Vehicles: Difference between revisions

From The Cataclysm: Dark Days Ahead Wiki
Jump to navigation Jump to search
(Tablified storage parts)
(Vehicle processing metagame)
Line 803: Line 803:


Each cable along the way adds some power loss to this transfer.
Each cable along the way adds some power loss to this transfer.
When a vehicle moves, all jumper cables connected to it immediately disconnect.
== Vehicle processing metagame ===
All vehicles in submaps loaded into memory are processed. This means that their fuel is consumed (if engines are on), solars charge batteries (if the car is above ground and in sunlight), parts consume power, alternators connected to active engines charge batteries etc. Vehicles outside those submaps are effectively frozen in time. Vehicles on loaded submaps but outside the [[reality bubble]] will not move, though they are still processed.
A submap is loaded when it gets into [[reality bubble]]. It is unloaded when the game is saved (note: includes quicksaves and autosaves!).
Vehicles connected with jumper cables are an exception - one such vehicle in [[reality bubble]] will cause all others to load.
When trying to maximize solar power output, sleep near your car, on the same z-level and/or with autosave disabled.


== Other uses ==
== Other uses ==

Revision as of 11:47, 18 December 2014

Vehicles, as their name suggests, provide a means for the survivor to move around much faster than on foot and if equipped with a trunk or box; allow the survivor to store his or her belongings in them.

Unfortunately due to the loud noises their engines make, they can quickly turn into a death-trap should you cruise through a town because of the huge amount of zombies their loudness attracts. Due to acid rain and perhaps the neglect of their previous owners, most of the vehicles found in the streets are either damaged or broken, and this fact can quickly lead to the demise to the unlucky-enough driver of the car should his or her car break down in the middle of a horde.

Common Locations

Automobiles and other kinds of vehicles can be found in many places. Towns are filled with vehicles of all kinds blocking the streets, usually wrecked. Garages can spawn vehicles of various kinds, sometimes just chassis, but often drivable ones. Farms have a good chance of housing a flatbed truck in decent condition. Roads and highways contain large numbers of cars and trucks, and there's always wrecked cars next to gas stations. Sewage treatment plants usually have some vehicles in the parking area.

While the majority of vehicles you'll find won't be of too much use other than for spare parts, make a habit of checking all the ones you find, as there's always a few that you can drive.

The first thing you want to check when finding a new vehicle is the amount of gasoline or batteries left (unless it's a bicycle) and if it has enough wheels to move around. In addition, you should check that the vehicle's controls, engine, and a seat are in working condition (any color other than gray). That information is displayed when examining the vehicle. With enough fuel and wheels you can start driving that vehicle as soon as you find it, so you can move it to a safer place to be able to enhance it, repair it, refill it, etc without the threat of zombies and other beasts.

Default Vehicles

This is a list of vehicles that you can find in the aforementioned locations:

Bicycle Motorcycle Quad Bike
|
#
o
o
^
#
o
o^o
x#x
oHo
Car Flatbed Truck Semi Truck
00
""
+##+
+##+
HH
0++0
O^O
"""
+#o#+

HHH
OHHHO
=^^=
OH#O
""""
+#oo#+
+
#oo#

xHHx
OOOO
OOOO
Truck Trailer Wagon Beetle


#

HH

OOOO
OOOO

++
HHH
HHH
HHH
0HH0
""
+##+
00
Bubble Car Golf Cart Scooter
x"""x
""#""
"###"
+"H"+
x"""x
oo
##
oo
o
#
o
Military Cargo Truck Schoolbus RV
===
OHx
"""
+###+
"""
##
O##O
O##O
#*
O=^=O
"""0"
"#H=+
"#H#"
"#=#"
"#H#"
"#H#"
"#=#"
O#H#O
"#H#"
""+""
OO
"""
+#=#+
+
#H=+
HHH
HHH
&H#
Shopping Cart
o

You can also find incomplete versions of some of those vehicles inside garages. In that case they'll be displayed as "<name of vehicle> Chassis".

Driving skill

Driving skill affects the chance to fumble with controls, chance to recover from or prevent a skid and accuracy of weapons fired during driving. Chance of fumbling decreases linearly with the skill, reaching 0 at 4 skill.

Fumbling with controls

Fumbling with controls causes the vehicle to randomly steer to the left or to the right. This can happen at any speed. At higher speeds, it can happen multiple times in a turn (during every vehicle movement).

Keys

The directions mentioned in the table below are relative to the direction of your vehicle.

Driving

ACC. LEFT ACCELERATE ACC. RIGHT
7 or y 8 or k or UP 9 or u
TURN LEFT KEEP MOVING TURN RIGHT
4 or h or LEFT 5 or . 6 or l or RIGHT
DEC L/REV R DEC/REV DEC R/REV L
1 or b 2 or j or DOWN 3 or n

s - Handbrake

^ - Display vehicle controls

Interacting

e - Examine / Interact with vehicle parts, depending on certain conditions, you might get a menu with the following items.

  • e Examine vehicle, displays the vehicle interaction window.
  • v Control vehicle, displays the vehicle control menu, when the tile has the controls.
  • h Use the hotplate, when the tile has a hotplate and the vehicle has battery.
  • g Get items, access the tile's storage.
  • i Get items on the ground.
  • c Fill a container with water, when the tile has a water tank and the vehicle was water.
  • d Have a drink, when the tile has a water tank and the vehicle has water.
  • w Use the welding rig, when the tile has a welding rig and the vehicle has battery.
  • p Use the water purifier, when the tile has a kitchen buddy and the vehicle has battery.

o - Open door / curtain - In the experimental builds of the game, doors can construct vehicle curtains. From the outside you open both the door and the curtain at the same time. From the inside you first open the curtain, then the door.

c - Close door / curtain

G - Grab a nearby vehicle / Release vehicle

Examining

These actions are only available when examining a vehicle.

[Arrow keys] or [numeric pad keys] to navigate through the vehicle tiles or parts

ENTER to select a tile and browse through its parts

i - Install part

r - Repair part

f - Refill fuel tank, battery storage, etc

o - Remove part

s - Siphon fuel

d - Drain water

c - Change tire

e - Rename vehicle

ESC to go back to browse other tiles or exit the vehicle examination screen


To drive a vehicle move over a tile with both a seat and vehicle controls present, and press ^. To exit a vehicle press ^ and select "Let go of controls". Boarding and exiting a vehicle costs 200 movement points. Getting out of a moving vehicle with a speed greater than or equal to 1 MPH will fling you in the direction the vehicle was going. This will cause damage in a similar way to smash attack, with fling speed proportional to vehicle speed.

To control a vehicle you can use either the cursor keys or the numeric pad. Using the numeric pad has the advantage of allowing your vehicle to move diagonally, and forward without any other interaction than pressing 5 (or .) once your vehicle is in motion. Otherwise you'll need to either turn or increase/decrease your speed to update the current vehicle position.

Press s to use the handbrake. The handbrake is intended to bring the vehicle to a standstill, but if the vehicle is unstable (if it turned recently, for example), it can cause a skid.

Displays

When driving, the relevant information related to your vehicle will be displayed in the lower right side of the screen. These are the displays present there, from left to right:

Skidding

.0.

Skidding can happen when a car collies with something heavy enough or the handbrake is pulled while driving at high speed. High driving skill decreases the chance of skidding and increases the chance to recover from it.

If the display shows .0., then the wheels are facing the same direction in which the vehicle is moving. If the display shows L.. or ..R, then the vehicle moves to the left or right of the direction it is facing. Aligning the car with the direction of the skid makes it much easier to recover from it.

Speed

Cruise control on

{mph 18> 30}

The blue number is the current vehicle speed. The green number is the desired one, and the only one you can directly modify by pressing the accelerate or decelerate keys. Your vehicle will always try to match its current speed with your desired one.

Note that cruise control will only work when the driver is at the controls. If you lower the cruise speed to 0 and immediately let go of the controls, the car will keep its full momentum.

Cruise control off

{mph 37}

The number displays the current vehicle speed. Without any input from the player, the vehicle will decelerate progressively. Maintaining a stable speed is therefore trickier than with cruise control on, requiring more attention from the player.

Safe speed

Safe: {mph 37}

Not safe: (mph 348}

If the current speed display turns yellow or light red you're currently going faster than the engine's recommended safe speed. While doing so your engine will be progressively damaged which decreases its power output (and increases fuel consumption to keep up the speed). You'll also be warned by the engine emitting weird noises. If the only engine breaks while driving at high speed, stopping may be very hard.

Going above safe speed also greatly increases fuel consumption. This is the case even with muscle engines.

Fuel

E.|.F

The vertical bar indicates how Empty or Full the gas tank or batteries are, by its proximity to each letter. A light red E means that the tank or batteries are totally empty. When totally full it's the F that is light red colored.

There are 5 fuel meters, gasoline, diesel, water, hydrogen and battery, designated by the indicated color.

Vehicle controls

Vehicle
controls

h Disable cruise control
c Turn on headlights
l Switch turrets to burst mode
m Fold bicycle
e Let go of controls
  Do nothing

All vehicles have a built-in controls device (accessed via ^). This allows you to set the desired speed and, if installed, manage the activation of your vehicle's headlights and mounted turrets.

It's also the only way to exit a vehicle.

Performing actions while driving

While the vehicle is moving, you cannot perform some actions (sleeping, reading, construction). To perform these actions, the vehicle must be stopped and the character must disembark. Note that seats are almost as comfortable as beds when it comes to sleeping in a vehicle, making the typical vehicle a good place to spend the night. One-handed firearms can be used while driving a vehicle, although a penalty to accuracy (in the form of a constant addition to recoil) is suffered, with its severity depending on the speed of the vehicle. This penalty is reduced with a higher Driving skill. Non-obstructive parts of the vehicle, such as wheels, can only be hit by bullets if deliberately aimed at.

Terrain

Light and vehicles are better suited to highway or road types of terrain. In other types you have a chance of crashing against shrubs and other natural obstacles, which can make your vehicle stop and, in some cases, throw you into the air (and take damage once you collide). You can also risk getting your vehicle stuck, making its recovery extremely tricky.

The thinner and shorter the vehicle, the easier it is to maneuver it around obstacles. The heavier and more armored it is, the less it needs said maneuvers.

Stuck vehicles

As mentioned before, sometimes you'll get your vehicle stuck in the environment, be it after a collision or because of careless driving.

If your vehicle is light enough (shopping cart, bicycle, motorcycle...) you might be strong enough to either drag it with you or slowly push it away until it gets unstuck. To do so press G to grab the vehicle, select the direction your vehicle is, and move to the desired direction. Then press G again to release it. Repeat as necessary until your vehicle is freed.

Vehicle Construction

While it is certainly possible to build your own vehicle, a great amount of materials are needed as well as the following tools:

In order to create a vehicle, in addition to the above tools, a steel frame is required for starting the process. (Access the construction menu * and select 'Start Vehicle Construction'.)

  • A jack when adding or removing wheels
  • Non-storage batteries don't require welding/duct tape, only a wrench. Storage batteries can be welded, but also inserted in storage cases (no tools to install/remove)

A functioning vehicle requires a minimum of:

  • Two wheels
  • One seat or saddle
  • Vehicle controls
  • Any engine
    • if that engine is not muscle powered, a battery (to start the gasoline engine, or power the electric motor)


Note, that removing a frame is not possible if another part is attached to it or if removing it would leave any part disconnected from the rest.

You can install more than one engine. This gives diminishing returns, as the total power is multiplied by: (4 / nr_of_engines + 3). With two engines they each give 80% power, three = 66.6% power etc. As a result, adding a weak engine can decrease the total power (while still increasing consumption). Engines that are turned off or lack fuel aren't included in calculations.

Installing more than one non-muscle engine has an additional requirement of mechanics skill. Second engine requires level 12, each next one (requirement of last)/2 + 12. That is, third 18, fourth 21, fifth 22, sixth and all after that 23. Muscle engines don't increase this requirement, but still count as engines when determining total power (if turned on).

Many different vehicle designs can be created and optional accessories such as turrets and headlights can also be added. To install a headlight, press (i) to install it, press (enter), maneuver the pointer in the direction you want the light to point, and then press (enter) again.

Vehicles consist of parts, which can be damaged and, eventually, broken. Parts can be external, or internal (which are mounted inside the former). External parts are enclosed in [square brackets], internal parts in -dashes-.

Internal parts which are tagged as 'over' are a special case. They will be enclosed in (round brackets), override the color of the external part, and will function as armor — protecting other parts in this tile from damage (although not infallibly).

Vehicle tiles can be tagged as inside (marked as In) or outside (Out). Inside tiles protect from weather effects, while outside ones don't. To become an inside tile the tile must have a roof, and the adjacent tiles must have either roof or some impenetrable obstacle (like a closed door or windshield).

The mass, top and safe speed, acceleration, fuel consumption, noise and mobility of a vehicle is based on its composition. For example, safe speed is the speed at which engine can pull the mass without damaging the engine.

Modifying a vehicle

To modify a vehicle examine any of its tiles, so the vehicle screen shows up. From there you can navigate the different vehicle tiles and parts with the arrow keys or numeric pad, and selecting by pressing ENTER.

Characters will refuse to modify a vehicle if their morale is lower than -50.

Removing parts

Select the part you want to remove (by using the cursor keys) and remove it. You'll need a wrench and hack saw (or just an integrated toolset) in your inventory or nearby to do this. The removed components will be dropped on the ground, under the player.

Successfully removing a part grants 30 skill points to the mechanics skill. If a trunk with items inside is removed, the items will be placed under the player. Removing a damaged part will result in damaged components. Removing a destroyed part will only create scrap.

Installing parts

You'll need the required components, mechanics skill and tools (powered welder, welding goggles and wrench, or just an integrated toolset) to be able to install any part.

Select the area where you want to install something by using the arrow keys and then install it. A list of possible accessories will be displayed in the lower right area. Navigate the list until you find the one you want and press RETURN. Those greyed out are possible installations where you lack the required components.

New parts can be added only to passable non-diagonal adjacent squares. A successful installation grants [part difficulty] * 5 + 20 practice points to the mechanics skill.

You can't use filled metal tank to install a part, even if it is filled with relevant liquid (ie. you can't reinstall a gas tank you just removed without draining it first). You can use damaged components, but the resulting part will also be damaged. Components reinforced by tools will become non-reinforced parts, you need to reinforce components with specific recipes to get reinforced parts (such as Reinforced solar panel).

Vehicle parts

A list of all the parts you can install in a vehicle, detailing their characteristics, the required components in order to install them and miscellaneous notes.

The Par column has different meanings depending on the type of part:

  • power for engines (top speed) and solar panel (% of 1 fuel per turn, can be > 100)
  • size for wheels (inches)
  • capacity for fuel tanks and parts that allow storing cargo
  • bonus for seatbelt (str) and muffler (%)
  • energy consumption for parts that require power from the car battery to work

Steel frame, steel plating, as well as spiked plating and hard plating can be crafted with a welder by using lumps and chunks of steel.

    Name Dm Du Par Fuel Req Comp S Flags Note
#* seat 60 300 100 0 seat 1 over seat boardable no_reinforce cargo beltable You need a seat and vehicle controls in the same tile to drive.
*# tracking device 10 20 -63 0 vehicle tracking device 3 track unmount_on_damage
#* saddle 20 80 0 0 saddle 1 seat boardable
#* foldable seat 10 20 0 0 sheet 3 seat boardable foldable Cannot be unfolded, thus not usable as a driver seat
#* bed 60 95 200 0 seat 1 over bed no_reinforce cargo
┘┐┌└^
┼│─=H
# frame 100 400 0 0 steel frame 1 external mount_point mount_inner 13.61kg / 30.00lbs
h# foldable light frame 100 50 0 0 pipe 3 mountable foldable
┘┐┌└^
┼│─=H
# extra light frame 100 175 0 0 extra light frame 1 external mount_point mount_inner 5.05kg / 11.13lbs
┘┐┌└^
┼│─=H
# heavy duty frame 100 1200 0 0 heavy duty frame 1 external mount_point mount_inner 26.00kg / 57.32lbs
^# handle 100 100 0 0 pipe 1 external mount_point mount_inner It's just a decorative and weak frame variant.
┘┐┌└^
┼│─=H
# wooden frame 100 200 0 0 wooden frame 1 7.00kg / 15.43lbs
^# wooden handle 100 150 0 0 wooden frame 1
┘┐┌└^
┼│─=H
# light wooden frame 100 100 0 0 light wooden frame 0 4.00kg / 8.82lbs
┘┐┌
└│─
# board 100 240 0 0 sheet metal 1 external mount_point mount_inner opaque obstacle Like a frame, but blocks movement and vision.
┘┐┌
└│─
# heavy duty board 100 1000 0 0 steel plating 1 opaque obstacle
┘┐┌
└│─
# wooden board 100 300 0 0 wooden plate 1 opaque obstacle
┘┐┌
└│─
# quarterpanel 100 225 0 0 sheet metal 1 obstacle Like a board, but doesn't block vision.
┘┐┌
└│─
# extra light quarterpanel 100 100 0 0 pipe 1 obstacle Like a board, but doesn't block vision.
┘┐┌
└│─
# wooden quarterpanel 100 75 0 0 wooden plate 1 obstacle Like a board, but doesn't block vision.
=H# aisle 100 400 0 0 sheet metal 1 internal over no_reinforce aisle boardable You can move faster through these than other car parts.
=# floor trunk 100 400 350 0 sheet metal 1 internal over no_reinforce aisle boardable cargo covered You can move faster through these than other car parts. Also provides storage like a trunk or box.
h# stow board 100 200 250 0 sheet metal 3 obstacle opaque cargo covered
## cloth roof 100 15 0 0 sheet 1 roof foldable
## roof 100 240 0 0 sheet metal 1 internal roof Only provides protection from rain -acid and normal- when surrounded by other roofs, doors, boards or windshields
## heavy duty roof 100 1000 0 0 steel plating 1 roof Only provides protection from rain -acid and normal- when surrounded by other roofs, doors, boards or windshields
+& door 80 225 10 0 steel frame 2 external cargo obstacle openable boardable window It also provides limited visibility, in the experimental build these can be fitted with curtains which can be closed from the inside.
+& opaque door 80 240 10 0 steel frame 2 external obstacle openable opaque A door that blocks vision.
+& internal door 75 240 0 0 steel frame 2 external obstacle opaque openable roof boardable no_reinforce
+& hatch 80 120 150 0 steel frame 2 cargo obstacle openable multisquare boardable covered
+& heavy duty hatch 80 360 150 0 heavy duty frame 4 cargo obstacle openable multisquare boardable covered
"0 windshield 70 50 0 0 sheet of glass 1 over obstacle window no_reinforce A part that blocks movement but allows vision. Relatively fragile.
-x blade 250 200 0 0 blade 2 external unmount_on_damage sharp protrusion no_reinforce
|x blade 250 200 0 0 blade 2 external unmount_on_damage sharp protrusion no_reinforce
.x spike 300 250 0 0 spike 2 external unmount_on_damage sharp protrusion no_reinforce
0x wheel 50 200 9 0 wheel 4 external mount_over wheel mount_point variable_size
Ox wide wheel 50 400 14 0 wide wheel 5 external mount_over wheel mount_point variable_size
Ox armored wheel 50 800 20 0 armored wheel 6 wheel variable_size
BE roller drum 500 7500 60 0 heavy duty steel drum 7 obstacle wheel variable_size
|x unicycle wheel 50 40 2 0 bicycle wheel 2 wheel stable variable_size
|x wheelchair wheel 50 40 4 0 pair of wheelchair wheels 2 wheel stable variable_size foldable
|x bicycle wheel 50 40 2 0 bicycle wheel 1 external mount_over wheel mount_point variable_size
ox motorbike wheel 50 90 4 0 motorbike wheel 2 external mount_over wheel mount_point variable_size
ox small wheel 50 70 6 0 small wheel 2 external mount_over wheel mount_point variable_size
ox caster 50 70 6 0 set of casters 1 wheel stable variable_size foldable
|x wooden cart wheel 50 30 2 0 wooden cart wheel 2 wheel variable_size
|x banded wooden cart wheel 60 60 2 0 banded wooden cart wheel 2 wheel variable_size
*# 1-cylinder engine 80 150 40 gasoline 1-cylinder engine 2 internal engine variable_size
*# V-twin engine 80 200 120 gasoline V-twin engine 2 internal engine variable_size
*# Inline-4 engine 80 300 300 gasoline Inline-4 engine 3 internal engine variable_size
*# V6 engine 80 400 800 gasoline V6 engine 4 internal engine variable_size
*# V8 engine 80 400 800 gasoline V8 engine 4 internal engine variable_size
*# V12 engine 80 600  ? gasoline v12 engine 8 engine variable_size
*# electric motor 80 200 70 batteries electric motor 3 internal engine
*# large electric motor 80 400 350 batteries large electric motor 4 internal engine
*# small electric motor 80 120 15 batteries itm_motor_small 1 engine
*# plasma engine 80 250 400 hydrogen plasma engine 6 internal engine
*# foot pedals 50 50 60 muscle foot crank 1 internal pedals engine foldable An engine that doesn't require any fuel source.
*# hand rims 50 50 50 muscle itm_hand_rims 1 hand rims engine foldable An engine that doesn't require any fuel source.
O# gasoline tank (small) 80 100 6000 gasoline small metal tank 1 fuel_tank
O# gasoline tank 80 150 30000 gasoline metal tank 1 internal fuel_tank
O# gasoline tank (little) 80 75 650 gasoline little metal tank 1 fuel_tank
O# externally mounted gas tank 80 160 110000 gasoline 55 gallon drum 1 unmount_on_damage fuel_tank protrusion
O# small storage battery 80 200 1000 batteries small storage battery 1 fuel_tank
O# storage battery 80 300 100000 batteries storage battery 2 internal fuel_tank
O# minireactor 80 580 10000 plutonium minireactor 7 internal fuel_tank Provides electricity for electric engines.
O# hydrogene tank 80 150 3000 hydrogen metal tank 1 internal fuel_tank
O# water tank 80 150 400 water metal tank 1 internal fuel_tank Allows the storage of water for use by a kitchen unit
H# minifridge 80 100 300 0 minifridge 3 cargo obstacle fridge covered Drain battery while on, can be toggled on/off with controls.
H# trunk 80 350 650 0 steel frame 1 over cargo covered
o# box 60 100 275 0 steel frame 1 over cargo boardable covered
o# travois 60 50 205 0 light wooden frame 0 cargo boardable covered
o# wire basket 60 75 60 0 wire 1 cargo boardable foldable
o# shopping cart basket 60 75 200 0 basket 1 cargo boardable
## table 60 145 15 0 v_table 1 cargo obstacle
$$ controls 10 250 0 0 vehicle controls 3 internal controls foldable Controls need to be on the same tile as a seat to be useable.
// muffler 10 50 40 0 muffler 2 internal muffler One per combustion engine to reduce noise. Additional mufflers do nothing.
,, seatbelt 10 35 25 0 rope - 6 ft 1 internal seatbelt Reduces the chance of being thrown from your seat during a collision.
,, 5-point harness 10 100 25 0 rope - 30 ft 2 seatbelt
\0 curtain 1 200 25 0 sheet 1 openable openclose_inside opaque curtain Can be installed on windshield and doors.
#x solar panel 10 20 111 0 solar panel 6 over solar_panel Charge faster the sunnier it is.
#x reinforced solar panel 80 300 105 0 reinforced solar panel 6 solar_panel Charge faster the sunnier it is.
#x upgraded solar panel 10 20 222 0 upgraded solar panel 8 solar_panel Charge faster the sunnier it is.
#x reinforced upgraded solar panel 80 300 210 0 reinforced upgraded solar panel 9 solar_panel Charge faster the sunnier it is.
#x quantum solar panel 10 30 555 0 quantum solar panel 12 solar_panel Charge faster the sunnier it is.
u- water faucet 10 45 0 0 water faucet 1 faucet
&x kitchen unit 10 80 400 0 RV kitchen unit 4 over cargo obstacle kitchen covered roof no_reinforce To use it the vehicle also needs a storage battery (to power it) and, optionally, a water tank (to store water)
&x welding rig 10 95 400 0 vehicle welding rig 4 cargo obstacle weldrig covered
&x FOODCO kitchen buddy 10 80 400 0 FOODCO kitchen buddy 4 cargo obstacle craftrig covered
&x onboard chemistry lab 10 65 400 0 onboard chemistry lab 4 cargo obstacle chemlab covered
&x mounted electric forge 10 180 0 0 vehicle forge rig 3 obstacle forge
t# mounted M249 80 400 0 .223 M249 6 over turret cargo
t# mounted flamethrower 80 400 0 gasoline flamethrower 7 over turret
t# mounted plasma gun 80 400 0 hydrogen Boeing XM-P Plasma Rifle 7 over turret
t# mounted fusion gun 80 400 0 fusion FTK-93 fusion gun 7 turret cargo
t# mounted NX17 80 400 0 batteries NX-17 charge rifle 7 turret
t# mounted M2 Browning 80 400 0 50 M2 Browning HMG 6 turret cargo
t# mounted Mark 19 grenade launcher 80 400 0 40mm Mark 19 grenade launcher 6 turret cargo
)) steel plating 100 1000 0 0 steel plating 3 internal armor
)) superalloy plating 100 900 0 0 superalloy plating 4 internal armor Lighter than regular steel plating.
)) spiked plating 150 900 0 0 spiked plating 3 internal armor sharp Parts covered with this armor inflict additional damage to what it hits.
)) hard plating 100 2300 0 0 hard plating 4 internal armor 3 times as heavy as regular steel plating.
&& stereo system 0 60 -1 0 itm_stereo 2 stereo Requires 'music CD' to play. Uses car battery for power.
o* wing mirror 10 20 0 0 itm_mirror 1 mirror protrusion unmount_on_damage Mounted on car's sides. Easy to break.
** head light 10 20 -187 0 flashlight 1 cone_light Uses car battery for power. Fragile.
** reinforced head light 10 80 -187 0 itm_headlight_reinforced 1 cone_light Uses car battery for power. Fragile.

Flags:

  • external — can be mounted as a external part
  • internal — can be mounted inside another part
  • over — can be mounted over another part
  • mount_point — allows mounting other parts to it
  • mount_inner — allows mounting internal parts inside or over it
  • mount_over — allows mounting parts like cargo trunks over it
  • opaque — blocks line of sight
  • obstacle — nothing can walk through this part
  • openable — can be opened/closed
  • no_reinforce — cannot be reinforced with armor plates
  • sharp — deals cutting damage instead of bashing
  • unmount_on_damage — when damaged, part is unmounted rather than broken
  • roof — protects from acid and normal rain
  • wheel — this part touches ground (triggers traps)
  • seat — it's a seat
  • mirror - can show spaces out of sight from car interior
  • engine — necessary for vehicles to be able to move
  • fuel_tank — necessary for engines that use any kind of fuel
  • cargo — allows to store items
  • controls — allows to control the vehicle, necessary part
  • muffler — reduces noise emitted by gasoline engines
  • seatbelt — reduces damage to driver or passenger when the vehicle collides
  • solar_panel — allows to recharge storage batteries on sunny days
  • turret — it's a turret which can be activated to automatically shoot any enemy in sight
  • armor — gives extra protection to all the parts in that tile
  • variable_size — allows parts of different size or capacity
  • light — emits light
  • bed — it's a bed
  • kitchen — allows you to cook (draining batteries) or drink from a mounted water tank
  • aisle — An empty area you can walk on with no extra movement cost
  • stereo - capable of playing music
  • protrusion - can not be installed in existing parts

Vehicle Damage

Vehicles are damaged by colliding against obstacles, by environmental damage (such as acid rain and fire), by the type of terrain you're driving over or just by simple use.

As in real life, the damage suffered by your vehicle is locational. For example, by crashing the front right part of your vehicle against a building you would damage mostly just the front right wheel, front right frame, and any accessories located in that area. If the damage was high enough, it would propagate further and possibly destroy other components.

If the current speed exceeds the indicated safe speed (which you can check by examining your vehicle), the chance to damage the engine grows. You'll know if you're exceeding it if the current speed display turns yellow.

Note that you can still drive a vehicle with more than two wheels (such as a car) even if some of them are broken or missing. You can check its mobility status by examining it.

The damage of each part is displayed using a color code:

  • Undamaged
  • Slightly damaged
  • Damaged
  • Very damaged
  • About to break
  • Broken

Vehicle Repairs

To repair a vehicle you need a powered welder and a wrench (either in your inventory or nearby) or an integrated toolset, then examine the vehicle and select the segment part you want to repair by pressing the cursor keys. Then you can repair the damaged part if your mechanics skill is at least 2 points higher than the difficulty of installing the part.

If a part is colored gray it means that it's broken and you can't repair it, only replace it.

Finishing a repair grants [part difficulty + 2] * 5 + 20 practice points to mechanics skill

Changing tires

Alternatively to repairing an installed wheel, you can simply change it with another one. For this you'll need the replacement wheel (any size, but the same size is preferred), a wrench and a jack, in your inventory or in a tile nearby. Then proceed to change the tire, select the type of wheel in the list displayed in the bottom right, and press RETURN.

Changing a tire doesn't require any mechanics skill and, better yet, doesn't waste any of your precious welder batteries.

Refilling a vehicle

All vehicles except bicycles (or custom vehicles with foot pedals) need some sort of combustible or power source in order to move. You can check how filled its gasoline tank or batteries are by looking at the fuel indicator. It's displayed as "E../F", where the slash indicates how Empty or Full the gas tank or batteries are (close to E, empty, close to F, full). While mounted you can check it on the lower right corner of the screen. While dismounted you have to examine the vehicle to check it.

Gasoline engines

Gasoline can be found in gas stations and some mines and can be used to fill the gas tank of your vehicle in two ways:

A) examine a gasoline pump. When prompted say Yes to start pumping and then No when asked if you want to pour it on the ground, then choose any empty container in your possession that is able to hold liquids. You can use anything for this purpose, from a plastic bottle (that only holds 400 units) to a steel jerrycan (which can hold up to 20000 units of gasoline).

Once you have a recipient filled with gasoline examine your vehicle and search for its gasoline tank. You can find the tank by moving around the vehicle parts by using the cursor keys. Finally Refill it.

B) Move your vehicle next to the gas pump and examine it. When asked if you want to fill your vehicle say Yes, and then press the direction where your vehicle is. Now you can either say Yes to automatically refill the vehicle until its gas tank is full or say No and only fill it a bit. Whatever you decide depends on the situation, as filling a tank from empty to full can take a long time.

Electric engines

Require batteries and/or solar panels installed. Much more silent. Sound not affected by muffler.

You can refill car batteries by having normal batteries in your inventory and using the vehicle menu and refill it, however you won't be able to reclaim the batteries later. Car power is generally much easier to acquire in bulk than batteries.

Battery storage volume

Different storage batteries have different volumes. All can be refilled by either having a running engine with an alternator, solar panels, or by using a battery from inventory to refill the vehicle battery.

Sortable table
Kind Volume
Storage battery 100000
Truck battery 50000
Car battery 12000
Motorbike battery 12000
Small storage battery 1000

Water Tanks

You are required to fill your water tank with clean water. The easiest way to do this is to fill a steel or plastic jerrycan with water and use a water purifier, it will clean the whole thing provided it has enough charge.

Draining and Siphoning

You can drain any existing fuel, but not batteries, from any vehicle, provided that you have a rubber hose and some kind of liquid container. If you have those items just approach a vehicle, examine it and then siphon it. Once done that, you'll be asked to pick a container for the gasoline. This same procedure can be used to drain water from the water tank of a vehicle, if present.

If the water tank has a water faucet installed, you don't need the hose to drain it and can use the water directly for crafting, drinking and filling containers.

Using Vehicle Storage

Stand next to the tile with Vehicle Storage and Drop items into it. You can use the examine key to look inside vehicle storage. Storage in a vehicle is per tile, not per vehicle. An empty tile does not show up as having storage.

You can store items in any seat, bed, box or trunk present in the vehicle. From all those, trunks and boxes are the ones which only purpose is to store cargo. While you can use the driver's seat for storage you won't be able to sit properly to drive your vehicle if it's too packed.

Once the part used for storage has reached its maximum capacity any further items you place there will be dropped on the ground (you'll be warned about it). To recover those objects you have use the examine key, and select 'Get items on the ground'. Remember that if you don't pick those objects up again they'll be left lying there once you drive away.

Storage volume

Cargo spaces have different allowed volumes, here is a list:

Sortable table
Part Volume
Cargo Space / Cargo Carrier 1000
Trunk 650
Chemlab / Kitchen Buddy / RV Kitchen Unit / Welding Rig 400
Floor Trunk 350
Minifridge 300
Box 275
Stow Board 250
Shopping Cart Basket / Bed 200
Seat 100
Wire Basket 60
Table 15

Floor Trunks and Cargo Spaces have the added benefit of not slowing you down as you pass over them, while the minifridge--if powered--keeps food fresh longer and makes several drinks taste better. Stow boards block LOS/Movement while also acting as storage space.

Grabbing and dragging vehicles

You are able to drag any vehicle behind you as long as you're strong enough to move it. To do so, position yourself besides the vehicle, press G and select the direction the vehicle is. To release it, press G again.

So far, only 1 tile carts can be dragged around without problems. Vehicles will break free from your grip when they change orientation (from/to diagonal) and the tile you were holding changes its position relative to you. They will also interrupt dragging when any of their tiles gets under you. This makes dragging bikes in anything but straight line rather tedious. Heavier vehicles (regular cars) are generally not draggable at all due to their weight - 35 strength isn't enough to move a regular "Car"-model car.

Load vs strain

Load is (engine power used)/(maximum engine power output). In case of a single undamaged engine, this translates to (engine power)/(max power). Damaged engine's power output is proportional to it's remaining hp percentage. Multiple engines' output is multiplied by 4/(num_engines + 3). Note that adding a weak engine to a powerful engine can actually decrease the overall power output (and thus increase engine load for a given speed).

Load affects fuel usage, smoke and noise. Load is processed twice: once for driving, once for having an active engine. When driving, load is equal to percentage of acceleration used (ie. if acceleration is 50 and vehicle accelerates from 0 to 24, load is 0.48). The second load is equal to sum of alternator loads or 0.01, whichever is higher.

Strain is (|current velocity| - safe velocity)/(max velocity - safe velocity). Strain greatly increases fuel consumption (100 times more on max velocity than on safe velocity) and causes engine damage, unless the engine is powered by muscles. Muscle powered engines will instead drain extra resources from the driver (5 times as much at max velocity as on safe velocity).

Alternators

Alternators have to be mounted on a gas, diesel or muscle engine. They put a light load on the engine and in exchange produce energy when said engine is running. A truck alternator is comparable in energy output to 20 solar panels in bright sun, car to 13 and motorcycle to 7. More than one alternator type can be installed on an engine, but their efficiency is determined by their size, so installing smaller alternators will reduce the fuel efficiency.

Alternators only work when the engine they are attached to is active and fueled. When more than one engine is running, alternators are effectively shared between them.

Attaching anything but a truck alternator to a dedicated generator is certainly a waste. Really big engines (>10 liters) are naturally wasteful due to 1% lower cap on engine load. A 14-liter engine will not lose any fuel efficiency if it has both a truck alternator and motorbike alternator, but will produce some extra power.

Hunger/thirst/fatigue increased caused by muscle engines increase linearly with load, but this time you can't just leave the generator running and have to sit there and pedal while either doing nothing or crafting, so you may want to install all 3 alternators on your foot crank.

Smoke and noise

Active engine of any kind produces noise. An active gasoline or diesel engine also produces smoke.

Both noise and smoke are (not always directly) proportional to output of the engine. In case of multiple engines, load (power produced to power utilized) on each engine is equal. Smoke produced is a sum of smoke from all smoking (gas/diesel) engines. Noise level isn't summed - only the loudest engine counts.

Gas, diesel and plasma engines benefit from a muffler, which reduces the noise and smoke from those engines to 60%. Mufflers don't use any extra power. If a muffler exists, all smoke will be spewed from it rather than from engines producing it. Only the best muffler (the least damaged one) will be used.

Noise levels can depend on both current power (c) and maximum power (m):

Sortable table
Kind Noise
Gas/diesel 15*c + 3*m + 5
Plasma 9*c + 1
Muscle 5*c
Electric 3*c

Numbers (c and m) in the equations above are relative and actually translating them from/to user readable variables is not that simple. Exact values are: m = power_to_epower(part_power(p, true)) / 40000.0, c = m * load.

Additionally all driven vehicles have a low cap on noise of velocity_in_mph/5 or in metric velocity_in_kmh/11.2, which translates (roughly) to tiles_per_turn*1.8.

To put the numbers above into a perspective:

  • A medium-sized electric engine thrusting at full power produces 1 noise, large one 9 noise
  • A vehicle moving 3 tiles per turn produces 5 or 6 noise (unless its engines produce more)
  • An idling 15 liter gas engine with a muffler produces 20 noise
  • A fully utilized foot crank produces 2 noise

Turrets

Turrets fire automatically at enemies as long as they have ammo and are turned on. They can shoot at your own car, but they can only damage it with area attacks (bullets that hit the turret's car will not damage it). They will avoid shooting the player, but it can be unreliable, especially when standing close to the turret.

When the player is visible to the turret and within 24 tiles from it, it will not target any enemy within 30 degree cone centered at the player. This includes enemies much closer to the turret than the player. As the player gets closer to the turret, the cone is widened to 60 degrees (at 2 tile distance) and then 120 degrees (when adjacent). Despite that, the further you are from the turret, the safer you are from its stray shots.

Friendlies are ignored (neither targeted nor avoided). Closer enemies are preferred. Turrets can't see in the darkness and will not consider invisible player's safety.

Currently there is no way to turn off particular turrets. You can achieve a similar effect by blocking off its vision with shutter doors with a door motor installed and then closing and opening it with the door motor (using controls).

Hotwiring

Some cars still have working security system. Attempting to start such a car will have a chance to result in activating the alarm, activating the engine or both. Attempting to stop the alarm can damage the controls. Chances of success increase with mechanics skill.

Active alarm will make lots of noise and drain batteries.

Remote control

Vehicles equipped with drive by wire controls can be controlled using remote vehicle controller. This can be utilized to make a ram, a mobile turret or just a distraction.

Vehicles equipped with regular controls can still have functions activated at range, just can't be driven. For example, you can use the controller to cause a nearby car alarm to go off to distract the horde.

Cars that need to be hotwired will also require to be hacked to be remotely controlled.

Jumper cables

Jumper cables can be used to connect any number of immobile vehicles into a network that shares energy. Whenever any vehicle in the network creates or consumes power, it will first try to charge/discharge own batteries and then charge/discharge nearest batteries in the network.

Each cable along the way adds some power loss to this transfer.

When a vehicle moves, all jumper cables connected to it immediately disconnect.

Vehicle processing metagame =

All vehicles in submaps loaded into memory are processed. This means that their fuel is consumed (if engines are on), solars charge batteries (if the car is above ground and in sunlight), parts consume power, alternators connected to active engines charge batteries etc. Vehicles outside those submaps are effectively frozen in time. Vehicles on loaded submaps but outside the reality bubble will not move, though they are still processed.

A submap is loaded when it gets into reality bubble. It is unloaded when the game is saved (note: includes quicksaves and autosaves!).

Vehicles connected with jumper cables are an exception - one such vehicle in reality bubble will cause all others to load.

When trying to maximize solar power output, sleep near your car, on the same z-level and/or with autosave disabled.

Other uses

The game mechanics behind vehicles are actually quite robust, and can be used for other purposes.

Assemble a few frames, some solar panels, some batteries and a minifridge. Leave it outside, and you have a solar powered fridge.

The same mechanics can be combined with gas tanks, engines, floodlights and other stuff, to create static base defences.

Changes

  • - Allow saving while in a vehicle.
  • - Fix solar panel power production on vehicles.
  • - Cleanup tire changing activity.