NEO Scavenger

NEO Scavenger

Spy Mar 7, 2014 @ 11:48am
How can i make campfire?
Without lighter.

Someone told me 'trapping' skill make my character lit a campfire without lighter...

but i dont know how.. please help!
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Showing 1-9 of 9 comments
Bchhog Mar 7, 2014 @ 1:11pm 
Have never heard of this before, though I've only been playing scavenger for a short time. You need a lighter or other fire source to start a fire. Also need kindling in the shape of twigs or twine.
RalphRoberts Mar 7, 2014 @ 1:34pm 
if you put the trapping skill, medium branches, and some tinder in the crafting screen it will make fire.

If you want to discover more recipes they are all listed on the neo scavenger wiki.
Bchhog Mar 7, 2014 @ 7:32pm 
Good to know, checked out the wiki on trapping and didn't mention anything on that. Now I'll die less :D, trapping is a favorite skill of mine.
Last edited by Bchhog; Mar 7, 2014 @ 7:33pm
norker77 Mar 8, 2014 @ 8:14am 
Originally posted by BchHog:
trapping is a favorite skill of mine.

Yeah, you could easily split it into two skill and still have them worthwhile.

Love the Lure combat option, making light without a lighter, squirrel snares (useful for transporting shotguns and rifles, plus you get the chance to catch squirrels), getting fur (patchwork gloves and tunic, plus the awesome dogman fur coat), curing meat.
What's not to love about trapping?


Last edited by norker77; Mar 8, 2014 @ 8:14am
Bchhog Mar 8, 2014 @ 9:22am 
Originally posted by norker77:

Yeah, you could easily split it into two skill and still have them worthwhile.

Love the Lure combat option, making light without a lighter, squirrel snares (useful for transporting shotguns and rifles, plus you get the chance to catch squirrels), getting fur (patchwork gloves and tunic, plus the awesome dogman fur coat), curing meat.
What's not to love about trapping?

Yeah, transporting weapons? Elaborate if you would please.
Kaaven Mar 8, 2014 @ 10:04am 
Yeah, transporting weapons?
It's about using exploit that allows player to craft snares/splints from long weapons, to make them smaller/lighter and easier to transport.

And it is not really a bug too - it is obvious that a person with broken leg should be able to use his rifle as a temporary splint, if the situation is dire enough. But since the game have only one splint item, that is smaller/lighter than the guns that can be used to make it, it is an easy way to exploit the engine's shortcomings.
norker77 Mar 8, 2014 @ 11:23am 
Exactly as Kaaven said.
Dragoonseal Mar 8, 2014 @ 11:24am 
Originally posted by norker77:
Originally posted by BchHog:
trapping is a favorite skill of mine.

Yeah, you could easily split it into two skill and still have them worthwhile.

Love the Lure combat option, making light without a lighter, squirrel snares (useful for transporting shotguns and rifles, plus you get the chance to catch squirrels), getting fur (patchwork gloves and tunic, plus the awesome dogman fur coat), curing meat.
What's not to love about trapping?
Oddly enough I find my opinion of Trapping waning these days. It's still a good skill, better than most, but I find it provides me mostly just early game assistance. After awhile in a game lighters are common and always available, dogman fur coats get replaced with body armor, the Alertness bar is useless once you know that 4 noise traps always max it, the Lure combat move is not useful for melee characters or against retreating NPCs (using it means they get away if Lure doesn't trip them), depending on your skills/tools it can be easy to max the Loot bar for forests without squirrel snares, and as a personal preference I find cured meat to be a crummy food source.
norker77 Mar 8, 2014 @ 11:37am 
Lots of skills lose most of their utility once you reach a certain point of the game. For me that's part of the beauty of the game. Do I take a skill that helps me survive early on, but loses most of it's utility later on (Botany, Metabolism Skill) or do I take one where the full potential comes only comes later (Hacking) or do I take one that's useful all the time (Athletics, Melee, Ranged).

I do hope there will come more balance to the skills (increased utility for electronic and mechanic f.e.), but a lot of builds are viable and there aren't really any useless skills (electronic and mechanic are close, but that's due to the state of the game).

As for cured meat, I love it. With a water tester, hydration is a non-issue. Cured meat decays at only 1.3% per hour so you can lug it around for a long time.
It's a preference I know. Esp. with trapping you can find food whenever you are hungry, but I like to be prepared (and not be forced to scavenge/hunt when there is a horde of dogmen around).
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Date Posted: Mar 7, 2014 @ 11:48am
Posts: 9