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Allows digging. Digging ground generates soil or sand. Also there is a small chance to find small items, like coins, scrap, bullets, seeds, worms, etc. Basically anything that can fit into palm of a hand.
Multiple variations of shovel:
Stone - 70% probability to get soil/sand. 1% chance to find items. About quarter the stamina usage of pickaxe.
Iron - 80% and 2%.
Steel - 90% and 3%.
SK-47. Shovel Kalashnikova is objectively the most popular shovel in the world.
ICBS - Intercontinental Ballistic Shovel. You should not have this one, its bad for your health.
Soil is used to make crop plots. Sand can be smelted into glass at the furnace.
Enemies occasionally drop treasure/stash maps. 3% chance per bag and it is separated from main loot probability and drop lists.
Map shows outline, full or partial(easiest way to do it is to take a screenshot from some height and then put it on map as photograph), of some island, with X marking the spot. Go there and do some digging. If player is digging in 2 meter radius from right spot, after 4-5 thrusts he will dig up a stash with something in it. Content of the stash is based on it value and value is completely random - can have worth of 100 and can be worth of 100k.
New buildings: Sifter.
Sifter allows player to sift thru excess sand or soil, with a small chance to find small items. Has 2 inventory pages, input and output. Can find small items, similar to shovel.
Manual/DIY sifter. Only works when player has sifter menu/inventory open. Consumes 1 unit of material every 15 seconds, with 3% probability of finding something. Researchable.
https://gardensall.com/wp-content/uploads/2016/03/12705325_691140477695434_3059228160026875598_n.jpg
Rotary sifter. Requires small amount of power. Load and forget. Consumes 1 unit of material every 10 seconds, with 5% probability of finding something. Requires rare blueprint.
https://5.imimg.com/data5/SELLER/Default/2021/4/QD/EC/WE/94018449/rotary-sifter-machine-500x500.jpg
Sifters require sieves, that slowly degrade from usage:
Wooden - 4 wood, 2 cloth. 100 uses.
Iron - 3 ingots. 300 uses.
Steel - 3 ingots. 500 uses.
Industrial - rare loot only, 1000 uses.
Iron and steel sieves increase chance to find something by 1%. Industrial by 3%.
Sandbags. Maybe. Cloth + sand. They could "attract" enemy ranged fire, with enemies prioritizing shooting them, if player is behind them.
Ability to smelt scrap into iron ingots. 10:1 is fair imo.
Reinforced glass. Glass + steel. Transparent, but stronger than even iron panels.
I am sure that more uses could be come up with later, but initially it would be just convenient way to trade.
On the positive side it means that player can buy and sell stuff without leaving his base. Each trader would have his own page.
On the negative side is that it puts 20% penalty on all purchases and sales(aka player has to pay 20% more for everything and stuff he is selling will be worth 20% less). And it takes 24 hours for purchased goods to arrive(since traders come to you).
Goes into same slot as pouches, headlight, etc. go. Only one can be equipped at any given time.
Simple Belt: +2 extra quickbar slots.
Fine Belt: +4 extra quickbar slots.
Masterwork Belt: +6 extra quickbar slots.
Yes, they are fairly useless but they should not be changed so they magically increase stats.
Only if they reduce the initial quick bar to 2 slots - your hands.