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Oh well, it's not like messing around with the character creator isn't fun, and I'm pretty sure my usual 'electrical generation+tinkering+jacked equipment' setup should still be workable.
Personally, assuming nothing changes, I'm gonna go ham into 1.0 with the most powerful mutant build I came up with: Corrosive Gas Generation, Temporal Fugue, Precognition, and either Long Blades+Short Blades to make tinkering a breeze (disarm, my beloved), or Axes to destroy everything.
That said, disarming turrets spawned en masse by robot tinkers is probably a much more reliable source of materials. Though to be fair, things get dicey if they happen to put down blast cannons which proceed to juggle your sorry ass around the cave, possibly killing the other turrets in the process.
The journey is just about to begin proper.
Live and drink.