World:

  • All the wooden doors are destructible, with 2 stages of destruction (Except the load doors, for obvious reasons). Shoot, bash or damage it any way, and it'll break partly, damage it more and it'll break completely. It is useful for some specific fights with Fat Min and Wor, and it can help you bypass some locks in Staff Rooms. If your damage output is high enough, there's a chance you can just blast through the door clean off.
  • The bomb-over-the-door trap can be disarmed by simply taking the bomb. If you open the door, the bomb falls and explodes. 
  • There's multiple hidden easter eggs in the mod. Some of them are only accessible by chucking a grenade at specific spots, or looking into unlikely places.
  • Mega-wulfenite Crystals explode when shot, shooting arcs of lightning and leaving a red mist behind. Use it to your advantage by shooting them when lobotomites are near them. You'll still get the component as it drops when the crystal explodes as well, not only when harvested.
  • There is some loot on the roof of the BMRC, which you can access by climbing through the fallen tree on the back and jumping from there onto the AC.

Armor:
  • Lobotomite Jumpsuits and Waist-Wrapped Lobotomite Jumpsuits are the same armor. They can be swapped into either variant in the armor workbench. 
  • All the variants of the Scientist Gloves are armor, but they give boosts to unarmed attacks. That means that you can use them with any kind of unarmed weapon and it'll still give you the bonus! (It doesn't make a lot of sense for Power Fists, but it makes a lot of sense for brass knuckles and deathclaw gauntlets)
  • Crater Worker gloves can be upgraded to Reinforced Crater Worker gloves, which changes its look (it adds duct tape to it).
  • All parts can be extremely customized. Lobotomite Goggles can be changed on where they have feathers or not, what color do you want the glass, how dirty it is, how reflective it is, if you want them to have casting light, or animated color effects.
  • Crayons can be worn as a mouth accessory by crafting it with a crayon in the chemistry station.

Implants:
  • You can use those parts to craft jars with them in them, for decoration. The heart keeps beating even inside the Formalin Jar:

  • You can also use those hearts to make makeshift pulse grenades in the Chemistry Station by overcharging them with fusion cells.
  • You can only craft most World Objects after you've at least completed the quest.

Weapons:
  • Saturnite Power Fists and Saturnite Super Sledges have all the same vanilla power fist and super sledge modifications, but they also have an extra Super Heated mod. 
  • It's advisable to do Crazy Marty's quest so you can send him to a settlement and he will sell almost every item from the mod. He also benefits from a Level 2+ Store.
  • Use Big MT Care Package Transportalponder Mines by throwing them on the ground and a crate will spawn. Damage the crate to make it teleport away. If you didn't get them, you didn't choose that ending.
  • All Cosmic Knifes do bleeding damage!
  • You can get Cosmic Knives back from spears and lances in a Saturnite Forge.
  • There's hidden Proton Axe configuration holotapes that you can use to give special effects to your Proton Axe/Hatchet. Some are easier to find than others. There's only one per area.

Settlement stuff:
  • You can make more Mega-wulfenite by "planting" it in workshop mode (after the recipes are unlocked halfway through the quest). They are useful for making Charged Mega-wulfenite Chunks (a grenade) or for making fusion cells/cores. When planted, they require power to grow and a settler to tend it. They are good combined with the Satellite Solar Panels. 
  • Crazy Marty also sells Shipments of Mega-wulfenite and Saturnite to use.
Enemies:
  • Lobotomite Tickers don't explode as long as the torso is not crippled or that they haven't triggered their bash yet. Aim for the head or the legs.
  • Lobotomites are only aggressive when you approach them. They will give you a warning if you are getting too close, and past that point they will attack.
  • There are several ambush points where lobotomites can come from holes in walls, holes in ceilings, under tables, doors, or playing dead. Those will attack on sight once you get close enough for them to ambush you, or when attacked.

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