Tips

Movement:

* Standing, crouching, looking and adjusting height (default scroll wheel) all change the players hitbox, and can be used to get through gaps and holes otherwise inaccessible.
* Heavy objects can often be moved much faster by sprinting into them than moving them through other means, this includes vehicles with disengaged handbrakes and full barrels.

Climbing:

* Ladders, antennas and certain power poles (such as at the rest stop) can be climbed by walking into them, putting the player into a climbing state.
* A combination of moving forwards, sprinting, crouching and jumping can be used to scale obstacles, escape wells and access roofs. binding (as alternate) forwards, sprint, crouch and jump to keys such as 'J', 'K', 'L', ';' makes this technique much easier, as you can hold forwards and sprint, while spamming jump and crouch with one hand, and use the mouse with the other.
* Windows on the house building are too short for a standing player to fit through, but a crouching or leaning player can, even *looking straight down* can be the difference.

Inventory:

* Player has four inventory slots, and can hold a fifth item actively.
* Inventory slots can store some items. Storable items will display a picture in the inventory slot display when equipped. (default E -> Tab)
* Inventory slot hotkeys can rapidly pickup several items, and are very useful when dealing with siphon hoses.

Spawn house:

* Items in the spawn house are fixed regardless of map seed.
* The starting car is randomised based on system time, i.e. quit to main menu, wait 10 IRL minutes, start new game, different vehicle.
* Starting car colour, car part condition, and spawn house paint colours are randomised regardless of system time.
* The starting car is never a truck, bus, or bike. But it can be a Diesel Ute, petrol cars and two-stroke cars.
* The well, mailbox, bus stop and phonebooth are part of the spawn house and are not reflective of those same buildings down the long road.

The Long Road:

* The *Lights* stay on the *Right*, don't get turned around.
* Stay in sight of the road until you find a compass, and even then be careful, the wasteland goes on forever, but buildings (and therefore supplies) are only guaranteed on the road. You can't eat the rabbits, but they can eat you.
* Rocks will appear in the road, depending on how well the game is running, they might render too close to react to.
* The truck with truck wheels can clear medium rocks.

Vehicles:

* The ignition, handbrake, and headlights are all control mapped as well, useful when you don't want to look away from the road going 160 downhill at night.
* In mountainous regions, the road can become too steep for many engine/vehicle combinations. This is a situation where a fury engine might not be the best choice. Excessively steep segments can be driven around, or scaled via zig zagging up the incline, i.e. drive away from the road, then turn back and drive towards the road at an angle, allowing the player to gradually ascend a hill.

Sleeping:

* You can sleep (default *hold* V) to pass approx 81/2 hours, with a cooldown of approx 16 hours. You can use this to pass the night.
* Your bars change even while sleeping, if you're low on supplies it might be a lethal choice.
* Don't sleep where rabbits can get at you.
* When sleeping in a car, engage the handbrake, lest you roll away from the road for the whole night, or into a power pole at speed.

Death:

* Falling from too high up will kill you instantly. Falling from the antenna platform on the bridge (concrete surface w/ 4 silver cylinders) onto the roof of the bridge is lethal, and the best known example to gauge the threshold. Falling from a survivable height does not inflict health damage.
* A high crash will cause a bloodstain on the vehicle, a high crash in a bloodstained vehicle causes death. Clean bloodstains ASAP.
* Some objects explode when shot or hit with melee, such as any container full of fuel, oil or alcohol.
* Any object moving with sufficient speed can kill the player, be careful trying to move large objects in an enclosed space.
* Don't point any gun at yourself.

Fluids:

* Open containers will spill liquids according to gravity and how full a container is, including engines and fuel tanks. Keep containers closed and level wherever possible.
* Holding a container allows the player to transfer liquids into other containers without using a siphon hose, moving the object up and to the side makes it easy to see what you're filling up (Default RMB + mouse), note that there is a weight limit to the objects the player can move (i.e. barrels at 75L full and up cannot be moved at all), and also note that a player can drink from held containers by accident quite easily. *mmm oil*
* Fluids cannot be separated once mixed, with the technical exception of engines and radiators using up smaller fractions of a mix.
* Liquid streams that hit the player's head will be drunk automatically.
* Unintended and contaminated fluids may still work but will change part performance.
* The player urinates based on what they drink, drink nothing but water, urinate nothing but water, drink urine because it is water, profit.
* If the vehicle is running, it is burning fuel. (even if very slowly while idling)
* Siphon hoses can transfer fluids between containers, and can also be used to (actively) empty containers. Do not detach siphon while draining due to bug where the audio/visual becomes fixed to the siphon hose.

Loading:

* Loading a save is *dangerous,* items, buildings, the long road, vehicles, the player, and the *ground* load in unpredictable orders. where possible, save on flat areas of the road, away from buildings for safest results.
* When approaching a well, watch carefully for holes into the void that may be present where the ground has not generated correctly. If you fall (or drive) into the void, be quick to load the autosave because the game will autosave even as you fall endlessly, and there is only one autosave slot.
* Loading a save when close to a building can cause items to spawn that did not spawn correctly when the building generated, consider doing this if a building seems particularly empty, but scavenge the building first, because "Loading a save is *dangerous".*

Bacon:

* Using a sword or a gun, bacon can be sliced into smaller pieces, making it easier to store more in baskets, but introducing more objects into the game (performance consideration, physics engine can only track so many objects).
* Other foods can be cut, but there is no benefit unlike glorious bacon.

Paint:

* Paint cans can be reloaded from other paint cans, a given paint can will always paint in the colour on its label, even if repeatedly emptied and reloaded
* A full can of paint (100 paint ammo) is needed to entirely change the colour of a panel, but half a can (50 paint ammo) will effectively change the colour
* Panels can be partially painted to produce a colour between their current one and that of a can.
* The rust level of a paint can does not affect performance

Cleaning:

* Brushes can unclean if used on certain types of clean or polished surfaces such as the duraplast of the Trabant, and will degrade tyres.
* Spray bottles can be reloaded
* Tyres, and some other objects, can only be cleaned by spray bottles, such as tyres.
* Guns can be cleaned. Dirty guns have a chance to jam instead of firing, and may do less damage.
* Tyre condition will impact handling.
* Engines and radiators can not be cleaned.

Ammunition:

* All guns can be unloaded, and ammo boxes/mags can also be unloaded into other boxes/mags to save space.
* Rifle magazines are the only source of rifle ammo, can can be safely discarded when empty just like ammo boxes.
* Shotguns are exceedingly rare, to the point of non-existence. It might not be worth carrying all that ammunition. needs confirmation in current version

Parts:

* Parts (including wheels and engines) can be attached to any corresponding mount point on a vehicle frame, meaning that any front drivers side door can be attached to any vehicle but only on the front drivers side mount point.
* Tyres can only be used with the correct size wheels
* The physics lock will not engage if a boot or tray panel is not present, but will work if a mismatched panel is installed, i.e. a flatbed trailer with a Skoda boot works just fine.
* Hubcaps seem to prevent wheels detaching in medium crashes by detaching instead, whereas a slow crash will not detach a wheel anyway, and a fast crash will detach both. Different hubcaps have different damage protection? Requires tests
* When swapping engines, remember that engines from the truck, bus and one variant of the Volkswagen Golf/Caddy run on diesel instead of petrol, and that more powerful engines generate more heat, needing better radiators to avoid short and medium term overheating.
* Radiator condition affects performance, but so does radiator model, this can mean installing a better model might result in worse performance if it is in worse condition. See Radiator for more information.
* Bus headlights are larger and brighter, some vehicles can mount as many as ten. (with a pair of 4 light bumpers)
* Radios come in AM, FM and AM/FM varieties.
* Wheels come in 3 sizes, bike < car < truck, and tyres in 4, bike < car < whitewall (car) < truck. So long a a given axle has matching sized tyres it will be more or less driveable.

Baskets

* With physics lock, a safe way to store siphon hoses, as the basket can be moved away from the vehicle before it is picked up. (siphon hoses are prone to physics problems)
* With physics lock, can have their stored items lock to the interior or tray rather than the basket, fix quickly by changing the physics lock option to just affect baskets, exiting the menu, moving the basket, then changing it back.
* Saddlebags, which spawn on their own (inc. in sawn house) and on motorbikes, act similarly to baskets, but have buggy behaviour when held in player inventory, and/or when not completely closed. in such situations, the saddlebags will hover up loose objects, even objects that could not possibly fit into the saddlebag, and in excessive amounts causing a Katamari of items that is very time consuming to sort out.

Lamps:

* Never run out of power.
* Will shine light through panels, allowing for placement in boots, trays and interiors.
* Consider placing in a roof or side mounted basket.

Buses:

* Busses can be entered by either entering the engine compartment, then removing a floor panel to create a hole to climb up through, or, by using the switch on the right, underside of the front bumper, the switch is green and very low to the ground.

Trailers:

* Can only be hitched to vehicles with a tow hitch, which not all vehicles have.
* Large IFA? trailers can be daisy chained.
* Cannot be painted.
* Large trailers have a handbrake, found by their front hitch.
* Tanker trailers can be refilled from the top very quickly where there is a hatch.
* Large trailers can equip car wheels for easier towing with a car that is also mounted with car wheels or a bus, and vice versa.

Scavenging:

* Bottles break, buckets spill, crates can contain anything (even motors). Crates can be broken falling on them, throwing them with momentum or attacking them with melee or firearms.
* If it can hold a fluid, it can spawn with a fluid, nothing like 20L of petrol in a rusty radiator or 150L of blood in a truck's gas tank
* Check roofs, check bins, check inside outhouses.
* Lone radio antenna and grave marker do not spawn items or fluids.
* ATC tower and Water tower only spawn water and always spawn water.
* The tanker ships only contains barrels with various fluids and fluid mixes.
* Aside from the starting vehicle, vehicles wont spawn with anything beyond their parts and fluids, and will only spawn with the appropriate parts at that. No need to open every glove box and boot you see.

Attachable Junk:

* Items like the spirit level and steel rods and be attached to vehicles and objects (including other instances of themselves), and as such can be used to create impromptu cages for cargo, ladders for climbing, and even wing/skid structures to stop vehicles from rolling

Munkas:

* Creating a save with a Munkas in view, changing the game to peaceful, and then loading the save will result in it remaining, but being non-hostile.
* Unlike some other companions, Munkas will not explode upon contact with cacti