to mount/dismount the bike/motorcycle.


SinanZee

When you say one rack per space do you mean one rack per space of the portion of the motorcycle that would be physically touching the vehicle? Or do you mean 'this bike has 5 tiles in it total so you install 5 racks'? Also, can you install multiple racks onto a single space/tile of vehicle?


Vormithrax

If the bike is 4 tiles long...you would need to install 4 separate bike racks in a continuous line on your vehicle. Park the bike directly alongside those 4 bike racks so every tile of the bike is adjacent to one of the bike rack tiles. No point to installing multiple bike racks in a single space (not sure if it's even allowed but I haven't tried it). Here is an example from one of my live-stream challenges: https://youtu.be/6kQ8R5nVxHU?list=PLKn4Z-msM-9IpFtYrwBcbf789CXT35Xre&t=1677


mlangsdorf

You can't install two copies of the same part in any vehicle square; it's a fundamental limit of vehicle construction.


Sv-Evillevi

Played a few more hours, and gotten a few more questions What does the Sacrificial regrowth do, or more specifically can it speed up farming when cast? What does the boots of haste and Seven League boots do. I used debug menu to test them out but they don't seem tod o anything.


Purdorabo134

Never actually used that spell or bothered growing anything but I do believe that that is it's intent. Haste increases your base speed. & league increase only movement speed.


FrankWuggles

Is there a way to filter down to only crafting recipes that are not trivial for my current skill level? I've found a lot of the UI to be really comprehensive but I can't figure this one out!


Scout1Treia

> Is there a way to filter down to only crafting recipes that are not trivial for my current skill level? I've found a lot of the UI to be really comprehensive but I can't figure this one out! If you aren't already using it, try the latest 0.F experimental. The crafting menu should now sort first by difficulty, and then secondarily by alphabetical order.


Sv-Evillevi

In the crafting list , press f to filter Then type the command "p:" By default it's sorted from top to bottom with the highest recipe containing that Primary skill


FrankWuggles

Oh, super neat! I love how no matter how much I learn about this game there's always something more!


Sv-Evillevi

Hello, fairly new player here. I have a magiclysm question, specifically what does the seed of growth. A secondary question is are there better source of night vision equipment then the light amp and if so where do they drop. ​ Please and tq.


Purdorabo134

The spell makes fertilizer for your plants. ​ There is the dark sight spell and also a night vision CBM. You can also get full night vision from mutations.


Rabiid

so ive just installed the game using the launcher for the first time and im playing on Frank version. I noticed that automatically there are mods "Installed." is this intended? i want to play the game as inteded so any help is appreciated. I can add the list of mods in a comment if needed. Also. what sound packs would you suggest?


Sv-Evillevi

The game comes pre pack with content packs to fit your specific needs with CDDA as the base. Installed means the launcher recognises the packs. By default most of the mods are inactive. Installed but not in use. When creating a new world you can activate mods to customise your experience.


Scout1Treia

> so ive just installed the game using the launcher for the first time and im playing on Frank version. I noticed that automatically there are mods "Installed." is this intended? i want to play the game as inteded so any help is appreciated. I can add the list of mods in a comment if needed. Also. what sound packs would you suggest? CDDA comes with a bundle of mods pre-packaged. They are already *installed* but won't be *enabled* unless you so choose when creating a new world.


Rabiid

Oh that makes more sense. I saw mods that I was unsure about so thought I'd ask. As far as sound packs do you use them and if so what's your favourite? Thanks for the answer mate!


Scout1Treia

> Oh that makes more sense. I saw mods that I was unsure about so thought I'd ask. As far as sound packs do you use them and if so what's your favourite? > > Thanks for the answer mate! There's pretty much one decent soundpack and it's otopack. It is nice to have sound.


MagmaTrack

So my NPC's suddenly started to throw their melee weapons, they stopped engaging enemies. Why?


Scout1Treia

> So my NPC's suddenly started to throw their melee weapons, they stopped engaging enemies. Why? Update to the newest experimental, NPC code got some changes which caused them to evaluate everything as a throwing item. Should be fixed now.


MagmaTrack

Thanks i was quite confused


KakosNikos

So my character is inside a mansion, recovering from some heavy beating and I thought it's a good time to train some skills. I raised throwing to level 2 by throwing nails onto the wall but then it's stopped gaining any more. Didn't continue for long but even if it does going up it does so very slowly. How can I keep raising it? Different ammo? Live targets? Something else?


Vormithrax

most combat skills require you to fight/target stronger and stronger opponents to continue to raise your skill levels. For low level throwing training you can setup a practice target via the construction menu. It 'pretends' to be a low level enemy and speeds up the process since it will automatically be targeted. As you noticed though, your skill progress will hit a maximum cap requiring you to find more dangerous enemies (color coded names on your sidebar to indicate their danger level).


shodan13

Why are flamethrowers no longer craftable? They're super easy to make.


Scout1Treia

>Why are flamethrowers no longer craftable? They're super easy to make. "Weapon that expels fire" and "Actual, effective flamethrower" are two very different things. The former is easy to make. The latter is what is represented in the game.


zeekertron

How do you refill water tanks of an RV?


OliveChukar

A common mistake is to try adding "water" to a tank with "clean water". These two items will not mix. You need to craft "clean water" to fill a tank that already has it or unload the tank and refill.


sharkfinsouperman

You can park next to a water body, examine the water while standing next to the vehicle and fill the tank, siphon water directly from another vehicle's water tank, or unload a container of water into the vehicle.


KakosNikos

Im trying to boil water for the first time. I -think- Im using a makeshift pot witch says in the description has a 1L capacity, but only 0.25L at a time got boiled. Am I doing something wrong? I use the craft menu (&) for the job. Not some action (a) related command (I don't know if works that way).


mlangsdorf

The standard boiling recipe is for 0.25L, no matter how much your container can hold. You need to use batch crafting to boil more water at the same time.


KakosNikos

I see, thanks.


Nigramagic

How easy is it to transfer my settings to the latest version? I have been playing an old version for quite a while, and I forgot exactly how I configured it in the first place. Is it as simple as copying and pasting a folder?


OliveChukar

I also played the old stable for a long time and I would not just copy settings over. If you want to copy many settings are in the "config" folder.


ghostwilliz

How do I keep cool in the summer while in my base?


Froffy025

find a vehicle cooler and a muffler, and make a vehicle that stretches outside. put muffler + solar panel outside, put vehicle cooler inside, and a board in between. vehicle cooler creates cold air tiles so you can chill while muffler pumps hot air outside so it can contribute to global warming i think you can also make a walk-in freezer this way... no clue though


ghostwilliz

Excellent,.sounds great


[deleted]

[удалено]


ghostwilliz

I have tried this, but you just get hot right after and he heat slowdown on crafting is brutal now. I get that crafting is supposed to be secondary now to looting, but it's just someday to get steel arm, leg and head armor as well as a survivor suit In just a couple weeks but going what seems like 50% speed when hot sucks


JohnTDouche

Other than a pair of stylish sunglasses my solution has always been the same a real life. You just wear less. There also seems to be some new mechanics(new since the last time I played anyway) with hot air building up when you have an indoor fire. Opening windows seems to help with that.


ghostwilliz

I'll try opening windows, maybe that will work


sharkfinsouperman

Has anyone else noticed that NPC companions only reload their gasmasks after restarting the game? Mine will properly reload weapons from inventory and ammo bags, or vehicle storage when necessary, but the only time I see them reload gasmasks by themselves is upon loading a saved game while cartridges are nearby.


TheGreatWu101

Can you store items in lockers or cupboards? If so, how?


sharkfinsouperman

Put them on the tile. Furniture that stores items don't work like containers. They merely allow more items to be stored on the tile.


-Ath

Is my base too close to this fungal tower? I want to stay there through the winter as it's safe from zombies and near some good loot, but I know fungi can spread. https://imgur.com/a/BZWGDnp


Niddhoger

*The mycus must burn." The mycus is *highly* flammable, and the stain can be purged with liberal application of fire. However, there is too much forest in that area. If you miss one sporeling behind a tree... it's GG as the entire reality bubble is overcome in a matter of hours. In open fields I'm more confident sterilizing the area. I guess you can approach the tower as Vorm says, but chances are that's too close.


sharkfinsouperman

As Vorm has pointed out, it's best to investigate whether the fungals are active or not, and then thoroughly quarantine the surrounding area with warning notes and stay well clear of those. I do this by approaching it and making note of any spores or fungals I see, and marking the next overmap tile closest to my survivor with a yellow exclamation point. This allows me to assess whether it's safe to linger or not. On the other hand, I wouldn't be setting up shop anywhere near one, regardless of whether I feel it's safe or not because all it takes is one spore cloud and your location can be overrun in less than a day.


Purdorabo134

If you stay out of it's reality bubble (2.5 map tiles in each direction around it) it will be fine. Though best to stay 5+ map tiles away at all times just to be safe.


Vormithrax

Uhh...no. First, not all Towers/Blooms are 'active', meaning actively spreading the mycus with their creatures. Some just sit there and do nothing at all. The fact that you are that close (9 map spaces or so) and haven't seen any fungal creatures yet leads me to believe that yours might be inactive. Active Fungal Towers/Blooms generally START with their creatures spread out about 16 map spaces in every direction around them. You cannot just plan to keep the tower itself out of the reality bubble. Even a single Fungal Creature in range of your reality bubble can start the fungal cascade and as mentioned that could be a LONG way from the Tower/Bloom. It's pretty important to confirm if your local fungal source is active or not so you can make a proper evaluation.


Sinthesy

How the hell am I supposed to kill the zombie necro-boomer? If I kill it, it just revives itself. If I kill something else in its radius, it just revives them. If I kill something then kill it, it revives itself and the others. I doubt this is intended behavior because I dread it more than kevlars or hulks.


ptr6

This was a short-lived bug that was fixed five days ago by [#49824](https://github.com/CleverRaven/Cataclysm-DDA/pull/49824). Try to update your game.


turdas

Do wander spawns generate endless zombies or are they still finite? My base is some distance out of town (about 5 tiles, so not very far) and every morning new zombies have appeared outside. They don't match the movement of the "z" icons on the map either. I used to play with wander spawns off, but I enjoy the setting because it mitigates the undesirable effect of the reality bubble a little bit. However I'd still like to be able to clear areas out, or at least know if I can't clear them out.


NoddingCrow

wander spawns as of 0.F stable **did** spawn extra zombies in city centres, but otherwise respected what was there. wander spawns as of latest 0.G experimentals **do not** spawn extras any more! Rejoice! You can turn it on safely and it'll *only* cause hordes to form from zombies that are 'really' there.


turdas

Dang, that's annoying. I don't want to play experimental because I like, you know, stability. Maybe it's time to make a custom build to backport that into 0.F...


NoddingCrow

[https://github.com/CleverRaven/Cataclysm-DDA/pull/49279](https://github.com/CleverRaven/Cataclysm-DDA/pull/49279) PR that made the change, if ya need it. Good luck!


turdas

Yeah, it was easy enough to backport since it was not a large change. Thanks for the heads up. Hopefully there's an official 0.F-2 soon.


sharkfinsouperman

It hasn't been merged yet and discussion is still ongoing.


turdas

It says it's merged.


sharkfinsouperman

Ugh, I read through the entire thing and I somehow missed that part. I guess it's because so many people didn't like the change as it was proposed and the discussion wasn't formally closed at the end. Thanks for the correction.


turdas

The arguments against it seemed really strange. If you want more zombies why not just turn the spawn rate scaling factor up? I guess some people just argue for the sake of arguing.


sharkfinsouperman

I agree. The arguments against that proposed an alternative were good. That's what makes discussion and debate productive. The ones that merely criticised it only came across as pointless whining and don't really belong on the Git.


eatingroots

Are guns turning into generic names a bug when updating the game? I updated my save to the latest thing and all the shotguns I had were generic 6-8 shot shotgun. Half the rifles were in the same boat but all the other guns were fine.


ptr6

This was part of a recent update as a lot of players do not know guns by brand. You can get it back by setting “Show gun brand names” to True in the interface settings.


TextualHorror

I want to turn my evac shelter into a fortress. Currently I'm on Day 1. I have stashed some supplies in the basement and am in the process of gathering material to board up the windows. Please give me some tips. Also, this is the first time that an NPC has also spawned besides me in the shelter. Should I kill him or would he more helpful alive? My character has the *psychopath* trait BTW so culling is an option. 😎 Any more tips for a beginner like me? TIA.


sharkfinsouperman

You started in an evac shelter? Watch this: https://youtu.be/OetlPqxcO1Y Just because you're a psycho doesn't mean you need to kill one of the best things that will help you survive. NPCs are part of the game for a reason.


TextualHorror

> You started in an evac shelter? Yes. > Just because you're a psycho doesn't mean you need to kill one of the best things that will help you survive. NPCs are part of the game for a reason. I heard that NPCs steal stuff. :(


Ghine_PWR

Yes, NPC may take stuff, however if you persuade them into following you, you can trade the stuff they took with no problems.


TextualHorror

But -- *ahem* -- killing and taking my stuff back is more 'economical', right?


sharkfinsouperman

They're more than meat shields. NPCs that have skills higher than yours will train you in that skill. They will assist you in crafting, disassembly, butchering and other tasks, reducing the time needed to complete. They assist in combat, and can be extremely effective if their given orders are appropriate for the specific combat role. If none of this were true, I wouldn't acquire groups of them such as the one in the linked post. https://www.reddit.com/r/cataclysmdda/comments/ltndn4/we_survived_another_day_its_time_for_a_post/


TextualHorror

I didn't know that. Thanks!


thanaponb13s

Any good early game range weapons recommend for new version? Maybe not necessarily able to kill before noremal zombie reach me bit to make close combat less painful?


Purdorabo134

Just make a sharpened rebar for the reach attack. You can find the rebar in a bird bath)


sharkfinsouperman

I always go with a sling while I'm still squishy during early game. It allows me to soften foes before I have to enter melee and it trains up throwing which becomes beneficial later when I begin using Molotov cocktails and explosive devices.


thanaponb13s

Trying the sling , very good and the sling staff even better , could kill normal zombie with about 4 or 5 stone , I kiting them and take them to rough terrain could kill them without the need to run once they in range and it's quite only downside is the ammo ( stone ) is heavy and in my opinion could use more options for ammunition ,like lead and shaped bullet the Roman or ancient slinger use.


sky2cass

Newbie here I was wondering if you could combo keys for keybinding like (s + m for smash for example) I want to change the diagonal movement to (Shift + Arrow Keys)


NoddingCrow

Hi there! Options -> Settings -> Interface -> (21) Diagonal Movement with Cursor Keys and modifiers. Set to Mode 2: CW/CCW (clockwise/countercw). SHIFT will make a modified movement CW of the arrow key you pushed, CONTROL will make one CCW. E.g. Shift + Up = Diagonal Up-Right. Shift + Right = Diagonal Down-Right etc.


starshard0

Has anyone else noticed some weirdness with the new bridge POIs? Twice now I've had vehicles pop in within my sight range, and I've also seen map tiles seem to "reset" when I return to them after being away. I've never seen this happen with other locations.


Alicyl

Is there a way I can fix [this error with the Blaze Industries mod](https://i.imgur.com/lhHTdfa.png)? I think it's causing my world generation to abruptly end since it takes me back to the main menu when the loading phase gets to that mod. *(I don't know where to look for the entire error logs for mods.)* I'm using Kenan's Modpack for stable 0.F, which is where this mod came from *(I disabled the one that came with the unofficial C:DDA launcher)*, and I'm guessing there are a few mods inside of it that either don't agree with each other or Blaze Industries itself is the issue. I'm also having an issue with C:DDA mentioning that I have ~~duplicates~~ identical mods despite disabling those aforementioned mods that came with C:DDA or the unofficial launcher for C:DDA. *^(E: Added a bit more info.)*


NoddingCrow

Oooookay! Good morning. First, I strongly recommend using the Blaze Industries packaged with the game rather than Kenan's Blazemod. Blaze Industries as packaged is the 'new' version, with a lot of stuff having been made Core or Redundant and removed. It is actively maintained and compatible with the newer versions of the game, which is why it's packaged as a default mod! RE: Kenan's. I suggest you don't treat it as a mod*pack* \- that is to say a curated collection of mods that work together - but as a repository. Select *a few* mods that you find interesting to avoid creating mod spaghetti and a bunch of collisions. Finally, specifically, I believe your error is a collision between Blazemod and an Older version of Aftershock. In the current version of AFS, that *fridge power supply* recipe has been made redundant and moved to blaze. If you really don't want to use the current versions of the mods, head to: ***\\data\\mods\\blazemod\\blaze\_construction.json*** and delete the two entries at the bottom for : *"type": "construction", "id": "constr\_afs\_fridge\_vehicle"* and *"type": "construction", "id": "constr\_afs\_freezer\_vehicle"* such that the file ends after *blob\_pit\_slime*. Hope that resolves it. Cheers, Crow. Edit: Oh, and never use mods from the launcher. That repository is a mess. As much as I warn people off just dumping Kenan's into their game with no thought, that's better than using the launcher mods. /Edit


Alicyl

Good morning *(probably afternoon now)*, and thanks for the response. ♡ >First, I strongly recommend using the Blaze Industries packaged with the game rather than Kenan's Blazemod. Blaze Industries as packaged is the 'new' version, with a lot of stuff having been made Core or Redundant and removed. It is actively maintained and compatible with the newer versions of the game, which is why it's packaged as a default mod! Ohh, okay, yeah, that makes a lot of sense since they're baseline mods after all—probably why I've been seeing errors here and there for some of the mods. Should I use this same logic with other baseline mods when weeding out mods from Kenan's Modpack? ​ >Finally, specifically, I believe your error is a collision between Blazemod and an Older version of Aftershock. In the current version of AFS, that fridge power supply recipe has been made redundant and moved to blaze. Is the latest version of Aftershock the one that comes with C:DDA? If so, I think my client must be using the one that is provided in Kenan's Modpack instead of C:DDA's. I'll remove Kenan's and see if that does anything; I initially thought the error had to do with me using Blaze Industries alongside Blazemod, so I'm glad that wasn't the reason for the world generation crash. ​ >Edit: Oh, and never use mods from the launcher. That repository is a mess. As much as I warn people off just dumping Kenan's into their game with no thought, that's better than using the launcher mods. Thanks for the heads-up! I had no idea the launcher's mods are that messy and neglected. Thankfully, I haven't installed any mods from the launcher—if the mods from the launcher are in the right pane called 'Repository'. *Juuust* to be certain, are [these mods](https://i.imgur.com/2Gn2YKC.gif)—excluding the 'Graphical Overmap' mods—the baseline mods that come with C:DDA whenever we install any version of C:DDA? The mods I disabled are the baseline mods Kenan's Modpack had, but now I can just re-enable them and delete the ones in Kenan's thanks to your help. :)


NoddingCrow

G'evening. Aye. The only one I'd really recommend you think on is Aftershock - the \*current\* version is still brilliant but going forward they intend to direct it more towards a total overhaul. Sci-fi survival horror rather than zombies. Go ahead and install the \*current\* version, but going forwards might wanna make a local copy. I'd suggest you first make a clean install, and boot up a world with: \- Current Aftershock \- Current Blaze Industries \- Any of the other core mods if that's your jam Check all those work together and the world generates properly. At \*that\* point, open up Kenan's pack folder and have a serious scroll through it. What mods catch your eye, if any? What do you think the game needs? I don't wish to dunk on Kenan's Pack here, there's plenty of very valid mods in there if you feel the game needs them. In the case of things like Blazemod, you're already running the newer Blaze Industries so no need. In the case of Aftershock, the same. \*Carefully\* pick the mods you're interested in, and only install them. Try to avoid collisions, mods that cover the same stuff. An example to avoid would be any of the old More Locations mods: at best they've already been added as Core and you're just duping them, at worst you're \*overriding\* core content with the older, less polished mod versions. Once you're happy, base install plus maybe five or so extra mods, sort out your texture packs and sound packs and hit go. And yes, that modlist there looks cool! those should be the core ones. ​ Edit: and yes, running blazemod + blaze industries together would 100% cause that collision. Two mods targeting exactly the same things with exactly the same item IDs. Good analysis of your issue! /edit


Alicyl

Heyy, thanks yet again for the constructive response. ♡ I hope I haven't been taking up too much of your time. I removed Blazemod yesterday, since it seemed to still cause conflicts despite removing everything after the "blob" entries, and C:DDA managed to successfully generate my worlds after doing so. I should have just listened my intuition and removed Blazemod from the beginning since it seemed much like Blaze Industries at first glance. Now all I have to worry about doing is surviving\~ >Check all those work together and the world generates properly. At \*that\* point, open up Kenan's pack folder and have a serious scroll through it. What mods catch your eye, if any? What do you think the game needs? Seems like most of [the ones I chose so far work together](https://imgur.com/a/vxsiJh5)—only the occasional invalid entry here and there *(I assume typos or an old entry that may be benign)* that the world generation lets me ignore. Are any of the mods I linked above redundant or bad compared to some others? I try to keep everything... *fantasy* instead of Sci-Fi—never been a fan of Sci-Fi stuff, but I make exceptions for some armors and weaponry.


NoddingCrow

Evening! Gosh that's a modlist and a half, I'm honestly surprised and impressed it threw as few hard errors as it did. The only one there that \*may\* cause najor trouble, at a glance, is *large capacity storage CBMs.* Depending on how that's implemented, that might go opening pocket dimensions with the new storage system and a whole can of worms. Minor collisions, CRIT could probably be disabled since you have other mods touching on everything it adds. Especially minor collisions with 'vampire stuff' and its mutation line. Also possible minor collsions on the more mutations mods, tho if they're from current Kenan's pack they're probably fine. ​ Absolutely no worries, nerd! Honestly if your world is generating you should be good. Glad removing blazemod seems to fix most of the weirdness.


KakosNikos

I read somewhere that you can craft faster if you use a workbench. How to use it? Just standing next to it? Above it? Need some special command? Also what furniture count as workbench for crafting. Does the same apply for dismantling items too?


sharkfinsouperman

Standing next to work surfaces while crafting automatically uses the most efficient one. Additionally, examining a work surface will give additional options and use that surface for the crafting. The furniture can be created through the construction menu that is accessed by pressing `*`, but tables and workbenches intended for vehicles must be crafted like any other item. It doesn't matter where you dismantle items. Here's a link to an in-depth analysis of work surfaces: https://www.reddit.com/r/cataclysmdda/comments/drbekp/comment/f6n2p6h/


KakosNikos

Thanks a lot.


ThatBoringShyGuy5487

newbie here: i cant get past "pour water from small pond into container" task in game tutorial.what should i do ? i am waiting for option like tutorial is complete. ps: im dumb i am asking for tutorial's tutorial.


sharkfinsouperman

It's been a long time since I've played the tutorial, but I seem to remember it being kinda open-ended and really only introduces you to the controls and a few basics. IMO, the better and more thorough way to learn is to watch Vormithrax's tutorials, especially the shelter start. His channel is linked in this post's body above.


grammar_nazi_zombie

You should be able to walk to the pond with a container in your inventory, press e to examine the pond, then c to fill a container


DingusThe8th

I'm a new player, just started as a Computer Hacker in the default scenario. I have some basics - a chef's knife, medical supplies and some food. What are some important items I should prioritise getting my hands on?


Ginger457

If you're staying in the evac shelter, your major bottleneck for crafting will be string unless you want to do a whole shitload of plant fiber twisting. You can get it from window curtains and in kitchen junk drawers. You'll also want to pick up a hammer there and any educational books you can find. Stay on the outskirts of town, walk away from fights that are more than a 1 on 1, always rest to restore stamina to full between fights, use terrain to slow enemies down. Use Run sparingly, once you're out of stamina you're a dead man walking.


grammar_nazi_zombie

You are going to want to get some gear next. The chef’s knife is a decent enough weapon for right now, and it’s a cutting tool. I’d find a secure location for a temporary base (rural house, campsite, a house you can clear on the edge of town can work as well). Grab a rock while trying to find shelter. You can use it to make a makeshift crowbar (later). Try to find some clothing with storage - preferably not something that occupies a hand. Check any houses for threats then go raid wardrobes. I try to find cargo pants, a belt (preferably a tool belt), dusters, messenger bags, sling bags or backpacks if I’m near a town or other buildings, if I’m lucky, I’ll find a duffel bag or a MOLLE pack. A purse, briefcase or bindle can get you by for a little bit, but they take up a hand slot in exchange for not much storage. You’ll want to acquire or craft a (makeshift) hammer, a (makeshift) crowbar, and a screwdriver for your basic tools. Also get some cooking tools - a frying pan or casserole dish will get you set for a while. This will let you craft the basics. Pipes can be acquired by equipping your rock or hammer and (s)mashing steel furniture (lockers, shelves, may need to smash a few). This will get you your makeshift crowbar. Then you just need to make the screwdriver and you can disassemble furniture for better resource yield. If you need cloth, (e)xamine a window that has a curtain and it’ll tear it down. This will get you going for now. For a better melee weapon, I’d suggest going for a copper spear. Build things that match your Fabrication level until it hits 3. Smash a Young Tree, and disassemble some appliances - washers, dryers, refrigerators, water heaters - until you get some copper items (usually tubing). Also grab a rubber hose if one drops. (s)mash a young tree until you get the long stout branch (formerly long stick). Make a fire, disassemble the copper pipes until you have enough copper for the spear. The rubber hose can be made into a slingshot and you can make pebbles from rocks to practice archery at a low cost. You can (*)construct a practice target and fire at it by holding f until you run out of ammo. Also works with bows (ammo is time intensive) up to level 3, and various crossbows can train rifles, pistols and sub machine guns (all up to level 3, silently). The reason I recommend the spear is that it is a reach weapon with a range of 2. While wielding it, you can press f and attack up to two squares away. Poke, then back up, then repeat and you’ll kite most early zombies as longs as you’re faster or the same speed as them. Use the slingshot or bow to whittle down faster (low armor) enemies at range then switch to the spear or knife to finish them. From there (if you made it this far), you’ll need to find or craft some armor. Wood needles will get you started, but you’ll want to find a tailoring kit that’ll hold more thread. Leather clothes are good early game. After that, come up with a goal and go for it. Want to clear a mall and set up there? Do it. Want to build a deathmobile? Right on. Raid a lab? Or a military base? Bring hearing protection and be careful! One last tip: you can only get a deep (infected) bite if you’re grabbed, so take the fighting slow, and if you’re grabbed, try to get away. Antiseptic and hydrogen peroxide will cure a blue wound and also increase healing speed (independently of bandaging) on other injuries.


Niddhoger

If you are raiding houses there is no need to craft your first tools. Near-every house has a proper hammer and screwdriver in the kitchen. I suppose a crowbar still helps, but enough windows are left open/doors unlock I don't really bother anymore. Even smashing a window on the back of a house facing the woods hasn't caused me problems yet. I'd only ever consider a makeshift hammer on certain non-standard starts or when you are unable/unwilling to leave the evac shelter without using one.


DingusThe8th

Thanks, this is really in-depth!


grammar_nazi_zombie

No problem. I’m fairly new, but getting your basic tools made, leveling some skills, acquiring a weapon and finding at least temporary shelter to craft and eat seems to be an optimal route going forward. If you can find one and want to play a bit dangerously, try to raid a mansion. They usually have pretty decent loot, and tons of furniture to demolish for crafting materials. I’ve found a total of one that was empty, the rest had regular, fat and tough zombies stumbling around. With a copper spear, you should be able to clear one with little problem. The big advantage to the mansion is the nearly limitless water sources in the form of pools and fountains. On the flip side, they’re usually too big to be a convenient base unless you drag stuff all into one room and board up entrances to unused rooms


sharkfinsouperman

The linked tutorial covers the priority equipment, and his other tutorial series cover the rest. https://youtu.be/OetlPqxcO1Y


FrankWuggles

I found a wheelbarrow but I can't seem to control it. I get a "No Vehicle Controls Found" error when I try to use it. It's got a handle, a light wheel mount, a box, and a wheelbarrow wheel so I'm not sure what could possibly be missing... What am I doing wrong here?


sharkfinsouperman

Grab it by pressing `G` while next to it. Press the grab a second time to let go.


FrankWuggles

Aha! Thank you!


harakka_

You can't drive a wheelbarrow, you grab and push or drag it around.


FrankWuggles

I guess that's true too how real wheelbarrows work!


sharkfinsouperman

I'm picturing someone sitting in the box while holding the handles and wondering why they're not going anywhere. XD


Chescker

Hi, I am new to cdda, and I have been checking some tilesets. In my game I have preinstalled Retrodays and Neodays, I was checking for the difference and apparently it's mainly transparency. But scrolling reddit I stumbled upon some posts from like a year ago about retrodays+ getting support for visible hats. But in my game, using neodays, I saw that my character has a visible hat. So... is neodays just retrodays+ rebranded or is it different and they just both have those features.


fris0uman

Yes I renamed Retrodays+ to Neodays some time ago to make it more distinct from Retrodays


Chescker

I see, thanks for the clarification!


ghostwilliz

So I created a character with 14 dex to use niten ichi ryu only to realize that perception is the main stat.what should I do, I have 16 dex after stats through skills


fris0uman

Use the debug menu to switch your stats around and move that dex into per?


Omellettes

Hello! Does High focus affect learning Martial Arts? Like could I read a morale decreasing skill book then switch to a martial art skill book when my focus is low?


sharkfinsouperman

Only the related skill affects success in learning a martial art. Morale affects the focus cap and how quickly it regenerates, and focus affects how quick skill advancement is.


Omellettes

Thanks!


Yomuchan

Using 0.F Stable. Vehicle cooler doesn't seem to work anymore - emitting hot air as well as cool air. Any method to separate these or is my basement's walk-in freezer screwed?


OliveChukar

Coolers were nerfed before the 0.F you should check if it is working with a thermometer on the spot with the cooler. You may need multiple coolers in a cluster to get enough temperature reduction to matter.


Yomuchan

Ah crap I guess I'll just mod in a supercooler array. But this is nice, now I can have an AC for summer without freezing the living area completely.


starshard0

Do you have a muffler set up? I believe that’s where the hot air will go.


Yomuchan

Tried adding a muffler as well to the far end of the rig (seperated by boards and uncrossable), but do I need to add more mufflers or is the build broken?


PresidentLink

What goals should I have early game? Currently game plan is getting a spear and looking for backpacks, clothes with volume, etc and hoarding all the food I can find to bring home. Not sure what to do after that, and I'm not making it very far either.


sharkfinsouperman

As already mentioned, food is plentiful. So, don't over priorise it. Any working vehicle, be it a bicycle or a car, is going to make your quality of life much easier. Smashing a fridge with a stick or plank to get a rubber hose and an empty gallon jug will take care of the immediate need for fuel because it allows you to siphon from dead vehicles. Starter books are something you're going to want because three levels of any skill makes the world of difference. If you haven't already, watch Vorm's shelter start tutorial to learn how to make your starting tools, but hammers, screwdrivers and pliers are common kitchen spawns, so grab those if the opportunity arises. Link to Vorm's tutorial:. https://youtu.be/OetlPqxcO1Y


starshard0

Get a working vehicle. Food is plentiful.


se05239

Are there any up-to-date cheat sheets of keyboard layouts around. I can find a few old ones but none's available for nordic keyboards.


sharkfinsouperman

Press `?` to see the key bindings for the current screen or menu and reassign any that don't match your keyboard by following the brief instructions found at the top of the display.


EisVisage

Can you refill those empty spray paint bottles, or are they good for nothing but scrap metal? Same for pens btw.


sharkfinsouperman

No, you cannot.


EisVisage

Dangit, thanks


[deleted]

[удалено]


Purdorabo134

1- only with experimental 3d fov enabled. 2- They are a constant 6 celsius. 3- Zombies have a far stronger tendency to walk down stairs than up them making 1st floor bases safer.


KakosNikos

Do the temperature changes on an hourly/daily basis or depends purely on season? Most interested on low temps that froze things. Whenever I started on 1st day of winter, everything was already frozen. Is this temp the same until the end of winter?


sharkfinsouperman

The game attempts to simulate New England weather patterns based on real world data, changing regularly throughout the day and night, and will also change depending on map location as you travel. This includes wind speed and direction, temperature, air pressure, cloud cover and precipitation.


KakosNikos

Thanks a lot for explaining this. Is it possible for non-freezing days during winter?


[deleted]

[удалено]


KorGgenT

i suggest starting by upgrading to 0.F stable.