The equipment lab is where you store and configure all your extra equipment such as safety equipment, food and drinks, coatings, generators, materials and demolition explosives.
Equipment mods are used to modify the effects and attributes of your tools. Equipment mods come in 3 categories.
- Kit - safety equipment, boots, gloves, etc.
- Materials - coatings, paint, carbon fiber, generators, turbo chargers, etc.
- Snacks - food and drinks.
Each Kit or Snack mod can be found in 4
levels where level 4 is the most powerful. Materials can be found in 10 levels and level 10 is the most powerful.
Demolition Explosives can be used to clear obstacles while building paths. They come in 4 classes and each class has 5 levels.
Unless you have purchased the PathWize Demolition Supply Package (available in the Depot), you will be limited to using TNT only up to level 3.
Kit, Snacks and Demolition Explosives items are consumable. They last one workday no matter how long the workday. When one of these items is equipped for use during a workday, starting the workday consumes the item.
You can build an inventory of consumable items by purchasing supply packages at the Depot. Each item type and level is stackable in the equipment lab so you can have several items on hand.
Once a consumable item is equipped for use, it will remain equipped as long as you have inventory remaining. For example, if you equip Leather Gloves III and you have 5 items, you could go to work 5 times and each time would consume one of the inventory.
Return Authorizations and Demolition Charges are also consumable items stored in the equipment lab. Like other consumables, an inventory of Return Authorizations and Demolition Charges can be built up by purchasing supply packages. Unlike the other consumables, you don't have to do anything to configure Return Authorizations and Demolition Charges. As long as you have inventory, you will automatically carry up to the maximum allowed number of these items for each workday.
Materials are different in that they are not consumed when the workday is over. However, there are more levels of each material, and building up an inventory of the most powerful materials will take more time.
Each workday, you take your supply van to the worksite carrying your equipment. A summary of the current equipment configuration is displayed on the side of the van. This summary information is the same as what is displayed on the main scene under the Equipment category.
The summary is displayed each time the Equipment button is activated on the main scene.
When you start out as an Apprentice, you'll only be certified to carry a few return authorizations per workday. Recycling path pieces is expensive and you're expected to gain experience before gaining certification to carry additional return authorizations.
In the equipment summary scene, your per workday certification for return authorizations is displayed along with your total inventory of return authorizations. In the image above, the number of return authorizations per workday would be limited to 8 while the total inventory is 1799 (8/1799).
Each workday, you will automatically get your certified amount unless you don't have the inventory. At the completion of the workday, any unused return authorizations will be replaced in your inventory (unused return authorizations roll over to the next workday).
In order to use Demolition Explosives, you must have equipped a demolition explosives item (explosives class and level) in the Explosives Lab. In addition, you must have a number of explosive charges to initiate the explosions and do damage to the obstacles. When you start out as an Apprentice, you'll only be certified to carry a few charges per workday. You'll need to gain experience and obtain certification to carry additional charges by purchasing supply packages at the Depot.
In the equipment summary scene, your per workday certification for explosive charges is displayed along with your total inventory of charges. In the image above, the number of charges per workday would be limited to 7 while the total inventory is 760 (7/760).
Each workday, you will automatically get your certified amount unless you don't have the inventory. At the completion of the workday, any unused charges will be replaced in your inventory (unused charges roll over to the next workday).
Configuring Equipment Items
Equipment mods and Demolition Explosives are configurable. To configure these items, tap on the associated garage door to access the lab for that item type.
Materials, Snacks, and Kit are all Equipment Mods that modify the attributes of your Tools.
The lab and equipment picker for these items all work the same way. The Materials lab will be explained here but the Snacks and Kit labs are the same except for the contents. All of the labs are also color coded in the same way as the equipment summary.
The equipment lab displays information about the available inventory and is where you can pick items to be configured. The left display shows the type of item (Materials), the currently centered picker item (Turbocharger IV), the number of items in your inventory (this will be the number of owned items for kit and snacks, it's not applicable to materials), and the currently equipped item type (Turbocharger IV).
When you enter the lab, if an item is currently equipped (displayed in the main scene and in the equipment summary), that equipped item will be centered in the equipment picker. In this example, Turbocharger IV is currently equipped so it is centered in the picker and Turbocharger IV is also listed on the 'Ref:' line of the left display, indicating that Turbocharger IV is also the currently equipped materials item.
The right display shows the attributes of the item centered in the picker and also the attributes of the reference (equipped) item.
Equipment Modifier Attributes
Equipment mod attributes parallel the tool attributes. The modifier attributes of the equipped mod items boost the attributes of tools. The equipment mod attributes Smash, Cut, Haul, Effort, and Durability map directly to effects on a Tool's Smash, Cut, Haul, Effort, and Wear.
There is one extra equipment mod attribute, Perception. This attribute increases the user's perception and concentration ability and thus slows down time. When an equipment mod item with a non-zero Perception effect is equipped, the workday and shift bonus timers run slower, giving the path builder extra time to complete tasks.
All of the equipment mod attributes have more effect the longer the power bar. If the corresponding power bar has zero length, the attribute has no positive effects. Equipment mod attributes never have negative effects.
While browsing the inventory, the left display changes to show the item centered in the picker. The item's name and the inventory count changes as the picker center item changes.
In the example above, the centered picker item is Stainless Steel I and the inventory count does not apply because this is a material item.
The right display shows the equipment attributes of both the reference item (the currently equipped item) and the centered picker item. The reference item attributes are displayed as thin brighter green lines and the centered picker item attributes are shown as longer power bars.
In the example above, the centered item, as compared to the reference item, effects more cut, effort and durability, and has less effect on smash, haul and perception.
You can browse your inventory in several ways:
- Swipe left or right to browse the picker items.
- Tap an item in the picker to move to that item.
- Tap on a scrollbar arrow or drag the scrollbar thumb.
- Touch and hold a scrollbar arrow for rapid scrolling.
Equipping Mod Items
When the desired mod item is centered in the picker, tap the Equip button to equip (select) that mod item. The reference item shown on the left display will change to the new chosen item and upon returning to the Equipment Summary scene, the newly equipped mod item will be displayed as well.
Sometimes you might want to 'un-equip' some mod items, usually to conserve inventory. Maybe you want to explore a new workday type or a new location and are unsure of which tools you might need. In that case, use the None button to clear out that equipment mod type. You'll see that the reference item name changes to none and in the Equipment Summary scene, that equipment category will be blank. In the Main Scene, the equipment summary list will show that you have not selected equipment in that category.
The Explosives Lab is almost identical to the Equipment Lab.
Item picker browsing works the same way as in the equipment lab and the left display shows the centered picker item as well as the currently equipped reference item.
The only difference is that demolition explosives are not equipment mods and do not affect tool attributes. Instead, demolition explosives have their own attributes Power, Blast and Extent. Power is a measure of amount of damage a particular explosive can do to obstacles. Blast is a measure of how large the central explosion will be. A larger value for blast means that obstacles will be affected more even if they are further from the center of the explosion. Extent is a measure of large the total potential damage radius will be. If an explosive has a large extent attribute, obstacles many grid squares away from the center of the blast will be affected.