My favorite modules in the past were: 1. Workshop 2. Ammo Producer 3. Shooting Range 4. Recycling Center 5. Forge 6. Infirmary With 1.0 the Bed and Kitchen give a lot of crazy buffs, so I might take those instead of the recycling center and forge cause it's easy to buy scrap from Mr. Junk anyways.
played for the first time ever once 1.0 came out and I have this setup but sub the recycling centre and forge for bed and kitchen and its wonderful. Though I probably don't craft as much food as I thought I would
Slight mixup with the kitchen - the positive effects that are boosted are the buffs you get when hunger and thirst are in the green - the increased loot speed from green thirst and increased carry capacity from green hunger are stronger with the kitchen.
Always playing on hardest difficulty: From start: 1. Shooting range (passive dmg) 2. Infirmary (passive health buff) 3. Workshop (repair for scrap) 4. Ammo producer (makes you actually use the gun you looted since you can now craft the ammo for it) 5. Kitchen (food/thirst buffs are nice + boiling coffee to keep fatigue up on long raids is second to none) 6. Gym (carry weight is crucial at the start to get more loot to the base!) Mid game: 5. Kitchen is exchanged for Forge (hoarded Plenty of Cola, (rotten) milk, chocolate and energy drinks so no need for coffe and water crafting) Late game: 6. Gym is exchanged for Scavenger (neat random items apart from scrap like power drill, food scraps, rotten foods (for more food scrap) etc which helps you build repair kits and syringes; and sometimes good selling value items for a little bit of cash, enough to fill your hunger and thirst after sleeping)
1. Shooting range (marauder m700 modern One shot with perks) 2. Infirmary (+10 hp -30% chance to bleed and craft the best medkits+seringes) 3. Forge (scraps passives) 4. Ammunition (scrap ammo passives + Craft ammos) 5. Gym (stamina, +6kg) 6. Workshop (with forge, it's free to repair weapon/armors)
later in game once you get the lvl 3 infirmary and the carry- and reduce-weight skills + the endless sprint if under 50% of carryweight you don't need the gym anymore. stamina buff is nice at start but can be exchanged later with the syringe and the endless sprint skill. Same goes for carryweight. just don't forget the MREs and Chow-down syringes to negate the hunger and thirst debuffs from consuming the syringes. I personally exchanged it for scavenger. It gives some neat scraps radomly, especially the rotten foods and scrap food are nice to continue the production of chow-downs. I personally don't feel any big drawbacks by removing the gym. The skills and best backpack (doctor) almost never get me overencoumbered. and when it does i probably just "overdid" a little on the scrap or ammo hoard anyway
Why is no one talking about the fatigue depletion reduction? You deplete your energy significantly slower thus reducing the need for oodles of energy restoratives thus lowering the value of the kitchen’s recipes. Plus the bonus carry weight is similar enough to the bonuses from food and water being high and it doesn’t require managing your food and water intake. Gym is a perfectly viable lategame mod.
@@TehDroppedBass late game milk, energy drinks, cola, chocolate, won't let you run out of energy. best backpacks + skills work fine without the extra weight
@ I didn’t say it was the most optimized. If you wanna micromanage even more inventory you have that option as you say. I don’t want to, and this has been my functioning alternative.
Priority 1 is repairs, it massively improves the logistics of keeping your armor in working order. Priority 2 is ammo. It gives you access to massive amounts of specific ammo, and allows you to stop hauling very heavy ammo out of raids. Infirmary is next, as the bleed chance alone is a huge deal and it lets you start reducing the inventory cost of carrying dozens of syringes and scissors out of raids. After that, the other spots are a bit your choice. Personally, I go forge, more for personal convenience than power, then I go gym/shooting range, though there is a definite argument to be made for bed or kitchen. I would probably go kitchen over bed. I did bed a while, but the barman can top up your food and drink very easily, and I don't really find the regen over time significant. You are purely going kitchen for it's passive buffs though, so I could see subbing in anything else you like.
Something i noticed that is not in the module description, is the infirmary 2 and 3 giving +5 and +10 Max HP respectively. I wonder if that is a remnant of what it did before the update that was not fixed in the code of the game, or its intended but forgotten to add in the description. I wished you would have ranked them at the end or a recommended lay out for normal and hardcore.
I don't see any benefit from the bedroom aside from the skill-leveling-buff. but 1. it's negated by just playing the game more and kill more stuff; 2. you almost always sleep until 7:30-8am because of daylight and replenish fully; 3. no loss of hunger and thirst during sleep? food is found plenty on the raids + barman refills it for just around 600$ from zero + sells plenty of food and water for less than 500$ -> enough to get you started on a raid and find more food there Imo even the Gym is way better than bedroom becuase it gives you free 6kg carryweight (imagine how much food and water you can carry lol) and replenishes stamina faster to let you sprint more often so your raids are quicker and on top you can escape the danger faster. Imo the bedroom as of rn is almost completely useless
Question, if I already have storage 1 mod installed, do I have to craft it again to get more storage? Or crafted storage mod 2 to get the space? Is it a waste if I craft 2 storage mod 1?
You need to install them in order to get more storage. Ex: if I have level 2 installed, the only way to upgrade is to install level 3. The game lets you craft them as many times as you want which is a little confusing. I wish the game explained that better. To see which level you have installed check the modules page in the PDA 👍
If you want to change already setup module, there is no way to regain the existing module. Say i hav level 3 infirmary and if i want to change it to forge ... Ill lose the level 3 infirmary and i have to grind all the materials for infirmary again .... I wish we can exchange modules whenever we need it.
info about the kitchen is wrong, the bonuses are the effects of being well fed or hungry not the food itens, and infirmary has a +5 and +10 bonus health for level 2 aand level 3 hidden stats. At least test the module before doing a tutorial...
My favorite modules in the past were:
1. Workshop
2. Ammo Producer
3. Shooting Range
4. Recycling Center
5. Forge
6. Infirmary
With 1.0 the Bed and Kitchen give a lot of crazy buffs, so I might take those instead of the recycling center and forge cause it's easy to buy scrap from Mr. Junk anyways.
Please don't do bed. As a long time viewer, you tend to sleep 24hrs. to reset trader anyway.
played for the first time ever once 1.0 came out and I have this setup but sub the recycling centre and forge for bed and kitchen and its wonderful. Though I probably don't craft as much food as I thought I would
Love it we need a gun and equipment guide now
Slight mixup with the kitchen - the positive effects that are boosted are the buffs you get when hunger and thirst are in the green - the increased loot speed from green thirst and increased carry capacity from green hunger are stronger with the kitchen.
Great vid buddy! Appreciate your tutorials
Always playing on hardest difficulty:
From start:
1. Shooting range (passive dmg)
2. Infirmary (passive health buff)
3. Workshop (repair for scrap)
4. Ammo producer (makes you actually use the gun you looted since you can now craft the ammo for it)
5. Kitchen (food/thirst buffs are nice + boiling coffee to keep fatigue up on long raids is second to none)
6. Gym (carry weight is crucial at the start to get more loot to the base!)
Mid game:
5. Kitchen is exchanged for Forge (hoarded Plenty of Cola, (rotten) milk, chocolate and energy drinks so no need for coffe and water crafting)
Late game:
6. Gym is exchanged for Scavenger (neat random items apart from scrap like power drill, food scraps, rotten foods (for more food scrap) etc which helps you build repair kits and syringes; and sometimes good selling value items for a little bit of cash, enough to fill your hunger and thirst after sleeping)
Woah that Bed module is huge.
The haters will say Test 1 was superior, but the real fans stan Test 2 😤
1. Shooting range (marauder m700 modern One shot with perks)
2. Infirmary (+10 hp -30% chance to bleed and craft the best medkits+seringes)
3. Forge (scraps passives)
4. Ammunition (scrap ammo passives + Craft ammos)
5. Gym (stamina, +6kg)
6. Workshop (with forge, it's free to repair weapon/armors)
later in game once you get the lvl 3 infirmary and the carry- and reduce-weight skills + the endless sprint if under 50% of carryweight you don't need the gym anymore. stamina buff is nice at start but can be exchanged later with the syringe and the endless sprint skill. Same goes for carryweight. just don't forget the MREs and Chow-down syringes to negate the hunger and thirst debuffs from consuming the syringes.
I personally exchanged it for scavenger. It gives some neat scraps radomly, especially the rotten foods and scrap food are nice to continue the production of chow-downs.
I personally don't feel any big drawbacks by removing the gym. The skills and best backpack (doctor) almost never get me overencoumbered. and when it does i probably just "overdid" a little on the scrap or ammo hoard anyway
Why is no one talking about the fatigue depletion reduction? You deplete your energy significantly slower thus reducing the need for oodles of energy restoratives thus lowering the value of the kitchen’s recipes. Plus the bonus carry weight is similar enough to the bonuses from food and water being high and it doesn’t require managing your food and water intake. Gym is a perfectly viable lategame mod.
@@TehDroppedBass late game milk, energy drinks, cola, chocolate, won't let you run out of energy.
best backpacks + skills work fine without the extra weight
@ I didn’t say it was the most optimized. If you wanna micromanage even more inventory you have that option as you say. I don’t want to, and this has been my functioning alternative.
Would be good if you could rank the modules with regards to your preference. I’m sure they are play style dependent.
Priority 1 is repairs, it massively improves the logistics of keeping your armor in working order. Priority 2 is ammo. It gives you access to massive amounts of specific ammo, and allows you to stop hauling very heavy ammo out of raids. Infirmary is next, as the bleed chance alone is a huge deal and it lets you start reducing the inventory cost of carrying dozens of syringes and scissors out of raids.
After that, the other spots are a bit your choice. Personally, I go forge, more for personal convenience than power, then I go gym/shooting range, though there is a definite argument to be made for bed or kitchen. I would probably go kitchen over bed. I did bed a while, but the barman can top up your food and drink very easily, and I don't really find the regen over time significant. You are purely going kitchen for it's passive buffs though, so I could see subbing in anything else you like.
Something i noticed that is not in the module description, is the infirmary 2 and 3 giving +5 and +10 Max HP respectively. I wonder if that is a remnant of what it did before the update that was not fixed in the code of the game, or its intended but forgotten to add in the description.
I wished you would have ranked them at the end or a recommended lay out for normal and hardcore.
I don't see any benefit from the bedroom aside from the skill-leveling-buff. but 1. it's negated by just playing the game more and kill more stuff; 2. you almost always sleep until 7:30-8am because of daylight and replenish fully; 3. no loss of hunger and thirst during sleep? food is found plenty on the raids + barman refills it for just around 600$ from zero + sells plenty of food and water for less than 500$ -> enough to get you started on a raid and find more food there
Imo even the Gym is way better than bedroom becuase it gives you free 6kg carryweight (imagine how much food and water you can carry lol) and replenishes stamina faster to let you sprint more often so your raids are quicker and on top you can escape the danger faster.
Imo the bedroom as of rn is almost completely useless
Question, if I already have storage 1 mod installed, do I have to craft it again to get more storage? Or crafted storage mod 2 to get the space? Is it a waste if I craft 2 storage mod 1?
You need to install them in order to get more storage. Ex: if I have level 2 installed, the only way to upgrade is to install level 3. The game lets you craft them as many times as you want which is a little confusing. I wish the game explained that better. To see which level you have installed check the modules page in the PDA 👍
Question for the chat; which modules DON'T you take?
mine is bed, garden, kitchen and scavenger.
No suggestions on which modules to install?
If you want to change already setup module, there is no way to regain the existing module. Say i hav level 3 infirmary and if i want to change it to forge ... Ill lose the level 3 infirmary and i have to grind all the materials for infirmary again .... I wish we can exchange modules whenever we need it.
info about the kitchen is wrong, the bonuses are the effects of being well fed or hungry not the food itens, and infirmary has a +5 and +10 bonus health for level 2 aand level 3 hidden stats. At least test the module before doing a tutorial...