[WIP] Extended NeoScav v5.2a
This mod adds new recipes, items, a new lootable location and new graphics but I will keep expanding it with more stuff while trying to stay within the game lore and graphic style as close as possible. Here's a list of the new stuff in the mod:
Features in red will represent content only found in the old version of this mod and will not be re implemented in the new one because I never liked them or because they are too much of a hack, requiring to change vanilla content and the like.
Characters with this skill now get terrain bonuses when in certain hexes. This skill also allow players to look for alternate food sources, which are mainly bird eggs.
Characters with this skill can now port Apps from Smartphones to iSlabs and vice versa. The apps need to be put inside the laptop and the ingame modding is done via laptop encounter. The only cost of doing this is battery power.
Characters with this skill can now disassemble electronic devices for spare parts or repair them.
Knowledge in the use of needles and thread. Required skill for leather crafting, basic sewing tools and clothing.
A negative trait. It reduces awareness when sleeping, which means it's quite unlikely to be woken up by the presence of other NPCs.
A negative trait. It makes characters constantly crave for cigarettes. Failing to satisfy the need to smoke will add a number of small penalties. Characters might also suffer from headaches if not smoking for a while.
A negative trait. It makes characters constantly crave for alcohol. Failing to satisfy the need to at least reach the Minor Inebriation condition will add a number of small penalties. Characters might also suffer from vomiting.
A negative trait. It makes characters suffer from chronic asthma attacks, which have a small chance to be fatal. Inhalers are a must for them.
Not an actual faction. Loner NPCs are Psychos or Bandits who will attack anything on sight, including other loners. So far, they can only be encountered as looting accidents.
A faction of Tarp clad ninjas which are good at hiding and disappearing. They are mostly harmless and won't speak. They will pick up anything of value they find lying around in the open.
A new attack move that can only be used by Dogmen. It replaces the move Kick but it's quite similar, just a bit more deadly and does cutting damage instead of bruising damage. Also it has a chance to cause another cutting damage but minor, compared to the main one.
This move will distract the target for 1 turn, making them go investigate the noise and move 1 space away from you.
This move will distract you for 1 turn but it will make enemies a bit less likely to fear you. It's like the opposite of the Threaten move but it also affects other enemies because it technically reduces your threat lvl, making you look less of a danger.
Threaten with Torch/Flare
It allows you to scare away creatures that are fearful of fire or bright lights. A very useful tactic that can affect multiple targets and might save your life. It makes you really visible when used but it also has a chance to reveal hidden targets, since you don't need to see the target to be able to use it.
A move that can only be done while having a shield equipped. It makes you easier to hit but it also increases your armor value. It only helps against damage so other effects can still be applied to you, like being suppressed or staggered from a flurry of attacks.
Combat moves that only appear when riding a bicycle. It allows you to close in and retreat faster. Charging with a Bicycle also increases the melee damage for the next turn. Both need you to be at least 5 spaces sway from the target.
A handful for an Eye
This move will improve your odds of survival in a hard situation. Also known as pocket sand, this attack will stun the target and make them retreat 1 space away from you, giving you a precious turn to either escape or attack. It can only be done while fallen and characters with the strong and melee skill are unable to use this move. This move is not always available but unlike most moves, it can be used while recovering.
Engages into grappling combat with the target. There's a chance to miss but if you manage to get hold of someone, both will get a new set of moves depending on the role, Grappler/Grappled. Head Butt, Leg Trip, Pull Down, Get Up, All the Surrender moves and Taunt can be used while grappling.
This is basically the ability to deal damage while grappling. It's comparable to using fists and can sometimes miss. It will also have a chance to knock off the target's equipped weapons and vehicle. Always available for Grapplers but not always available for Grappled targets.
Similar to Melee Surge but can only be done while grappling. Always available for both Grapplers and Grappled. Cannot be used with a broken leg.
This will cause you to push the target away, breaking the hold. There's a chance for the target to get damage, fall and lose a turn. Always available.
This is similar to release but is only available for Grappled targets. It affects both the Grappled and Grappler. Both get a chance to get damage, fall and lose a turn. Not always available.
This move is available to Grappled targets only when the Grappler is fallen and vulnerable. It will attempt to switch Grappler/Grappled places, leaving the previously Grappled target with control of the grappling hold.
A move only available for Melee skilled Grapplers. It will bring both Grappler and Grappled to the ground, but only causing damage to the later. This move can miss, leaving the Grappler vulnerable and with a chance of falling down alone. Cannot be done if the target has a vehicle equipped.
This move can be used by both the Grappler and the Grappled and it will throw the target down 2-3 spaces away and cause damage. This move will naturally break the grappling hold. Cannot be done if the target has a vehicle equipped.
This move will prevent you and the target from using most moves for 2 turns. It will increase the chance of getting hit even more for the duration of the move so if the Grappler has allies, they will benefit of this. The Grappled target will still have small chances to escape this or to counter attack while being held back.
This move is only available for the Grappler. The grappler will attempt a choke hold, which will distract him for a turn and the target will be left having trouble breathing, that means all next moves will be more tiring for 5 turns, this state stacks so multiples choke holds will render the target blacking out/unconscious. If the target is blacking out but still struggling back, the next strangle hold will render them unconscious. If the target is unconscious and the Grappler decides to use the move again, it will strangle the target to death.
Only found in forest hexes, this is a dangerous place to look for food but if successful, you can obtain raven's eggs or a squirrel, if you are "unlucky" enough.
These can be found in suburban hexes. Potatoes and Carrots can be looted from this location and having the Botany Skill will increase looting chance and allow you to loot a bit more.
Shabby Auto Repair Shop
Usually found in both urban and suburban hexes. Finding loot in these is really hard but the best find is a tool kit. The rest can go from rubble to tools.
Usually found in both urban and suburban hexes. Finding loot in these is really hard but the best find is a med kit. The rest can go from rubble to drugs or bandages.
Ransacked Gun Store
Only found in urban hexes. Finding loot in these is really hard but the best find is ammo. The rest can go from rubble to gun mods.
Barricaded Gun Store
Only found in suburban hexes. This is a dangerous place to loot. Small chances to actually find someone else's loot, traps or to trigger a couple of encounters.
Only found in urban hexes. Finding loot in these is not as hard but the best find is shopping cart parts. The rest can go from rubble to food or other random items.
Only and always found on forest shack hexes. They are comparable to houses but offer less shelter. It's still a lot better than plains or the woods.
An abandoned apartment
Found in urban hexes. Similar to Burnt-out ones but these can spawn appliances inside.
This is a liquid that is used in the tanning and repair of leather. To make it, you need a Heat Source, a Water/Fire Proof Container, a Sharp Edge, 2x Water and 10x Tannin Source.
Ammo for lighters. Can also be used in some crafting recipes. Found in random amounts inside lighters. You can turn 40 charges of it into a unit, which can be stored in other containers. To make one you need a Water/Fire Proof Container and 40x charges of Lighter Fluid. The recipe can be reversed to get the charges back.
It's only required to make a Makeshift Still but it sells for a decent amount of money. Usually found in storage sheds.
A lootable crafting component. It's found mainly in urban hexes or houses and it's used in mostly for weapon crafting.
These are needed in some equipment crafting recipes. To make a Rawhide Sheet, you need a Sharp Edge, a Tanning Rack, 4x Water and a Large Pelt from a deer or dogman. To make Rawhide Patches, you need a Sharp Edge and the Rawhide Sheet
Weaker versions of the military shoulder strap. 4x can be crafted with a Sharp Edge and a Rawhide Patch.
A stronger material than rawhide, these are used in better equipment crafting recipes. To make a Leather Sheet, you need a Sharp Edge, a Tanning Rack, 4x Ash, 4x Water, a Rawhide Sheet and Tanning Material (Bark Solution, Tallow or a big unit of Lighter Fluid).
A weaker version of the rawhide strap. Can be crafted with 10x Length of Medium String.
Tarp Sleeping Bag
A poor quality 6x6 sleeping bag. It offers the same benefits as the normal ones but this one degrades over time. You need sewing tools, 3x Tarp and 6x Medium Thread to make one.
A rare item to loot, mostly in urban areas. There are 2 kinds, lockers with mechanical locks or with electronic locks. They cannot be carried and can only be interacted with via "use" button. May contain interesting loot but only a character with the lockpicking skill or the spoofer app can open them. Will consume a set of basic lockpicking tools regardless of their current condition.
There are two of these tools, Sewing Kits and Basic Sewing Needles. Sewing Kits are better in a lot of aspects but Basic Sewing Needles are more common and also craftable by characters skilled in Tailoring.
This lootable "crafting kit" can contain a variety of equipment for crafting and repair recipes. These tools are Monkey Wrench, Claw Hammer, Utility Cutter, Screwdriver, Pliers, Hacksaw and Duct Tape but they sometimes have other tools inside.
It needs powered batteries to work and all recipes that need it will also ask for Solder, which can be found mostly in Tool Kits. Used mostly to craft or repair mechanical and electronic devices.
Electronic Spare Parts
Electronic Spare Parts are needed in all electronic crafting and repair recipes. Players can get them from breaking or disassembling devices.
Most electronic devices can be repaired now. Devices that didn't degrade now will need maintenance. Most repair recipes will need the Electrician Skill, Screwdriver, Pliers, Soldering Iron and Solder, the device to be repaired, Spare Parts, Mechanical Parts and some recipes will ask for a second device for more specific parts.
Usually spawned inside some urban building, these can be repaired to get power siphoning, lighting, heat source, etc. They need the most materials to be repaired. They will also degrade and revert to their broken state with time but it will be a long time till that happens.
It's like a Sauce Pan but it cannot be used as weapon and it degrades quickly. Specially handy since Foil Scraps are very common.
It's similar to Sauce Pans but bigger and with the ability to store liquids and small items inside. They also don't degrade but cannot be used in combat.
It's used to make Moonshine or turn strong drinks into Pure Alcohol, mainly. To make one you need either the Medic or Botany skills, Pliers, a Pressure Cooker, a Sauce Pan, a Glass Bottle, a Copper Tubing, 7x Medium Shaft and 4x Medium String or Strong Tying Object.
This is used to craft Rawhide and Leather. It can only be put inside campsites so it can't be moved unless dismantled. To make one, you need 6x Medium or Large Shafts and 4x Medium String or Strong Tying Object.
Folding All-Terrain Bicycle
A vehicle with no inventory space that decreases movement point cost. It's similar to running but it's less tiring, makes you more easy to be tracked and decreases your ability to track even more than running does. It's a rare item to loot and can be disassembled into x1 Bicycle Frame, x1 Bicycle Parts, x2 Bicycle Wheels and x14 Small Mechanical Parts with either a Multitool or a Screwdriver. The Mechanic Skill is needed to reassemble one.
A big vehicle with a lot of inventory room but also penalties. It's heavier and less versatile than the Bicycle. To make one you need the Mechanic Skill, a Hacksaw, Pliers, a Screwdriver, Soldering Iron, 5x Solder, x1 Bicycle Frame, x1 Bicycle Parts, x3 Bicycle Wheels, x1 Shopping Cart Basket and x18 Small Mechanical Parts.
More Software Options
GPS is now available for Laptops. There's also a thermometer app that tells the current temperature of the area you are in.
A sturdy wooden bat. It's very durable and does decent damage. It can be looted mostly in houses and apartment buildings or from hostile humans.
A wooden bat upgraded with nails and other pointy and sharp metal parts. It degrades slightly faster than unmodified bats but it causes both fear and nasty wounds. It can be crafted with a Heavy Blunt Object, a Baseball Bat, 2x Duct Tape and 6x assorted small parts.
Scrap Metal Knives
Weak makeshift knives. They can also be thrown at enemies, which makes them quite useful. To craft 4 of them, you will need a Heavy Blunt Object, Hacksaw, Scrap Metal and 8x Duct Tape for the handles.
Scrap Metal Machete
A medium sized sharpened blade. Not as sturdy as other melee weapons but it does good damage and it's also feared by most. To craft one, you will need a Claw Hammer, Hacksaw, Scrap Metal and 4x Duct Tape for the handle.
Scrap Metal Shield
A weak makeshift shield. It adds a new "Block" move in combat and can also be used to bash a target, which can push them 1 space away from you. To make one, you need a Claw Hammer, Hacksaw, Pliers, 2x Scrap Metal, 1x Rawhide Patch, 2x Strong Tying Object, and 5x Small Mechanical Parts.
Another DMC faction item. There's a chance DMC Guards will carry this instead of a pistol and holster. It's better than hitting with a rifle butt, which is not much, but it barely degrades and takes little inventory space. Still a deadly melee weapon in the hands of someone with the strong and melee skills.
It's better than a Scrap Knife in all aspects but it cannot be crafted. It can be found in stores or carried by NPCs.
It can be found in office or apartment buildings but it's really rare. There's also a tiny chance for NPCs to carry one. Fire Axes are powerful melee weapons and they also degrade slowly but each swing will give you a stackable condition that will make any future action tire you more and more.
Only available to Mechanics and skilled in Ranged. You need to combine two guns using Tool Kit equipment and 5 units of Lighter Fluid to clean/repair and reassemble a 100% condition gun. Repairing Makeshift guns is the same but the Ranged Skill is not required.
Cathcart North "Perforator" 12-gauge Sawoff Shotgun
It's the craftable Sawed off version of the "Perforator" Shotgun. It takes less room, it's lighter and does slightly more damage but its firing range has been greatly reduced and it makes less melee damage. You need a "Perforator" Shotgun and a Hacksaw to craft it.
"Outcast" .308 Makeshift Hunting Rifle
It is weaker than the original gun in every aspect. It can only hold one round but even with all its penalties, it's still a dangerous weapon. It can also be upgraded with a scope and shoulder sling. To make one you need the Mechanic or Ranged Skill, a Screwdriver, Pliers, Hacksaw, 2x Hunting Rifle, A Large Tree Branch, 4x Duct Tape and 5 units of Lighter Fluid to clean/repair and reassemble a 100% condition gun.
"Shredder" 12-gauge scatter gun
The first stage of this weapon is basically a sawed off shotgun barrel with a trigger and handle. It can only shot one shell at a time and is less powerful than the other shotguns but it can be upgraded into an actual rifle or carbine-like weapon. To make one you need the Mechanic or Ranged Skill, a Screwdriver, Pliers, Hacksaw, Shotgun Parts and 5 units of Lighter Fluid. To upgrade it you need the same Tools, Mechanic Skill, a Short Scatter Gun, a non sawed off Shotgun and 5 units of Lighter Fluid.
"Mongrel" .45 Makeshift Pistol
This gun shoots .45 rounds but can only hold one at a time. It's weaker but more common than the Deltec Pistol and Revolver. To make one you need the Mechanic or Ranged Skill, a Screwdriver, Pliers, Hacksaw, x2 Pistol/Revolver Parts and 5 units of Lighter Fluid.
Armor Piercing Rounds
AP rounds do the same damage as FMJ rounds but all of it is cutting damage and with a +1 penetration bonus. They are available for Handguns and Rifles.
Breach rounds are really weak for combat purposes but they can be used to loot locked storage sheds and metal lockers. They will most likely attract unwanted attention but are pretty valuable for those without the lockpicking skill. They are only available for Shotguns. They are also really rare so their market price is high.
This piece of equipment will make a .45 pistol do slightly less damage but a lot more deadly by reducing the chances to give away your position. It also increases the chances of to make the target lose sight of you when hit. The suppressor is only used when the gun is being held so it doesn't use extra inventory space.
Deltec Tactical Stock
The adjustable stock in on SBS4s shotguns are now a separated item mod. Using the shotgun without it takes less room and makes it possible to put it in a short shotgun holster but it gives penalties when firing the weapon, which are slightly less range and giving the "Vulnerable" condition.
Containers which can only fit ammunition inside. They are 3x3 in size but they can hold a good number of ammo. There are 3 different ones. Handgun ammo box, shotgun ammo box and rifle ammo box.
Torches and Flares
Torches can now be used to scare certain creatures like melonheads, dogmen and endfield horrors. They also provide some warmth when held. Flares are a more powerful version of torches and they are kinda common to find inside storage sheds and forest shacks. Flares can also illuminate an hex by just being dropped in one, making easier for you and others to be spotted. They are really easy to lit via right click menu, which also allows them to be lit in combat.
Powerful thrown weapon which can cause multiple wounds in one hit. You need to hold either a lighter or a torch to be able to use one. You cannot melee attack while holding one but you can still do moves like leg trip, head butt and grapple moves. To craft one, you need to be skilled Mechanic, a Tool Kit, a Soup Can, 15x Gun Ammo of any kind, 10x Small Mechanical Parts, a Medium Thread and 5 charges of Lighter Fluid to make the fuse.
Two new shirts, only found in NPCs like looters or Bad Muthas. The "Urban Dogeman" T-shirt and a shirt similar to the Black Shirt used by DMC Guards, but this one is white.
You can now use the Hood in Hoodies by right clicking and choosing the option. It provides a bit of extra warmth at the cost of degrading speed. Bad Muthas wear the Hood in Hoodies so some of them can be identified more easily. Looters can pick up Hoodies with the Hood On and wear them like that, though.
A worn looking red hoodie. This is a Bad Mutha faction item, which is usually used by most of them. Wearing one will reduce your standing with the other factions, including Bad Muthas, which can just see through the disguise.
It protects less against cold than a hoodie but has more inventory room. It can only be found inside forest shacks or on Hunters.
Those skilled in Tailoring can repair clothing and bags. Most recipes need either basic or quality needles or any of them, string, rags or Rawhide or Leather. A handful of these recipes will also need some specific ingredients too, like strong fasteners.
Wearable Platic Bags
There's now a recipe that lets you turn a Disposable Plastic Bag into a wearable version of it, which can be put on the head, hands or feet. It gives minimal cold protection but nothing else.
Headrags, Handrags and Footrags will give a small protection against cold. Footrags can also remove the 'barefoot' status and Headrags will give a small protection against sickness. To make them you just need set a number of either Clean or Dirty Rags. Melonheads usually use this type of improvised clothing.
Poorly made versions of normal clothing. They degrade a lot faster than their normal counterparts but they can be crafted. To make them, you need Sewing Tools, a number of rags and small string. The amount depends of the item to be crafted.
These can now be used as backpacks. They also add a small weight penalty due to how uncomfortable is to carry stuff in them. The penalty is a bit more severe when the sacks are carried in the hands.
Similar to makeshift sacks, a Bindle has a bit less inventory space and use more room but add no weight penalty for carrying it. They can only be carried in the hands. To make one, you need a Large Shaft, a Medium String or Strong Tying Object and a Large Sheet.
Makeshift Shoulder Sling
Basically, an extra pocket that goes over the shoulder. It can only carry small items. To make one, you need a Sharp Edge, a Large Sheet and 4x Medium String.
Patchwork Hide Boots
They are better than using footrags. You can stack up to two of them since they are not rigid. To make one, you need a Sewing Tools, 6x Hide Patches, 8x Small String and a Footwear Sole.
A hooded tarp cloak. It's not as warm as other clothing but easy to craft. You only need Sewing Tools, a Sharp Edge, 2x Tarp and 4x Medium Thread. It cannot be disassembled back into its components.
It's armor rating is in between the leather cap and the tactical helmet and it also protects the eyes against the "A handful for an Eye" combat move. It also has penalties similar to the clown mask, which are a reduced vision range, reduced detection rate and it makes it difficult to fall asleep, if you sleep with it on your face. It can only be found in Shabby Auto Repair Shops.
Scrap Metal Vest
It's armor rating is in between the leather vest and the tactical vest but it's uneven on certain spots. To craft one you need a Claw Hammer, Hacksaw, Pliers, 4x Scrap Metal, 8x Small Mechanical Parts and 5x Strong Tying Object. It can be repaired with the Mechanic Skill, a Hacksaw, Pliers, a Hammer, a powered Soldering Iron plus 6x Solder, the damaged Scrap Metal Vest and a Scrap Metal Sheet.
Dogman Fur Headdress
A crude head armor. It intimidates opponents and is also warm. It also has weak armor, like the Dogman fur coat. It can be crafted with Sewing Tools, a Sharp Edge, a Dogman Fur Coat and 6x Small Thread.
Rawhide Longcoat is now craftable. To make one you need Sewing Tools, 15x Rawhide Patch and 20x Medium String.
A makeshift leather head armor. Can be crafted with Sewing Tools, a Sharp Edge, 2x Medium Thread and 3x Leather Patch.
A weak leather chest armor. Can be crafted with Sewing Tools, a Sharp Edge, 10x Medium Thread, 1x Strong Tying Object and 2x Leather Sheet. There are also a couple of repair recipes that requires Sewing Tools, a Sharp Edge, either 2x Leather Vests, 5x Medium Thread and Tanning Material or a Leather Vest, 5x Medium Thread, 5x Leather Patch and Tanning Material.
These are similar to Tactical Gloves and they also degrade faster. To make a pair, you need Sewing Tools, a Sharp Edge, 4x Medium Thread and 2x Leather Patch.
These use less room when stored and degrade faster than other footwear but can be crafted. To make one you need Sewing Tools, a Sharp Edge, a Footwear Sole, 6x Medium Thread, 4x Leather Patch and Tanning Material.
Leather Knife Sheath
Apart from knives, you can also put small objects insides and a closed multitool. It can be used in the alternate shoulder and belt slots. To craft one, you need the Tailoring Skill, a Sewing Needles, A Sharp Edge, 2x Leather Patch, 3x Medium String and 2x Strong Tying Object. It can be used to craft an "upgraded" sheath that uses the Sash Slot only but it can old more knives. To make one, you need the Tailoring Skill, a Sewing Needles, A Sharp Edge, a Knife Sheath, 4x Leather Patch, 6x Medium String and 1x Strong Tying Object.
Leather Handgun Holster
This is a craftable holster. Unlike the DMC Guard one, you can put either a Pistol or a Revolver in this one and can also be used in the belt slot. It degrades faster, though. To craft it, you need Sewing Tools, a Sharp Edge, 3x Medium Thread, 2x Strong Tying Object and 4x Leather Patch.
Leather Shotgun Holster
A craftable holster for the SawOff Shotgun or SBS4 without stock. It needs to be readjusted to be able to fit either shotgun via right click button menu. To craft it, you need Sewing Tools, a Sharp Edge, 5x Medium Thread, 2x Strong Tying Object and 6x Leather Patch.
A craftable ammo belt that can be used across the chest. To craft it, you need Sewing Tools, a Sharp Edge, 4x Medium Thread, 1x Strong Tying Object and 1x Leather Patch.
Leather Utility Belt
A craftable belt with pouches to carry extra things. To craft it, you need Sewing Tools, A Sharp Edge, 6x Medium Thread, 1x Strong Tying Object and 2x Leather Patch.
This is a faction item carried by DMC Guards. It can be used in the special gear slot or in the belt slot.
A craftable arrow container that can be used in the special gear slot. You can store 10 arrows in there. To craft it, you need Sewing Tools, A Sharp Edge, 4x Medium Thread, a Strong Tying Object and a Rawhide Sheet.
A liquid only container. It takes less room when empty and can also be carried in the special gear slot. Can be crafted with Sewing Tools, a Sharp Edge, 2x Medium Thread, a Strong Tying Object and 2x Rawhide Patch.
Similar to the Duffel Bag but smaller and black colored. It's also rigid so it's not smaller when empty. Originally created to carry a laptop, a spare battery and a flash drive but anything small or flat can fit inside.
Pair of Glasses
Corrective Glasses for those with Myopia. Not all of them will be suitable for you and there are some that will actually make your vision worse. Characters with no vision issues will actually get penalties when wearing them. Usually found in office and apartment buildings.
It tells the current time and degrades when equipped. Can only be obtained by looting or from the Junk Market.
A new consumable dropped by butchered big animals. It takes more time to rot and can be eaten raw or used in some recipes. You can get more fat from meat by combining a Sharp Edge with a Medium Meat.
A new cooked consumable. These can stack up to 5 and take time to rot but eating too much can lead to gastroenteritis. To cook it, you need a Medium Heat Source, a Fire/Water Proof Container, a Sharp Edge and a Chunk of Fat.
A material made out of the fat you carve from big animals. It doesn't rot but can only be carried in bottles or cans. Can be eaten but it's mainly used as ingredient for other recipes. To make it, you need a Medium Heat Source, a Fire/Water Proof Container, a Sharp Edge, a unit of Water and 2x Chunk of Fat.
It can be used as an alternate to Tallow to make Bread or can be used to make Moonshine instead.
A new consumable item. Can be eaten raw but it's best used in cooking recipes.
A new consumable item. To make one, you need a Heat Source, a Fire/Water Proof Container and a Potato.
A new consumable item. To make some, you need a Medium Heat Source, a Fire/Water Proof Container, a Sharp Edge, a Medium or Large Shaft, 4x Potatoes and a unit of Water.
A new consumable item. To make them, you need a Medium Heat Source, a Fire/Water Proof Container, a Sharp Edge, a unit of Tallow and 4x Potatoes. You will get 2 stacks of 5 French Fries. They will make you very thirsty, specially if you eat a stack of them.
There are 3 types, but some are harder to get than others. They can be fried with a heat source and a sauce pan, if you add water they can be boiled instead. They can also be used as extra ingredient for mulligan stews. They are also sold at markets.
A lootable ingredient. Mostly found in homes, its only purpose is to be used in cooking recipes.
There are 3 types of this consumable, normal bread, ash bread and potato bread. Eating them will spawn a half loaf of bread. To make them, you Need a Medium Heat Source, a Fire/Water Proof Container (Normal/Potato Bread) or Medium/Large Shaft (Ash Bread), a unit of Water, 2x of Flour and a unit of Tallow (Normal/Potato Bread) or 4x of Ash (Ash Bread), and a unit of Mashed Potatoes (Potato Bread).
A new craftable food item. Its recipe needs a Medium Heat Source, a Water/Fire Proof Container, a Sharp Edge and a unit of Water. The next ingredients will determine the quality of the stew. For a Delicious Stew, you will need a small meat, a carrot, a potato, mushrooms and either another piece of small meat or a chunk of fat or flour. For a Simple Stew, you will need 2x small meat and 2x veggies. For a Plain Stew, you will either need 4x small meat or 4x veggies. Also, Death Caps count as veggies so be careful!
A new craftable food item. Its recipe needs a Medium Heat Source, a Water/Fire Proof Container, a Medium or Large Shaft, a unit of Water and 5x Handful of Berries. This includes poisonous berries so be careful!
It's only used to make Moonshine and cannot be eaten raw but it's a decent trading good. It stacks.
They come in sealed packages and need to be taken out via right click menu to be used. They are the most effective way to deal with wounds since they decrease the chance of infection a lot. They are usually found in medkits and ransacked pharmacies, replacing clean rags. Stacks of 10 are sold in the DMC Clinic.
Cigarettes are a wanted commodity is these hard times so shops pay handsomely for them. You can stack up to 10 of them but you can fit 20 inside a cigarette pack, which can save space. To consume one, you need to lit one in the crafting screen and then put the lit cigarette in either hand. The cigarette will be consumed in the next turn. Only smokers can really consume them.
Makeshift cigarettes, which are of bad quality so they sell for less and make you easier to be detected by smell, if consumed. To make one, you need 5x Cigarette Leftovers and a piece of Paper.
Berry Root Tea
Characters with the Botany Skill can now find Berry Roots in the wild. These can be used to make Berry Root Tea, which can be used to help with vomiting, diarrhea, gastroenteritis and the first stage of cholera. You might need to drink a lot of this since it only has small chances to deal with each of the mentioned Status Effects. The effect does not stack either so it's best to drink like every 2 turns.
It comes in stackable powder inside cans. It's similar to Corn-a-Cola but you need to prepare it first to consume it. It can be looted mostly in urban hexes but it's kinda rare. It's also sold in the C-Store. To prepare it, you need a Heat Source, a Fire/Water Proof Container and one handful of coffee powder.
It comes in small glass bottles and it's more common than whiskey. It has less alcohol content so it can actually quench thirst. Drinking 3 units of Beer will make you start feeling the effects of Minor Inebriation.
It comes in glass bottles and it's rarer than most drinks. A full bottle of it is the most expensive drink you could own. It can only be looted/scavenged which is why they are so expensive. It can stack to 10 max and is between beer and whiskey, alcohol content wise.
This is a fermenting mix in a Pressure Cooker that will take a week to ferment. When ready, it can then be distilled to produce Moonshine. To make it you need the Botany Skill, a Medium Fire Source, a Pressure Cooker, 4x Water, A medium/large shaft to grind/stir the stuff, 15x Sugar and Yeast OR 10x Berries of any Kind, 4x Sugar and Yeast OR 5x Potatoes, 6x Sugar and Yeast.
It's similar to Whiskey but with higher negative effects and cannot be used as strong disinfectant. To make a full stack of it, you need the Botany Skill, a Medium Fire Source, a Makeshift Still, 2x Water, a Wash , a T-shirt or a similar piece of clothing to strain the Wash into the Still.
It's mainly used for medical purposes as a strong disinfectant and can stack to up to 20 uses. Can also be drunk but it only gives negative conditions, apart from quick increase towards Inebriation. To make a batch of 16 uses, you need the Medic Skill, a Medium Fire Source, a Still, 2x Water and a full stack of either Whiskey or Moonshine.
A mixed drink that will increase the number of movement points by 1 and body temperature while decreasing hunger, sleep and thirst during the duration of the Boosted Status Effect. When the effects are gone, you will be both hungover and crashing after a caffeine high. The Boosted Status Effects cannot stack. To make it you just have to combine a unit of Soda with a unit of Whiskey in a Fire/Water Proof Container.
A mixed drink that will increase the number of movement points by 1 and body temperature while decreasing hunger, sleep and thirst during the duration of the Boosted Status Effect. When the effects are gone, you will be both hungover and crashing after a caffeine high. The Boosted Status Effects cannot stack. To make it you just have to combine a unit of Prepared Coffee with a unit of Whiskey in a Fire/Water Proof Container.
A device used to dispense medicine from canisters with albuterol. This drug is used to deal with respiratory conditions like coughing and asthma but can cause tremors.
Increases melee damage by 15%, decreases defense by 25%, increases tiredness rate by 100%, increases body temp by 3, which is 1 point more than corn-a-cola, gives the "Coughing Blood" condition when the effects are gone. Effects stack and can be used twice. It can be crafted with the Medic Skill, Makeshift Still, Medium Heat Source, 2x Water, a Spent Inhaler, 2x Hydrocodone Pill, 1x L-thyroxine Pill, 1x Soda.
It's a spray used by game hunters to mask their scent from animals. It's rare and only found in forests shacks or carried by Loner Hunters. The effects stack and have a duration of 10 "map" turns. Those with the Tracking Skill can make a weak, homemade version of Scent Killers. To make one, you need the Tracking Skill, a Medium Heat Source, a Large Water/Fire Proof Container, 2x Tannin Solution and 1x Spray Bottle.
-Cryo Lightning has a different recipe. They also need a Soldering Iron, Solder, Spare Parts, etc.
-All Carving and Butchering recipes are hidden under 2 recipes. This will help to reduce the huge lists in long games.
-Cooking and Boiling recipes now need a Medium Heat Source only.
-Gathering resources from Forests and Water Sources now use an encounter system. This new system adds a fatigue or tiredness cost to gathering resources.
-Patchwork clothing and similar items now need the new Sewing tools to be made instead of Sharp Edge/Point tools.
-Added a new way to deal with the Dogman in Cryo Facility encounter. Using Mechanic, Electrician and Hacker skills will allow players to kill the Dogman and get access to its corpse after the encounter.
-Edited all vanilla recipes to get meat or meat and hide from corpses. They are now shorter in name and should stop causing bugs in the recipe list due to the number of recipes added by this mod.
-The "Drunk" condition has been replaced by stackable Minor Inebriation and Major Inebriation conditions. They are just like the drunk condition but with various lvls, they don't affect blood supply, they make it easier to fall asleep but harder to wake up by noise and will also render the player unconscious if stacked to high lvls.
-HVAC Vent can be turned On and Off via right click menu.
-Software use less room and electronic devices have less inventory space but it's done in such a way that you can store more hardware than before but less power or batteries.
-Dogman Fur Coat + Sharp Edge = 15x Small Chunk of Fur.
-Tool with Screwdriver + First Aid Kit + 2 Small Parts + 2 Medium Thread = First Aid Kit w/ Strap.
-First Aid Kits can only store certain items. Mostly small and thin items. Now they aren't the best shoulder storage item now but a different one.
-All lighters are refillable now. They cannot be used as payment in Zom Zom's. They cannot be used as light source when looting in the dark, giving torches more importance.
-Spears + 2 Medium Thread = Spears w/ Strap.
-Increase the sprite size of soup, stew, tallow and bark solution to 2x3 so they use all the room in containers for liquids.
-Increase the inventory size of the Soup Can to 2x3. It's still not possible to store normal liquids like water in these.
-Small changes to some vanilla items to change their "size" in containers. An example would be a pill bottle, which would be too small to be carried in a Travois but big enough to be carried in shopping carts.
-Tarp degrades now. Tarp is now really useful and being able to use the same Tarp indefinitely with the reverse recipes seemed a bit like an abuse.
-String degrades now. This is to promote the use of better quality straps in the use of makeshift bags and vehicles.
-Recipe to get a Small String from Rags and Footwear.
-Medium String is used only in some recipes now. Straps and Rope are referred to as Strong Fastener and some recipes will need either of the two.
-Edited most of the ranged attack types to make them more unique from each other. Too many changes to mention but some of them are a lot more different than they were before.
-Reduced the Melee damage from the strong skill from 50% to 25%. Breaking someone's leg with one punch was too unrealistic, IMO so I reduced this bonus. This affects all characters and creatures, not just the player.
-Dogman is a bit more resistant to pain. They do less damage due the the above change so I decided to make them resist longer.
-Changed the way suppression from ranged weapons work. Now, even if you fail, it will still force the target to take cover and lose a turn. It will also affects the target's awareness, which means it will be easier for them to lose sight of you.
-Broad Spear, Greenwood Bow and crude arrows can be partially reversed now. Since the wood was worked, it made no sense to reverse them to tree branches.
-Alternate hidden recipe to make a Travois. To make this other one you need 6x Strong Fastener instead of 12x Medium String.
-Gas Mask Filters can be taken out of the masks now.
-Ammo no longer stacks since it comes inside containers now. Most guns now use ammo feeding devices like magazines and clips.
-Most guns hold different amounts of ammo now.
-Foil Scraps degrade now.
-Foil Poncho now needs 90 Foil Scraps to be made instead of 60 and 10 Duct Tape instead of sewing.
-NPCs have more chances to have ammo for their slings and bows.
-The Gauss Rifle now has a different recipe and it now needs a tool kit and a deltec rifle stock instead. It also has a different look.
-Multitools can now be closed and opened via right click menu. When closed, they only use 1x3 inventory space but most of their tools cannot be used, only the blade.
-Plastic bags and chip bags can now be left "always open" so they can fit in a travois.
-The move Tackle cannot be done at 0 distance now.
-The move Charge! will make the next melee attack 10% stronger. The effects only last for a turn.
-Tin Cans turn into Unlabeled Tin Cans when used in crafting. They can also be found as loot and carried by NPCs.
-Different sprite for Sound Traps. They are now unlabeled tin cans.
-New graphics for the Revolver.
KNOWN BUGS AND ISSUES:
-Activating the Hood in Hoodies and Tarp Cloaks while wearing them won't be reflected in the main map character pic until you take it off and wear it again. It's only a graphical issue, the stats apply with no problems.
-Due to the increased amount of new recipes, late games load the crafting menu slower than usual.
Modding is hard but a lot has been achieved with the help of the developer, the mods and the modding community. Thank you all! :3
The changelog is a recent thing so it starts from Version 3.6 and onward. (outdated)
You can see the changelog here.
Extended NeoScav v5.2a for version 1.14 of the game.