Tools: Difference between revisions

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{{row/{{PAGENAME}}|binoculars|20|300|;|c_ltgray|PLASTIC|GLASS|2|3|6|0|-1|0|0|0|0|AT_NULL|itm_null|none|0|"A tool useful for seeing long distances. Simply carrying this item in your inventory will double the distance that is mapped around you during your travels."}}
{{row/{{PAGENAME}}|binoculars|20|300|;|c_ltgray|PLASTIC|GLASS|2|3|6|0|-1|0|0|0|0|AT_NULL|itm_null|none|0|"A tool useful for seeing long distances. Simply carrying this item in your inventory will double the distance that is mapped around you during your travels."}}


{{row/{{PAGENAME}}|[[Integrated Toolset]]|20|2000|:|c_ltgray|MNULL|MNULL|2|3|6|0|-1|0|0|0|0|AT_NULL|itm_null|none|0|"Part of [[CBM: Utilities]]. Implanted in your hands and fingers is a complete tool set - screwdriver, hammer, wrench, and heating elements.  You can use this in place of many tools when crafting."}}
{{row/{{PAGENAME}}|integrated toolset|20|2000|:|c_ltgray|MNULL|MNULL|2|3|6|0|-1|0|0|0|0|AT_NULL|itm_null|none|0|"Part of [[CBM: Utilities]]. Implanted in your hands and fingers is a complete tool set - screwdriver, hammer, wrench, and heating elements.  You can use this in place of many tools when crafting."}}


{{row/{{PAGENAME}}|pot|25|45|)|c_ltgray|IRON|MNULL|8|6|9|0|1|0|0|0|0|AT_NULL|itm_null|none|0|"Useful for boiling water when cooking spaghetti and more."}}
{{row/{{PAGENAME}}|pot|25|45|)|c_ltgray|IRON|MNULL|8|6|9|0|1|0|0|0|0|AT_NULL|itm_null|none|0|"Useful for boiling water when cooking spaghetti and more."}}

Revision as of 04:51, 6 May 2013

Tools are your friends, many of them have their own unique functions and most are needed in some crafting and construction recipes (both for structures and vehicles).

You'll come across most of them just by exploring or found as loot from zombies. You can also create makeshift versions of some of them (such as stone hammers, stone axes, stone pots, etc), but for that you'll need some survival knowledge.

List of tools

  • Reloading time of tools is a sum of their weight and volume plus 100 additional movement points and hands encumberment penalty. Reloading can be interrupted.
    • Unloading time is a half of reloading time, and full charge is unloaded in one action. Unloading can't be interrupted.
  • Use — how many charges are used up when applying the object.
  • SEC — how many turns will pass before a charge is drained if the item is active; generally only used in the "whatever (on)" forms.
  • Revert — the item type that the tool will revert to once its charges are drained
  • Funct. — a function called when the tool is applied, or called once per turn if the tool is active. The same function can be used for both. See iuse.h and iuse.cpp for functions.
Name & charges (default/max) R
Price
Mat.
Vo
We
Ba
Cut
Hit
Use
SEC
Fuel
Revert
Funct.
Description / Notes
100 nail gun 12 c_ltblue / iron MNULL 4 22 12 1 0
35 cheap lighter 60 c_blue / plastic IRON 0 0 0 0 0
10 matchbook 60 c_blue / paper MNULL 0 0 0 0 0
120 sewing kit (200/-1) 30 c_red / plastic IRON 2 0 -3 0 0
45 scissors (0/-1) 50 c_ltred / iron PLASTIC 1 1 0 8 0
700 fire extinguisher (80/-1) 20 c_red / iron MNULL 16 20 26 0 0
70 hammer (0/1) 35 c_brown / iron WOOD 2 5 17 0 0
380 flashlight (off) (100/2) 40 c_blue / plastic IRON 3 2 1 0 0
380 flashlight (on) (100/2) 0 c_blue / plastic IRON 3 2 1 0 15
200 lightstrip (dead) (0/2) 0 c_white / plastic IRON 1 1 1 0 0
200 lightstrip (inactive) (12000/2) 0 c_white / plastic IRON 1 1 1 0 150
200 lightstrip (active) (12000/2) 0 c_green / plastic IRON 1 1 1 0 150
250 hotplate (200/-1) 10 c_green / iron PLASTIC 5 6 8 0 0
200 soldering iron 70 c_ltblue / iron MNULL 3 1 2 6 0
1200 water purifier (100/-3) 5 c_ltblue / plastic IRON 12 20 2 0 0
800 two-way radio 10 c_yellow / plastic IRON 2 3 10 0 0
420 radio (off) (100/-1) 20 c_yellow / plastic IRON 4 2 4 0 0
420 radio (on) (100/-1) 0 c_yellow / plastic IRON 4 2 4 0 8
600 noise emitter (off) (100/-1) 0 c_yellow / plastic IRON 4 3 6 0 0
600 noise emitter (on) (100/-1) 0 c_yellow / plastic IRON 4 3 6 0 0
10 road map (1/-1) 40 c_yellow MNULL 1 0 0 0 0
130 crowbar (0/2) 18 c_ltblue / iron MNULL 4 9 16 3 0
90 hoe (0/3) 30 c_brown / iron WOOD 14 14 12 10 0
100 shovel (0/3) 40 c_brown / iron WOOD 16 18 15 5 0
350 chainsaw (off) (400/-4) 7 c_red / iron PLASTIC 12 40 10 0 0
350 chainsaw (on) (400/-5) 0 c_red / iron PLASTIC 12 40 4 70 1
890 jackhammer (120/-4) 2 c_magenta / iron MNULL 13 54 20 6 0
300 geiger ctr (off) 8 c_green / plastic STEEL 2 2 2 0 0
300 geiger ctr (on) 0 c_green / plastic STEEL 2 2 2 0 10
6000 teleporter (20/-1) 10 c_magenta / plastic STEEL 3 12 4 0 0
3500 goo canister (1) 8 c_dkgray / steel MNULL 6 22 7 0 0
400 zombie pheromone (3/-1) 1 c_yellow / flesh PLASTIC 1 1 -5 0 0
6600 portal generator (10/-1) 2 c_magenta / steel PLASTIC 2 10 6 0 0
600 inactive manhack (0/-3) 1 c_ltgreen / steel PLASTIC 1 3 6 6 0
4000 inactive turret (0/-3) 1 c_ltgreen / steel PLASTIC 12 12 8 0 0
2800 UPS (off) (1000/-1) 5 c_ltgreen / steel PLASTIC 12 6 10 0 0
2800 UPS (on) (1000/-1) 0 c_ltgreen / steel PLASTIC 12 6 10 0 2
1400 tazer (500/-1) 3 c_ltred / iron PLASTIC 1 3 6 0 0
800 mp3 player (off) 18 c_ltblue / iron PLASTIC 1 1 0 0 0
800 mp3 player (on) 0 c_ltblue / iron PLASTIC 1 1 0 0 10
3000 vortex stone 2 c_pink / stone MNULL 2 0 6 0 0
60 dog food (0/-5) 5 c_red / flesh MNULL 1 2 0 0 0
300 dog whistle 0 c_white / steel MNULL 0 0 0 0 0
300 vacutainer (0/-3) 10 c_ltcyan / plastic MNULL 1 0 0 6 0
900 welder (500/-1) 25 c_ltred / iron MNULL 6 24 7 0 0
1000 cot (0/-1) 40 c_green / iron COTTON 8 10 6 0 0
400 rollmat (0/-1) 40 c_blue MNULL 4 3 0 0 0
40 X-Acto knife (0/-4) 10 c_dkgray / iron PLASTIC 1 0 0 14 0
40 scalpel (0/-4) 48 c_cyan / steel MNULL 1 0 0 18 0
280 machete (0/2) 5 c_blue / iron MNULL 8 14 6 28 0
980 katana (0/1) 2 c_ltblue / steel MNULL 16 16 4 45 0
140 knife spear (0/1) 5 c_ltred / wood STEEL 6 6 2 28 0
980 rapier (0/2) 3 c_ltblue / steel MNULL 6 9 5 28 0
2000 awl pike (0/2) 5 c_ltcyan / iron WOOD 14 18 8 50 0
1200 broadsword (0/2) 30 c_cyan / iron MNULL 7 11 8 35 0
100 makeshift machete (0/1) 0 c_ltgray / iron MNULL 7 12 4 15 0
100 makeshift halberd (0/2) 0 c_ltgray / iron MNULL 13 17 4 15 0
25 steak knife (0/-3) 85 c_ltcyan / steel MNULL 1 2 2 10 0
80 butcher knife (0/-3) 10 c_cyan / steel MNULL 3 6 4 18 0
100 combat knife (0/-2) 14 c_blue / steel PLASTIC 2 2 2 22 0
40 wood saw (0/-2) 15 c_cyan / iron WOOD 7 3 -6 1 0
105 wood axe (0/1) 8 c_ltgray / wood IRON 17 15 24 18 0
65 hack saw (0/-1) 17 c_ltcyan / iron MNULL 4 2 1 1 0
65 tent (0/-3) 17 c_green / iron MNULL 10 20 4 0 0
65 damaged tent (0/-3) 17 c_green / iron MNULL 10 20 4 0 0
0 torch (25/3) 95 c_brown / wood MNULL 6 10 12 0 0
0 torch (lit) (25/3) 95 c_brown / wood MNULL 6 10 12 0 15
0 candle (100/-2) 40 c_white / veggy MNULL 1 1 0 0 0
0 candle (lit) (100/-2) 40 c_white / veggy MNULL 1 1 0 0 50
900 brazier (0/1) 50 c_ltred / iron MNULL 6 5 11 0 0
100 kinetic bullet puller 5 c_blue / steel PLASTIC 2 4 10 0 0
100 hand press & die set (100/-2) 5 c_blue / steel PLASTIC 2 4 8 0 0
65 screwdriver (0/-1) 40 c_ltcyan / iron PLASTIC 2 3 6 0 0
86 wrench (0/2) 30 c_ltgray / iron MNULL 2 5 15 0 0
15 snare trigger (0/-1) 50 c_brown / wood MNULL 1 0 0 0 0
100 bolt cutters (0/1) 5 c_blue / steel PLASTIC 5 4 10 4 0
24 mop (0/1) 30 c_blue / plastic MNULL 10 8 6 0 0
0 picklock kit 20 c_blue / steel MNULL 0 0 0 0 0
160 pickaxe (0/-1) 60 c_ltred / wood MNULL 12 11 12 0 0
10 spray can 50 c_ltblue / plastic MNULL 1 1 0 0 0
0 rag 1 c_white / cotton MNULL 1 1 0 0 0
35 PDA 60 c_blue / plastic IRON 1 1 0 0 0
35 PDA - Flashlight 60 c_blue / plastic IRON 1 1 0 0 0
100 pocket knife (0/-4) 14 c_blue / steel PLASTIC 0 2 0 10 0
0 bone needle 0 c_white / flesh MNULL 0 0 0 0 0
70 stone hammer 35 c_ltgray / stone WOOD 2 8 12 0 0
105 stone axe 8 c_ltgray / wood STONE 17 19 15 18 0
100 stone shovel (0/3) 40 c_brown / stone WOOD 16 21 15 5 0
100 digging stick (0/3) 40 c_brown / wood MNULL 6 10 12 0 0
65 shelter kit (0/-3) 17 c_green / wood LEATHER 40 20 4 0 0
65 damaged shelter kit (0/-3) 17 c_green / wood LEATHER 40 20 4 0 0
65 heatpack (0/1) 60 c_blue / plastic MNULL 1 1 1 1 0
10 used heatpack (0/1) 2 c_blue / plastic MNULL 1 1 1 1 0
400 electrohack (0/1) 3 c_green / plastic STEEL 2 2 5 0 0
300 binoculars (0/-1) 20 c_ltgray / plastic GLASS 2 3 6 0 0
2000 integrated toolset (0/-1) 20 c_ltgray MNULL 2 3 6 0 0
45 pot (0/1) 25 c_ltgray / iron MNULL 8 6 9 0 0
50 frying pan (0/2) 25 c_ltgray / iron MNULL 6 6 14 0 0
0 stone pot (0/-1) 0 c_dkgray / stone MNULL 9 3 4 0 0
95 hatchet (0/1) 10 c_ltgray / iron WOOD 6 7 12 12 0
120 sledge hammer 6 c_brown / wood IRON 18 38 40 0 0
10 skewer (0/-10) 10 c_brown / wood MNULL 0 0 0 0 0
35 crack pipe (0/-10) 37 c_ltcyan / glass MNULL 1 1 0 0 0
400 RV kitchen unit (0/-2) 20 c_ltcyan / steel MNULL 80 900 0 0 0
40 wood spear (0/1) 5 c_ltred / wood MNULL 5 3 4 18 0
25 syringe (0/-2) 8 c_ltcyan / plastic MNULL 1 0 -4 6 0
600 science ID card (0/-3) 2 c_pink / plastic MNULL 0 0 -8 1 0
1200 military ID card (0/-3) 3 c_pink / plastic MNULL 0 0 -8 1 0
100 USB drive 5 c_white / plastic MNULL 0 0 0 0 0

Traps

Name & charges (default/max) Price
Mat.
Vo
We
Ba
Cut
Hit
Use
; bubblewrap 40 plastic 2 0 -8 0 0 none
; bear trap 120 iron 4 12 9 1 -2 none
; nailboard trap 30 wood 18 18 12 6 -3 none
; tripwire trap 35 paper 1 0 -10 0 -1 none
; crossbow trap 600 iron / wood 7 10 4 0 -2 none
; shotgun trap 450 iron / wood 7 11 12 0 -2 none
; blade trap 500 iron 13 21 4 16 -4 none
; light snare kit 100 wood 1 3 0 10 0 none
; heavy snare kit 250 wood 1 5 0 20 0 none
; land mine 2400 iron 3 6 10 0 -1 none
; booby trap 500 steel / plastic 3 2 0 0 -4 none

Explosives

Things of which the only purpose is to make your hands magically disappear. Or your flesh. Or your lungs. Or a horde. Or a powerful monster. Your pick.

Explosion effects

Explosives are complex beasts:

  • Explosives have a power value, which is used to determine the impact damage as well as the amount of noise.
  • Noise is equal to power * 2 if the explosive lights fires, or power * 10 if it does not.
  • If the explosive has a blast effect, the blast radius is equal to the square root of (power / 4), rounded down. The blast will deal damage to creatures equal to 3 * power at the blast origin, scaling down with distance. NPCs and Players will receive between 1/3 and the full damage value to each limb except the torso, which will receive between 0.5 and 1.5 times the original blast damage.
  • If the explosive lights fires then every square in the blast radius will be lit on fire.
  • Some explosives fire shrapnel shards, each of which deals 20-60 damage and flies a random distance in a random direction, up to double the blast radius. These can be incredibly deadly, even a single one impacting a player's torso or head is likely to end a player's life.

Blind throws

In 0.E (Ellison) you can blind throw grenades around corners. wield the explosive, pull the pin, and peek (X) around the corner (in the sidebar a new option 'Press t to blind throw' should show up). Press throw and select the square you want to throw at, and throw the explosive around the corner. Not useful for throwing knives and other objects as there is a damage penalty for blind throwing.


Name & charges (default/max) Price
Mat.
Vo
We
Ba
Cut
Hit
Power
Radius
Noise
Shrapnel
Fire
Blast
* pipe bomb 150 iron 2 3 11 0 1
* active pipe bomb (3) 0 iron 2 3 11 0 1 6-14 1 60-140 0-4 N Y
* grenade 400 iron / plastic 1 1 10 0 -1
* active grenade (5) 0 iron / plastic 1 1 10 0 -1 12 1 120 28 N Y
* flashbang 380 steel / plastic 1 1 8 0 -1
* active flashbang (5) 0 steel / plastic 1 1 8 0 -1 0 (Flashbang) 8 12 0 N N
* EMP grenade 600 steel / plastic 1 1 8 0 -1
* active EMP grenade (3) 0 steel / plastic 1 1 8 0 -1 0 (EMP) 4 0 0 N N
* scrambler grenade 600 steel / plastic 1 1 8 0 -1
* active scrambler grenade (3) 0 steel / plastic 1 1 8 0 -1
* teargas canister 600 steel 1 1 6 0 -1
* active teargas (5) 0 steel 1 1 6 0 -1
* smoke bomb 180 steel 1 1 5 0 -1
* active smoke bomb 0 steel 1 1 5 0 -1
* molotov cocktail 200 glass / cotton 2 2 8 0 1
* molotov cocktail (lit) (1) 0 glass / cotton 2 2 8 0 1 8 1 16 0 Y Y
* acid bomb 500 glass 1 1 4 0 -1
* acid bomb (active) 0 glass 1 1 4 0 -1 0 (Acid) 1 0 0 N N
* dynamite 700 plastic 6 10 4 0 -3
* dynamite (lit) 0 plastic 6 10 4 0 -3 60 3 600 0 N Y
* pack of firecrackers (25) 100 paper 0 0 1 0 -3
* pack of firecrackers (lit) 0 paper 0 0 0 0 -3
* firecracker 2 paper 0 0 1 0 -3
* firecracker (lit) 0 paper 0 0 1 0 -3 0 0 20 0 N N
* mininuke 1800 steel / plastic 3 4 8 0 -2
* mininuke (active) 0 steel / plastic 3 4 8 0 -2 200 7 2000 0 N Y
; C4-Explosive 6000 plastic / steel 6 2 0 0 -4
; C4-Explosive(armed) (9) 6000 plastic / steel 6 2 0 0 -4 40 3 400 3 N Y

Other explosives

Not all explosives are hand held, some are fired from various firearms. Some weapons also have explosive ammo, such as the Explosive slug, look for ammo with the 'EXPLOSIVE' or 'EXPLOSIVE_SMALL' flags.

40mm grenades

Name Stack $ Type Vo WU WS Dmg AP Rng Disp Rec Ns Effects
= 40mm acid bomb 1 / 4 125 40mm grenades 1 290 290 5 0 40 30 225 6

COOKOFF, ACIDBOMB

= 40mm beanbag 4 / -- 400 40mm grenades 1 298 1192 30 0 40 30 225 66

COOKOFF, LARGE_BEANBAG, NEVER_MISFIRES

= 40mm concussive 4 / -- 400 40mm grenades 1 238 952 5 0 40 30 225 6

COOKOFF, EXPLOSIVE, NEVER_MISFIRES

= 40mm flare 4 / -- 360 40mm grenades 1 230 920 15 2 90 30 255 48

INCENDIARY, SMOKE, FLARE, NEVER_MISFIRES

= 40mm flashbang 4 / 4 400 40mm grenades 1 220 880 5 0 40 30 225 6

COOKOFF, FLASHBANG, NEVER_MISFIRES

= 40mm flechette 4 / -- 700 40mm grenades 1 290 1160 64 15 12 0 525 106.8

COOKOFF, SHOT, NEVER_MISFIRES

= 40mm frag 4 / -- 450 40mm grenades 1 239 956 5 0 40 30 225 6

COOKOFF, FRAG, NEVER_MISFIRES

= 40mm incendiary 4 / -- 500 40mm grenades 1 230 920 5 0 40 30 225 6

COOKOFF, NAPALM, NEVER_MISFIRES

= 40mm buckshot 4 / -- 400 40mm grenades 1 320 1280 70 0 12 0 525 114

COOKOFF, SHOT, NEVER_MISFIRES

= 40mm smoke cover 4 / 4 350 40mm grenades 1 220 880 5 0 40 30 225 6

COOKOFF, SMOKE, TRAIL, NEVER_MISFIRES

= 40mm teargas 4 / 4 450 40mm grenades 1 220 880 5 0 40 30 225 6

COOKOFF, TEARGAS, NEVER_MISFIRES

Rockets

Name Stack $ Type Vo WU WS Dmg AP Rng Disp Rec Ns Effects
= 66mm HEAT 1 / -- 0 66mm HEAT 1 997 997 5 20 80 2 15 6

EXPLOSIVE_BIG, TRAIL

= M235 66mm TPA rocket 4 / -- 8 M235 66mm TPA rocket 3 1140 4560 5 5 70 10 10 6

NAPALM_BIG, TRAIL

= FFV441B HE rocket 1 / -- 7 84x246mm 4 3100 3100 10 5 120 4 3 42

EXPLOSIVE_BIG, FRAG

= FFV502 HEDP rocket 1 / -- 7 84x246mm 4 3900 3900 10 5 100 5 4 42

EXPLOSIVE_HUGE

= FFV469 smoke rocket 1 / -- 3.5 84x246mm 4 2200 2200 10 5 140 2 3 42

SMOKE_BIG

Explosives
Pipe bomb · Grenade · Flashbang · EMP grenade · Scrambler grenade · Teargas canister · Smoke bomb · Molotov cocktail · Acid bomb · Dynamite · Pack of firecrackers · Firecracker · Mininuke · C4-Explosive · Radio dynamite · Radio pipe bomb · RDX charge · RDX sand bomb
Template · Talk · [Edit]

Tools with their own function

These tools can be applied and each one has specific uses that can help you survive.

  • Crowbar - your best friend. Will quietly open all glass and wooden doors that are locked, not causing alarms to go off on certain buildings. Also lifts manholes and has a decent bash rating - though the hammer is quicker and has higher bash, the hammer can't pry open doors. As well can used to remove boarding from windows and doors.
  • Fire extinguisher - bulky and heavy, but great against small to moderate sized fires. Blazes and bonfires are hard to keep under control with this tool. applying it will prompt you to choose a direction to spray in.
  • Flashlight - applying it turns it on, increasing visible tiles in the dark by a large amount. Attracts a crowd, but useful in the dark. Don't forget to turn it off when you don't need it anymore! Deconstructs into 100 batteries, amplifier circuit, 4 scrap metal, 10 copper wire.
  • Geiger Counter ("geiger ctr" ingame) - will make constant clicking noises when radiation is present. You can choose to scan yourself or the surrounding tiles. Useful if you have iodine on-hand to cure radiation. Those already mutated by radiation will need purifier or royal jelly.
  • Hoe - used to create mounds of dirt. Mounds have a little higher than normal movement penalty (150).
  • Hammer - you can apply this to remove boarding from windows and doors (500 movement points). Along with nails and two by fours, this is used during construction. Also make for a very powerful weapon, and aids when smashing down doors or windows.
  • Light Amp Goggles - Like the flashlight, but its more stealthy and requires a UPS to operate. Tints everything green.
  • Lighter - a common, but useful item to have in your inventory. Takes up no space and has enough charges for a game's worth, these are one of the more convenient tools you can find. applying it will prompt you to choose a direction in which to light something. Also necessary for some items such as marijuana and molotov cocktails.
  • Mop - Allows you to clean up spills.
  • mp3 player - lets you listen to sweet tunes and increases your morale, if you can afford the batteries.
  • Portal generator - creates a single portal in a nearby location. You may safely step to this portal, it does currently nothing.
  • Radio - turning it on causes it to blare an annoying emergency broadcast. Attracts a crowd and so far only useful to scrap for amp circuits. In the future, it will broadcast hails from close factions.
  • Sewing Kit - quite commonly found in houses, these are necessary for repairing and sew clothing. Make sure you have a high enough tailoring ability though! Comes with 50 charges, depending on your skill, you'll use a proportionate amount of string and the potential risk of failure. Low skill can damage clothing! Uses thread as charges.
  • Scissors - used to cut cotton based clothing into rags and ropes into strings. Unlimited charges, tailoring skill for more rags.
  • Spray Can - can be used to spray graffiti on the floor by applying it on the desired location.
  • Tazer - uses batteries to stun enemies. Needs batteries, can be used from inventory. Uses 100 batteries at once.
  • Teleporter - if you are lucky, you might find a few in Labs or in a pile of corpses. applying it will teleport you a short distance away from you current position. Useful when in a pinch, but extremely dangerous to use underground. Teleporting into solid rock is not good.
  • Two-Way Radio - most useful for contacting a faction for help. Most of the time they will send you a helpful NPC to accompany you in your travels. (NPCs are a bit broken right now, don't rely on them.)
  • Water Purifier - Nice to have if you aren't sure if you are drinking clean water. Food poisoning is nasty when 'Z's are around. If you apply this to stacked items it purifies entire containers, but only one container at a time. (The difference between dirty and clean water will ensure that you don't double-purify, and that you don't drink dirty water.

Functions shared by tools

  • Knives, Lawnmower blades, etc - All these bladed implements can be used to cut up fabric, and carve pieces of wood into skewers.
  • Cutting Weapons such as steak knives and butcher knives can butcher corpses. Stand over a corpse and Bbutcher it. The more cutting damage, the faster you butcher.