PC Vending machines make dew collector useless?

I'm up to 5 Dew Collectors, and I think I'm finally making a profit, water-wise.  I'll have to play a few more days to know for certain, but my beverage stash has started trending up instead of down, though that could be based on finding drinks in loot (though the only loot I got on days 6/7 was from loot bags and the air drop.)

 
I'm up to 5 Dew Collectors, and I think I'm finally making a profit, water-wise.  I'll have to play a few more days to know for certain, but my beverage stash has started trending up instead of down, though that could be based on finding drinks in loot (though the only loot I got on days 6/7 was from loot bags and the air drop.)
Well... considering murky water isn't used for anything but making regular water now, I just took a bunch of our looted murky water and started it boiling.  So I'll have over 40 boiled water for two of us on day 5.  I could have done this sooner but am not used to not using murky water for other things yet and so hadn't considered boiling it earlier.  We do have 2 dew collectors and they are handy but there is plenty of murky water in loot if you're questing or scavenging regularly to cover drinking needs, even without a dew collector, imo.  I think the main need for dew collectors will come from cooking and crafting glue and any other recipes that need water.  But for drinking, I don't think they are really all that necessary.

 
Having played a few ingame days in MP Coop now, i can say the dew collector is far from beeing worthless.

@Slingblade2040 Go and play some MP Coop and try to craft for 5 people. We have a constant shortage on water with dew collectors. Only 3 of them until now but they are far from useless. They are a must have.

Vending machines don´t restock daily anymore and the one at our trader had 1 water to buy and 2 water on day 4 at restock.

 
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Maharin said:
I've played most of my A20 time with no traders.  For me they make the game far less enjoyable.  So I'd be modding in a recipe for them and/or adding them to the loot tables (and for everything else that is trader-only).


I cant think of a challenging "homemade" Water Filter: (10 cloth 20 plastic, 20 coal)?  Would making that it has a durability and can be "repaired" with some coal and cloth be even better?  (Edit:  Actually, the whole Water Filter thing is currently a critical or a nothing thing.  No middle ground and the below might be the answer.)

Maybe if it needed coal dust (instead of just coal) to be made only at a workstation (edit: or even a Cement Mixer as it grinds rock to sand.  Keeping that theme going), is starting to sound more interesting to me.

 
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Well... considering murky water isn't used for anything but making regular water now, I just took a bunch of our looted murky water and started it boiling.  So I'll have over 40 boiled water for two of us on day 5.  I could have done this sooner but am not used to not using murky water for other things yet and so hadn't considered boiling it earlier.  We do have 2 dew collectors and they are handy but there is plenty of murky water in loot if you're questing or scavenging regularly to cover drinking needs, even without a dew collector, imo.  I think the main need for dew collectors will come from cooking and crafting glue and any other recipes that need water.  But for drinking, I don't think they are really all that necessary.
Yeah, I have been too, but I haven't looted that much murky water, especially considering I looted nothing day 6/7 since I was building my horde base.  I seem to be going through 10-12 red tea a day (never really paid attention in previous alphas) so I'm going to want to get another 4-5 dew collectors at least so I have enough for glue production.

Getting the magazine to allow me to make mineral water will probably be a huge boon, since it (at least in previous alphas) gives so much hydration per water.

 
Slingblade2040 said:
So far water doesn't seem to be an issue and after watching 4 different streamers for about a total of like 5 or so hours I don't see what was the point in this whole rework around it.

With vending machines and the trader what exactly makes the dew collector worth crafting? Aside from a possible multi-player use I guess and even then that really limits its use.  Just seems the addition of vending machines really killed the survival aspect of this game and maybe it's time the pimps removed them.
 TFP seems to think we all love traders and everything to do with them.

 
 TFP seems to think we all love traders and everything to do with them.
I've never found much need for them.  People can use them as much as they like.  If I really must get something and can't find it, I'll buy it.  But otherwise I rarely buy anything from the traders except solar since that is the only place to get it without a mod.  Late game I might buy stuff just to spend the huge amounts of money I have but not because I actually have any need to do so.

 
I remove the traders completely, they don't exist in my world. With the changes in this version, I have to pass or move to mods to fix this mess. The problem is, I have a bad feeling the modders are going to take a lot longer to fix this than previous versions.

 
The only thing you need to change if you don't have traders is to add the filter to loot tables.  If you don't want to use the dew collector, you could instead change the loot tables to offer more drinks.  Not really a big deal.  And I'm sure you will see mods for such things within a week or two if you don't want to make those changes yourself.

 
<insertAfter xpath="//lootgroup[@name='groupDewCollectorLoot01']/item[@name='workstationSkillMagazine']">

 <item name="resourceWaterFilter" loot_prob_template="low"/>

</insertAfter>




That's all you need to improve the chances of finding the filter in a collapsed dew collector in the world.  This is about a 10% chance each time you loot one.

Changing low to medLow will improve the odds to 17% while med will improve the odds to 22%.

So unless I made some minor mistake in my coding, doesn't take a lot of effort or time to make those changes.

 
<insertAfter xpath="//lootgroup[@name='groupDewCollectorLoot01']/item[@name='workstationSkillMagazine']">

 <item name="resourceWaterFilter" loot_prob_template="low"/>

</insertAfter>




That's all you need to improve the chances of finding the filter in a collapsed dew collector in the world.  This is about a 10% chance each time you loot one.

Changing low to medLow will improve the odds to 17% while med will improve the odds to 22%.

So unless I made some minor mistake in my coding, doesn't take a lot of effort or time to make those changes.
I thought you already had a rare chance in broken dew collectors to get the filter?

 
This game has been dumbed down alot to cater to certain players and not playstyles. It's no coincidence that overhaul mods are becoming more popular due to the pimps bad ideas.

Farming used to need water near it and that's gone, same with the fertilizer, hell farming isn't even needed in single player. The amount of restrictions you need to put on yourself to not use basic survival mechanics shows how far this game has strayed from survival. They might as well remove the need for food and water if they keep this nonsense and turn it into what GNA horde mode is.

Anyways this isn't about base building anyways. It's about how dumb of an idea the dew collector is and how it's shouldn't have been implemented


The game is turning into a quest hub game. They keep taking features away from the sandbox freedom game-play with every version.

 
I thought you already had a rare chance in broken dew collectors to get the filter?


Yes, but very rare.  Filters are in subgroup3 which only has a 5% chance of being picked from and the filter itself only has a 20% chance of being picked instead of dirty water - not going to figure out the overall chance, I will leave that to others as I don't care to  😉

You can also just change subgroup3's chance of being picked from veryLow to something higher to get a similar result.

Something like

Code:
<set xpath="//lootgroup[@name='groupDewCollector']/item[@group='groupDewCollectorLoot03']/@loot_prob_template">med</set>
 
You can still do basically anything you want to in the game.  Maybe you have to adjust a little bit that doesn't mean you can't still play how you want to.  And they have purposely made the game middle for those who don't want to play the whole game as it is and want a different than normal experience.  Besides, if you really don't like A21, don't use it.  But if you take the time to adjust to the changes, you will most likely realize the changes don't really hurt your game at all.  But it's you really don't like some part of it, change it.  Questing and scavenging are a major part of the game and they are going to base changes on updating that.  They are also updating other major parts of the game like building and crafting even if you don't like how they went about updating those.  Just because you feel a change is bad doesn't mean that everyone else thinks the same thing or that they won't realize it isn't bad within a short time if getting used to the changes.  People hate change.  This is just continued proof of that.  All it takes is getting used to it and pay the initial pitchfork stage and then most people don't mind and often prefer the changes.

Yes, but very rare.  Filters are in subgroup3 which only has a 5% chance of being picked from and the filter itself only has a 20% chance of being picked instead of dirty water - not going to figure out the overall chance, I will leave that to others as I don't care to  😉

You can also just change subgroup3's chance of being picked from veryLow to something higher to get a similar result.

Something like

<set xpath="//lootgroup[@name='groupDewCollector']/item[@group='groupDewCollectorLoot03']/@loot_prob_template">med</set>

Gotcha.  Good info for anyone who doesn't use traders.  Personally, I rarely use them for buying stuff but I don't remove them because... Why?  I don't need them fine to keep myself from using them if I don't want to use them.  I just don't use them.  Sometimes people think they are forced to use something just because it is there without realizing they aren't being forced to use it and it is entirely their own choice to do so.

 
Vaeliorin said:
I still wish we could connect dew collectors together and have a central collection point.  Having to loot a bunch of them every day seems like it's going to get annoying pretty fast.
We need hoppers! :)

 
The game is turning into a quest hub game. They keep taking features away from the sandbox freedom game-play with every version.
Exactly. They killed farming (more or less) in alpha20 and they killed water in alpha21, they want you to be on a quest loop or quit playing apparently.

 
Exactly. They killed farming (more or less) in alpha20 and they killed water in alpha21, they want you to be on a quest loop or quit playing apparently.
Yes you can not play the game without quests.  You want to loot.  You must quest.   You want to kill a zombie.  You can not without a quest.  You want to drink.  You need a quest.  Omg omg omg.

 
Exactly. They killed farming (more or less) in alpha20 and they killed water in alpha21, they want you to be on a quest loop or quit playing apparently.


And yet people play the game with traders completely removed from the game....

 
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