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Pre-War Money is a fast way to get cloth if you really need it. If you don't need cloth, you don't need Pre-War Money.
unless you collect it and bulk it and sell it. then its common junk you sell for a handful of caps, better to craft outfits and sell those to the vendors gaining xp from the process.
crafting is really an overlooked mechanic here in applachia, benches used for repair and scrapping. junk piling up in boxes people complaining non stop about it to the point the makers instituted a bottomless stash box just for junk.... and yet its still not being used as intended. to gain small amounts of xp and to move stuff out of the stash into the vending system either player sold or bot bought. inbetween excursions of adventuring. we were intended to spend amounts of time in our camps they made a perk card expressly for it. its a pointless card now but it used to be helpful to spend more time in camp doing character building or gear maintenance.
cooking is just as viable if not a bit more profitable of a camp activity that adds another layer onto the chain. instead of crafting outfits fro profit and xp, you are cooking foods for profit / xp / survival. well to get food and drink buffs now, before it was for survival and not getting debuffed. thats been patched out. dosent change the chain as buffs now are better the more fed and hydrated you are. and food can be played sold or bot bought.
chems manufacturing takes this to an even more profitable level. as does ammo crafting popular rounds and charging a cap more form them. if a player buys 1200 .308 round for 1 cap each they will buy 600 rounds at 2 caps each eh? if you can craft hundreds of the most popular ammo types... players will buy them eventually.
is it more profitable to go out and do a public event? yes. some public events are really profitable. crafting isnt THE most profitable manner to spend your time on. but its a very good feature to use to rid junk and gain xp and some caps doing it. costs junk and or food instead of ammo and chems and repairs for your gear.
What attire is viewed the most fetching to a discriminating vendor bot's visual sensors? The fashion world of modern-day Appalachia seems pretty fickle.
and most outfits go for about the same 30 to 50 caps range at the bot shops. its the process thats profitable in more than caps. and if the outfits are from say the more rare events that come and go like the santa scorched, mole miners pails then those outfits or plans can be worth more to players than bots. depends on what plans you know or can buy. treasure hunter and insurgent outfits never stay in my machine long at 75 caps each.
other things like halloween outfits cost little in materials and gain little in caps but the quantity you can make makes it profitable. many of the most desired outfits are rare drops or hard to trigger inventory from rare spawn of roaming vendor bots.
basically, collect cloth plastic adhesives and screws and leather by the truck load, find or buy the plans for some outfits... mass produce them, sell what you can to the botshop and vend the rest. until your botshop resets... dont need massive amounts of rare materials, dont need any perks either. but you can use a few if your making low level leather armors of various levels to vend yourself. its all xp and that xp accumulates and eventually awards score. not the best way to get caps rich but it is a way to empty the vendors while gaining space in your stash box and xp. if crafting guns now youre getting into more materials and perks at this point become needed. btu youre going to get a bit more xp and caps for the effort. its more of a maintenance of your camp and character than a get caps rich scheme. its efficient and nets the character progress across multiple fronts.