PC A17 Large bone farm

BigBrick

New member
Is there any good source of large bones in A17? I used to farm zombie corpses for bones in A16, but in A17 they disappear before i destroy them.

 
Grace's house has tons of bones and even live pigs in cages. It's a quest POI and thus respawns. If playing Navezgane, Joel the forest trader will send you there over and over for quests and the bones just constantly respawn.

However, the best way to get glue, and tape is not through bones - just go to the burnt biome and loot the trash piles all day long - don't do anything else -don't get tied up wasting time shooting zombies, opening sinks or birdnests, just spend some time and focus purely on all the trash piles and you'll have stacks of glue and tape as well as many other basic mats in a single 60 minute game day. Generally, you will only have to do this once every couple game weeks at first and then eventually even less as you'll have pretty much everything crafted in ridiculous stacks by that point.

 
I've never tried it, but would triggering screamers in a wasteland spawn more dogs? Or does the screamer call zombies of a specific group that is not tied to the biome?

 
Also as you go places, you may notice some bloody bones on the road, usually with rib cages sticking out of them, if you destroy those they will give you a bone. Not much...but if you are looking for bones, those can help.

 
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No matter how the loot respawn is set, once per week you can visit all (arround 10 of these pois) on a 8x8 map

 
One of the Shotgun Messiah POIs has a shooting range in the basement with lots of the gore-block things. The POI bar with the two bears in cages also sports a fair amount in/near the cages. If you get a quest involving these places, remember to clear them 1st, then activate the quest marker for a 2nd clearing.

-Morloc

 
Also keep an eye open for the construction site (large house) with a bear cave underneath it. There is about 10 gore block corpses to get bones out of in there plus maybe a bear or 2.

 
I've never tried it, but would triggering screamers in a wasteland spawn more dogs? Or does the screamer call zombies of a specific group that is not tied to the biome?
According to XML files screamer hordes are not tied to the biome. What you get in a screamer horde depends on your gamestage.

 
If someone wants to mod it, a pine sap item could be used for a couple different glue recipes... recipes that one would most likely use in this survival situation.

 
If someone wants to mod it, a pine sap item could be used for a couple different glue recipes... recipes that one would most likely use in this survival situation.
That's a fun idea.

Though... might be easier to just increase the bones dropped by animals.

[That's what I did.]

 
That's a fun idea.
Though... might be easier to just increase the bones dropped by animals.

[That's what I did.]
can anyone make a mod to add the recipe for bones. its just stupid the amount of repair kit that i have to use with my auger.

example: corn + water + paper?

 
can anyone make a mod to add the recipe for bones.
Surgery kit + forged steel prosthetic = bone.

Extract your own bones and replace them with steel. Turn your skeleton into glue and become the terminator in the process =D

 
can anyone make a mod to add the recipe for bones. its just stupid the amount of repair kit that i have to use with my auger.example: corn + water + paper?
Since the main use of bone is the manufacture of glue, an alternative recipe would be much better to address the problem. For example corn meal + water = glue.

I have created a corresponding modlet for myself but don't use it at the moment because I want to get an overview if the available resources are really not sufficient for my playing style.

 
I'm super conservative about glue, so I'm trying to kill every single animal I see and buying all duct tapes from traders. I'm not too short on shotgun shells yet, but I think my main defense will be dart traps because iron is a much more abundant resource. I miss those tons of glue I had in A16.

 
I'm super conservative about glue, so I'm trying to kill every single animal I see and buying all duct tapes from traders. I'm not too short on shotgun shells yet, but I think my main defense will be dart traps because iron is a much more abundant resource. I miss those tons of glue I had in A16.
Darts traps will also be my most important defense for the late game. I tested a base with 14 dart traps and electric fence posts and it literally destroyed a max-gamestage horde in standard difficulty with 32 zombies.

However, I notice the lack of sufficient amounts of glue very clearly. I am used to working with the auger in the mine but because I only have a few repair kits available I usually use the pickaxe instead. Since the traders in the 17.1 also sell glue I hope that sufficient quantities can be obtained to cover the need for repair kits for my auger.

Madmole once wrote that he swims in bones but I think he and I have different ideas about what that means. In the A16 I had chests full of bones. When I made glue, it wasn't 10 or 20 units, it was something in the range of 500-1000 units.

 
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Since the main use of bone is the manufacture of glue, an alternative recipe would be much better to address the problem. For example corn meal + water = glue.
I have created a corresponding modlet for myself but don't use it at the moment because I want to get an overview if the available resources are really not sufficient for my playing style.
How about simply changing the recipe for the glue? Instead of making a total alternative recipe for glue with other ingredients you could just adjust the amount of glue-bottles you get from one bone. The default recipe is something like this:

Code:
<recipe name="resourceGlue" count="1" craft_area="chemistryStation">
<ingredient name="resourceFemur" count="1"/>
<ingredient name="drinkJarRiverWater" count="1"/>
</recipe>
If you would just change the count variable of the recipe to say 3 or even 5 and the count of the water too (increasing the water but not the bones) you should be good with the amount of bones available / found in game. A simple modlet could solve these issues without the need to define an entire new recipe for glue.

Out of my mind, without verification if it actually works it should be something like this in recipes.xml:

Code:
<set xpath="/recipes/recipe[@name='resourceGlue' and @craft_area='chemistryStation']/@count">5</set>
<set xpath="/recipes/recipe[@name='resourceGlue' and @craft_area='chemistryStation']/ingredient[@name='drinkJarRiverWater']/@count">5</set>
 
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