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I have modded game more difficult already, for example for materials I have 3 stack size in backbag, this reduced my carring capacity even further and made trading even more important.
Ressources, which you should trade Franko empty are: wood (with exception of late winter), materials, parts, water, sugar, weapons, consumables, filters. The rest are situational imo.
Exactly!
Like the other people said, though, backpack space is huge. No point in carrying 10 slots of 2 wood when you can carry 1 slot of gems and trade it for 20 wood
It sounds like you just need to prioritize what you scavenge at night.
Loot weapons
>I advise looting places with weapons early on. If you can pick up a gun from a basement, pick someone's cabinet for their shotgun, etc., that helps a lot. Once you learn about combat, it's not hard to steal weapons. Hide in the shadows and jump someone using a knife, then grab their gun. Leaving guns at home makes you much safer.
>LOOT BULLETS. You can carry 20 bullets per slot, which is a lot, and bullets are relatively valuable trading goods. Sometimes I'll have 200-300 bullets, and use 50 to completely buy out Franko - bandages, meds, everything. There are tons of bullets to be scavenged.
If there's violence, prioritize boarding the place up
>The radio has a station that will warn you when lots of bandits are on the streets at night, so you know how hard defense will be
>Get a hatchet early, chop up the cabinets and useless stuff in your house, and use the wood to board up the walls
Think about the order you build things
>You don't need a garden until the second or third week. It takes a long time to grow veggies - it's better to steal food early on, and worry about sustainability later. Same goes for advanced smokeshop and such.
>Upgrae your weapons bench early, so you can repair guns and make good weapons in general. Don't just rely on a hatchet for defense.
>Scavenge/trade for water early on, until you have enough components to build lots of filters. Especially in winter, when components and wood are more valuable for being burned. Other than cooking hot meals (which keep your people happy too), you don't NEED water. You can steal booze instead of making it, and you don't need a garden until late-game. As long as you have enough to cook with, don't worry about wasting components on filters. Then again, unless it's cold, components are cheap to trade for - I always clean out Franko's components (unless it's witner, when they're more expensive).
Keeping your people safe stops them from getting depressed - which means it's exponentially good, since they can do more work too, instead of laying in bed all day recovering. Safety first - then you can worry about them building other stuff.
Also, do you mean jump and KILL them? That always causes depression, which I can't get out of, and game over. Oh I mean in the game not IRL.
If you kill the elderly couple, you'll get really depressed. If you kill the soldier who's about to rape the girl in the supermarket, it will actually make your people happy, because you saved someone. You don't really suffer from killing the military outpost, and you get a bonus from saving prisoners in a basement.
It's not a hard rule, but generally if it says "danger" at a scavenge point, then you can kill hostiles. Note: hostiles.