Rant Time: It’s time for Gutenberg to go.
As the title may suggest and as a WordPress.com blogger, I’ve given up using the Gutenberg editor for articles. Let’s explore exactly the reasons why.
Gutenberg, Block Editing and Calypso
One of the biggest selling points of Gutenberg (the latest WordPress editor, first released in 2018 and headed up by Matias Ventura) is its ability to have literal text blocks. Each paragraph is literally a square block that is separate from all other blocks. The blocks allow for movement with an arrow up and down. The point to this movement system is to allow for easily rearranging your articles. At least, that was the main selling point.
In reality, the blocks are more of a chore than a help. I’ll explain this more in a bit. When Gutenberg first launched, it replaced the previous editor, Calypso, which was released in 2015. Calypso loaded extremely fast (in under 3 seconds you’re editing). Typing in text was flawless and simply just “worked”. When Calypso first released, there were a number of performance issues, some bugs and it didn’t always work as expected. However, after several updates over the initial months, all of that was solved. The slowness and performance issues were completely gone.
Before Calypso arrived, there was the much older “black colored” editor that was simple text-only editor. Meaning, there was no ability to graphically place or drag-move objects. Instead, you had to use specific HTML tags to manually place images and use inline CSS to get things done. It was a hassle, but it worked for the time. The big update for WordPress was that Calypso would bring modern word processor features and a more WYSIWYG type experience to blogging. Calypso did that exceedingly well, but in an occasionally limited way.
Unfortunately, Calypso had a short lifespan of about 3 years. For whatever reason, the WordPress.org team decided that a new editor was in order and so the Gutenberg project was born.
Gutenberg Performance
The real problem with Gutenberg is its performance. Since its release, Gutenberg’s block-building system has immense overhead. Every time you type something into a block, the entire page and all blocks around it must react and shift to those changes. Performance is particularly bad if you’re typing into a block in the middle of an article with many other blocks. Not only does the editor have to readjust the page on every single keystroke entered, it has to do it both up and down. Because of this continual adjustment of the page, keystrokes can become lagged by up to 12 seconds behind the keyboard typing.
Where Calypso’s typing performance is instant and without lag, Gutenberg suffers incredible lag due to its poorly conceived block design. Gutenberg has only gotten worse over time. Unlike Wine which ages and gets better every day, Gutenberg gets worse every day. There are literally hundreds of bugs in the Gutenberg editor that have never been corrected, let alone the aforementioned severe performance issue.
Classic Editor
You might be asking, “What editor are you using?” Technically, I’m using Calypso inside of Gutenberg because there’s no other option than the antiquated “black editor”. When Gutenberg came about, they had to find a way to make old articles written in Calypso compatible with Gutenberg without having to convert every single article into the new Gutenberg block format. To do this, the Gutenberg team included Calypso in the block called the “Classic Editor” block. It’s effectively a full version of Calypso in a single block.
The Classic Block type is what I’m now using to type this and all new articles. I must also say that every character I type into the Classic Block is spot on in speed. No lags at all. Typing is instantaneous. However, with Gutenberg, typing words into a Gutenberg “paragraph” block can see text show up literally many seconds after I’ve typed it… sometimes more than 10 seconds later. I can literally sit and watch the cursor make each letter appear after I’ve stopped typing. It’s incredibly frustrating.
Few typists are 100% accurate 100% of the time. This means using the backspace key to remove a double tapped letter, add a missing letter or rewrite a portion of text is required. When you’re waiting on the editor to “catch up” with your typing, you can’t even know what errors you made until it finally shows up. It’s like watching paint dry. It’s incredibly frustrating and time wasting.
Editor Performance
Gutenberg’s performance has gotten progressively worse since 2018. By comparison, Calypso’s launch performance suffered when it was first released, taking 10-12 seconds to launch. The Calypso team managed to get that under control within 6 months and reduced the launch time to under 2 seconds. Literally, you could go from a new browser tab to editing an existing or brand new article in under 2 seconds. Gutenberg’s launch performance has remained consistent at ~10 seconds and has never wavered in the many years since it launched in 2018. And… that 10 seconds all for what? An editor with horrible performance?
Gutenberg launched with “okay” block performance years ago, but in the last 6 months, its performance level has significantly degraded. Literally, the Gutenberg paragraph block, the mainstay of the entire Gutenberg editor, is now almost completely unusable in far too many circumstances.
If you’re looking to type a single short paragraph article, you might be able to use Gutenberg. Typing an article like this one with a large number of paragraphs of reasonable length means slower and slower performance the longer the article gets, especially if you need to edit in the middle of the article. That’s not a problem when using the Classic Block as the article has only one block. It’s when there’s an ever growing number of blocks stacking up that Gutenberg gets ever slower and slower. Gutenberg is literally one of the most horrible editing experiences I’ve ever had as a WordPress blogger.
Gutenberg’s Developers
As a user of Gutenberg, I’ve attempted to create bugs for the Gutenberg team in hopes that they would not only be receptive to wanting these bug reports, but that they would be willing to fix them. Instead, what I got was an ever growing level of hostility with every bug reported… culminating in myself and one of the Gutenberg developers basically having words. He accused me of not taking the right path to report bugs… but what other path is there to report bugs if not in the official bug reporting system devoted to Gutenberg’s bugs? This one entirely baffled me. Talk about ungrateful.
Sure, I’m a WordPress.com user, but the WordPress.com team doesn’t accept bug reports for Gutenberg as they have nothing to do with Gutenberg’s development. They’ll help support the WordPress.com product itself, but they don’t take official bug reports for sub-product components. In fact, I’d been told by multiple WordPress.com support staffers to report my bugs directly into the Gutenberg project bug reporting system. That’s what I did. I explained that to the developer who suddenly became somewhat apologetic, but remained terse and condescending.
Let’s understand one thing. WordPress.com is a separate entity from the WordPress.org Gutenberg development team. The two have no direct relationship whatsoever, making this whole situation even more convoluted. It’s a situation that WordPress.com must workout with WordPress.org. As a blogger, it’s not my responsibility to become the “middle man” to communicate between these orgs.
Any development team with this level of hostility towards its end users needs to be reevaluated for its project values. Developers can’t develop in a bubble. They need the feedback from users to improve their product. Developers unwilling to accept this feedback need to be pulled from the project and, if their attitude does not improve, be jettisoned. Bad attitudes need to be culled from any development project. It will only serve to poison the end product… and nowhere is this more abundantly clear than in the Gutenberg editor. This editor is now literally falling apart at the seams.
WordPress.com is at a Crossroads
At this point, WordPress needs to make a choice. It’s clear, the Gutenberg editor can’t last. WordPress.com must make a new editor choice sooner rather than later. Gutenberg is on its last legs and needs to be ushered out of the door.
If that means re-wrappering the entire editor so that the Classic Block becomes the only and default block available, then so be it. I’d be perfectly happy if WordPress.com would make the Classic Block not only the default editor block type when entering a new editor, but the ONLY block type available. After all, everything that can be done with individual blocks in Gutenberg can be done in the Classic Block.
Then, refocus the Gutenberg development team’s efforts to improving ONLY the Classic Block. Have them drop the entirety of development for every other block type from that horrible Gutenberg editor product.
Blocks and Gutenberg
Let’s talk about Gutenberg’s design for a moment. The idea behind Gutenberg is noble, but ultimately its actual design is entirely misguided. Not only has Gutenberg failed to improve the editor in any substantial way, it has made text editing slower, more complex and difficult in an age when an editor should make blogging easier, faster and simpler. All of the things that should have improved over Calypso have actually failed to materialize in Gutenberg.
The multiple block interface doesn’t actually improve the blogging experience at all. Worse, the overhead of more and more blocks stacking to create an article makes the blogging experience progressively slower and less reliable. In fact, there are times when the editor becomes so unresponsive that it requires refreshing the entire editor page in the browser to recover. Simply, Gutenberg easily loses track of its blocks causing the editor to essentially crash internally.
None of this is a problem with the Classic Editor block because editing takes place in one single block. Because the Classic Editor is a single block, Gutenberg must only keep up with one thing, not potentially hundreds. For this reason, the Classic Editor is a much easier solution for WordPress.com. WordPress.com need only force the Classic Block as the primary editor in Gutenberg and hide all of the rest of Gutenberg’s garbage blocks that barely work. Done. The editor is now back to a functional state and bloggers can now move on with producing blog articles rather than fighting Gutenberg to get a single sentence written. Yes, Gutenberg is that bad.
Bad Design
Worse, however, is Gutenberg’s block design idea. I really don’t fully understand what the Gutenberg team was hoping to accomplish with this odd block design. Sure, it allows movement of the blocks easily, but it’s essentially a technical replacement for cut and paste. How hard is it really to select a paragraph of text, cut it and then paste it into a different location? In fact, cut and paste is actually easier, faster and simpler than trying to move a block. Block movement is up or down by one position at a time when clicked. If you need the block moved up by 10 paragraphs, then you’re clicking the up button 10 times. And, you might have to do this for 5 different paragraphs. That’s a lot of clicking. How does that much clicking save time or make blogging easier? Cut and paste is always four actions. Select the text, cut, click cursor to new location, paste. Cut and paste has none of this click-click-click-click-clickity-click BS. Of course, you can cut and paste a whole block, but that sort of defeats the purpose of building the up and down function for movement, doesn’t it?
Instead, I’ve actually found in practice that Gutenberg’s alleged more advanced “design” actually gets in the way of blogging. You’d think that with a brand new editor design, a developer would strive to bring something new and better to the table. Gutenberg fails. The whole cornerstone and supposed “benefit” of Gutenberg’s design is its blocks. The blocks are also its biggest failing. Once you realize the blocks are mostly a gimmick… a pointless and a slow gimmick at that, you then realize Calypso was a much better, more advanced editor overall, particularly after using a Classic Block to blog even just one article.
Change for Change’s Sake
Here’s a problem that’s plagued the software industry for years, but in more recent times has become a big, big problem. With the rush to add new features, no one stops to review the changes for functionality. Product managers are entirely blinded by their job requirement to deliver something new all of the time. However, new isn’t always better and Gutenberg proves this one out in droves. Simply because someone believes a product can be better doesn’t mean that the software architects are smart or creative enough to craft that reality.
We must all accept that creating new things sometimes works and sometimes fails. More than that, we need to recognize a failure BEFORE we proceed down the path of creation. Part of that is in the “Proof of Concept” phase. This is the time when you build a mini-version of a concept to prove out its worth. It is typically at the “Proof of Concept” stage where we can identify success or failure.
Unfortunately, it seems that many companies blow right past the proof-of-concept stage and jump from on-paper design into full-bore development efforts. Without a proper design review by at least some stakeholders, there’s no way to know if the end result will be functional, useful or indeed solve any problems. This is exactly where Gutenberg sits.
While I can’t definitively state that the Gutenberg team blew past the proof-of-concept stage, it certainly seems that they did. Anyone reviewing Gutenberg’s blocks idea could have asked one simple question, “How exactly are blocks better than cut and paste?” The answer here is the key. Unfortunately, the actual answer to this question likely would have been political double-speak which doesn’t answer the question or it might end up being a bunch of statistical developer garbage not proving anything. The real answer is that this block system idea doesn’t actually improve blogging. In fact, it weighs down the blogging experience tremendously.
Instead of spending time writing, which is what we bloggers do (and actually want to do), we now spend more time playing Legos with the editor to determine which block fits where. As a blogger, an editor should work for us, not against us. Spending 1/3 of our time managing editor blocks means the loss of 1/3 of our time we could have been writing. Less time writing means less articles written.
Because blogging is about publishing information, speed is of utmost importance. Instead of fumbling around in clumsy blocks, we should spend our time formulating our thoughts and putting them down onto the page. For this reason, Gutenberg gets in our way, not out of our way.
At a Crossroads — Part II
Circling back around, we can now see exactly WHY WordPress.com is at a crossroads. The managers at WordPress.com need to ask this simple question, “What makes our bloggers happy?” The answer to this question is, “A better and faster editor.”
Are Gutenberg’s failings making bloggers happy? No. Since the answer to this question is “No”, WordPress.com managers need to realize there’s a problem afoot… a problem which can be solved. Nothing requires the WordPress.com platform to use Gutenberg… or at least the block portions of it. Because there exists a solution in the Classic Block, it would be simple to launch Gutenberg directly into a locked-in version of the Classic Block and not allow any further blocks to be created… essentially dumping the vast majority of Gutenberg.
This change reverts the editor back to Calypso and effectively does away with Gutenberg almost entirely. Though, this is a stop-gap measure. Eventually, the WordPress.com managers will need to remove Gutenberg entirely from the WordPress.com platform and replace it with a suitably faster and more streamlined editor, perhaps based on a better, updated version of Calypso. It’s time for this change. Why?
If the Gutenberg team cannot get a handle on crafting an editor that works after 3 years, then Gutenberg needs to be removed and replaced with an editor team actually willing to improve the blogging experience. WordPress.com needs to be able to justify its sales offerings, but it’s exceedingly difficult when you have what should be the cornerstone of the platform, the editor, working against you. This makes it exceedingly difficult for new would-be buyers to literally spend money for WordPress.com platform. Paying for an editor that barely works is insane. WordPress.com managers can’t be so blind as to not see this effect?
The bottom line is, how do you justify replacing an editor with an under 2 second launch time with an editor that now has a 10-20 second launch time? That’s taking steps backwards. How do you justify an editor that lags behind the keyboard typing by up to 12 seconds when the previous editor had no lag at all? Again, steps backwards. Isn’t the point in introducing new features to make a product better, faster and easier? Someone, somewhere must recognize this failure in Gutenberg besides me!! Honestly, it’s in the name of the product “WordPress”. How can we “press words” without an editor that “just works”?
WordPress.com, hear me, it’s time to make a change for the better. Dumping Gutenberg from the WordPress.com platform is your best hope for a brighter future at WordPress.com. As for the WordPress.org team, let them waddle in their own filth. If they want to drag that Gutenberg trash forward, that’s on them.
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Fallout 76: Best location to farm XP?
Many people playing Fallout 76 are asking this specific question, specifically because nerfing has become so commonplace not just with weapons, but also spawning creatures and the reduction of XP received from creatures. Let’s explore.
The Whitespring
One of the staples for farming Experience Points (XP) in Fallout 76 has always been the Ghoul Run at The Whitespring (and the larger events like the Scorchbeast Queen). The plus with the Ghoul Run is that you’ll get a fair amount of XP out of the deal. The minus is that once you run it, it takes ages for the ghouls to respawn on the same server. This means you cannot continue to farm XP indefinitely. This slow respawn rate was intentionally changed to prevent players from farming this area constantly. However, you can mostly avoid this issue by server hopping. The other downside is that Bethesda has consistently and continually nerfed the XP received from killing high level ghouls. The amount of XP that can be had at The Whitespring Ghoul Run isn’t slouchy, but it’s nowhere near the levels that were formerly available when the game was new. You might have been able to level up once fully by a single Ghoul Run the first year the game was around. Today, it would take probably 10 runs to get the same amount of XP to level up.
This is why the Ghoul Run is still a decent run to do, but you can’t rely on it to take your character up to the next level quickly. Instead, there are other locations more suitable for high XP farming.
West Tek Research Center
With the addition of Steel Reign (part of the Steel Dawn series), a new location was opened at West Tek Research Center. This area is available via an elevator in the research wing of the facility. The area is named ‘FEV Production Facility’. Here’s the magic of this location. With the add on of this sublevel area, the interior of the entirety of West Tek Research Center is now farmable for XP infinitely.
Not only are the Super Mutants spawning at level 100 (mostly), they offer at least 300+ XP with every kill (as a base). The XP only goes up from here. This is at least twice the amount of XP you’ll receive from killing a high level ghoul at the Whitespring.
The important thing here is that once you’ve cleared out the upper level area of West Tek Research Center, you can then visit the FEV Production area and kill all the Supermutants down there. Be careful, though. The FEV area also spawns Supermutant Suiciders. Once you’ve cleared that area out, return to the upper floors and all of the Supermutants will have respawned yet again and you can clear the upper area out all over again.
Then, rinse and repeat. You can move between the lower FEV area and the upper research area then back. Every time you do this, each interior respawns all of the Supermutants again.
Better, each time I’ve done this, at least one Supermutant and/or Hound is a 2 or 3 star legendary. It’s not a lot of Legendary enemies, but they’re high level and multi-star. What this also means there’s no cooldown on the area at all. Just move back and forth between each of the areas and keep the kills going for as long as you want.
Effectively, West Tek Research center is the new XP run. You can farm XP here indefinitely when moving between these two interior spaces. This allows you to grind, grind, grind your way to leveling up quickly. This also quite useful when you’re wanting to complete the ‘Level Up’ challenges to gain S.C.O.R.E. points.
Increasing the XP bonus?
While 300 XP per kill isn’t too bad, you can really do much, much better at WestTek Research Center per Super Mutant kill. In fact, I’ve been able to achieve just over 1900 XP per kill for each level 100 Super Mutant! Because this area is instantly farmable non-stop, you can level up even your highest level character(s) around every 30-45 minutes. You’ll need a one or two shot per kill weapon, though, to achieve this level up speed. That’s a crap ton of XP in one or two shots. To achieve that ~1900, you’ll need to stack several XP boosters, combined with a Double XP weekend.
Basically, the XP bonus stack goes as follows:
Adding all of this up, that’s 2 + 5 + 5 + 5 + 10 + 15 + 100 + 100 ~= +242% XP. Unfortunately, this stacking math and Bethesda stacking math don’t always align in Fallout 76. Bethesda always math stacks to offer the least amount of bonus possible. Meaning, the stacking math I describe here might not be exactly what Bethesda uses to calculate the perk stack. Knowing Bethesda, it probably doesn’t work out perfectly like the math above. Regardless, this XP bonus stack shown above raises those base 300 XP Super Mutants to greater than 1900 XP per kill.
Without a Double XP Weekend, this halves the XP amount to around ~960 XP per kill. That’s still an excellent amount of XP per kill and can level almost any character up reasonably quickly, not to mention adding up all of those 100 extra S.C.O.R.E. points quickly.
Note that these are not the only foodstuffs in the game that offer bonus XP, but these above are the ones that offer the best bonus XP. This is the XP stack you’ll want to setup. Other foodstuffs offering bonus XP include Canned Meat Stew (+5% XP) and Cranberry Cobbler (+5% XP). Unfortunately, these only offer 5% bonus, so it’s better to craft Cranberry Relish or Tasty Squirrel Stew for the 10% XP it offers instead.
Fasnacht
When Fasnacht is active, there are lots of squirrels around. Take advantage of all of the extra squirrels and create Tasty Squirrel Stew for that 10% extra boost. Just remember, though, Tasty Squirrel Stew requires salt. You’ll need to hit up many diners, restaurants and kitchens to locate the amount of salt needed to craft all of that Tasty Squirrel Stew. In general, it’s a lot easier to source ingredients for crafting Cranberry Relish than it is for Tasty Squirrel Stew.
Cranberry Relish, for example, uses sugar. It’s very easy to craft sugar by picking a bunch of Snaptail Reed. Unfortunately, neither salt nor pepper cannot be crafted in Fallout 76. To find salt and pepper, this means lots and lots of scavenging places like the Whitespring Golf Club, all of the diners throughout Appalachia, every house with a kitchen, The General’s Steakhouse and even kitchens inside of bunkers, within the Enclave bunker, within the missile silo lunch rooms and even on picnic tables at Foundation. There are lots of kitchen locations all over the map where both salt and pepper spawn. Specifically, you want the salt and pepper shakers that are white and black, respectively. You don’t want the green salt and pepper shakers that are classed as “junk” and which can only be scrapped.
Additionally, salt and pepper containers only spawn once per 24 IRL hours. Once you’ve picked up salt and pepper containers at a location, you must wait a full 24 hours before the containers respawn.
Teams and Stacking
Keep in mind that Inspirational relies being on a public team and may or may not require 4 team members. It doesn’t matter which kind of team you create. You simply need to be on a public or private team.
Team Bonuses: There is an XP boost by joining any type of public team and establishing 4 bonds. Public team XP bonuses apply separately from the team goal. By joining a public team, such as a Casual team, in addition to the Intelligence boost, you’ll also receive an up to ~+2% XP boost for establishing 4 bonds. As I said above, this XP boost is separate from the team’s defined perk bonus such as Intelligence (Casual), Charisma (Roleplay) or XP boosts from Legendary Kills (Hunting). It’s definitely worthwhile joining public teams to gain this continuous small boost to your XP bonus. Note that this XP boost isn’t documented well and the amount of total bonus isn’t large, but a bonus is a bonus and every little bit adds up.
Also while you’re on a public team, take advantage of the Magazine and Bobblehead team bonuses. Stacking of shared Inspirational cards by multiple players while on a team may or may not work.
A note about foodstuffs. Only one foodstuff can be stacked at a time. If you eat Cranberry Relish, for example, you can’t add more XP by eating more foods, like Cranberry Cobbler (+5%) or Canned Meat Stew (+5% from Feed the People event). Eating any other foodstuff will replace the previous bonus with that new bonus. For example, if you eat Cranberry Relish and gain 10% XP, then eat Cranberry Cobbler, that 10% bonus will be replaced with a 5% bonus.
Yet, different classes of XP bonus items CAN be stacked like Bobbleheads can be stacked with Magazines, can be stacked with Foods and can be stacked with Lunchboxes. As long as each bonus item is of a different class, you can stack the XP up for a lot of bonus XP. Simply look at your character’s EFFECTS area to see how the stacking works.
With Magazines and Bobbleheads, you can extend the duration of these bonuses by using the Curator card. This perk card doubles the duration. If a Magazine normally lasts 1 hour, it will last for 2 hours with the Curator card. Unfortunately, there are no perk cards that increase the duration of Lunchboxes, Kindred Spirit or Food and Drink bonuses.
Finally, keep in mind that environmentally gained bonuses from sleeping, the bench press, the slot machine, the fortune teller, the punching bag or similar all disappear from your character should your character be forced to respawn. You’ll have to spend time reacquiring these environmental bonuses each time you respawn. This highly annoying issue is similar in frustration to dropped loot. Bethesda seems intent on making this game as frustrating as possible.
Dropped Loot
A caution is in order for this area. If one of the Super Mutants kills your character and you respawn, be sure to pick up your dropped loot instantly. If you fail to do this and transition to the other area using the elevator, the previous interior will be wiped and reset, which includes wiping and losing your dropped loot. Don’t expect your dropped loot to hang around after an interior resets.
Intelligence + Chems Debate
Some sites have debated that having higher intelligence offers better XP returned from killed creatures. I’ve personally not found this to be the case. I wear a full set of Unyielding armor which raises intelligence by +15 points and yet there’s no difference in XP on a kill with or without the armor.
Some have claimed that consuming Berry Mentats or other Intelligence boosting chems may offer better XP returned from kills. I’ve not tested using chems for this purpose, but it may be possible that the use of chems does offer some kind of random bonus to XP as either a bug or a misfeature in these game substances. Your mileage with using chems to boost XP may vary.
The Clock’s Ticking
Bethesda is very skittish when it comes to information like this. Therefore, the clock is ticking on the relevance of this information dated as of Oct 2021. Use this information while you can. Bethesda will ‘fix’ this area in a future update to prevent the above farming situation. As I said, use and enjoy the West Tek Research Center to farm loads of XP while you can. It won’t last.
In answer to the above question, if you’re looking for a reasonable place to continually farm high level enemies, legendaries and a decently high amount of XP per kill, West Tek Research Center is the place.
Good Luck
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Fallout 76: How to get Sludge Lung?
One of the Atom Survival challenges in the game is to catch all of the diseases in the game, such as Sludge Lung and The Whoopsies. Each of these diseases are had by being exposed to certain things in the game. Let’s explore Sludge Lung and The Whoopsies, two of the most difficult diseases to achieve. Let’s explore.
Sludge Lung
Just above I said it is one of the “most difficult disease to achieve”. Oh, it’s not that hard to actually get Sludge Lung, but it is difficult to get Sludge Lung to count against the challenge objective. This is one of the most frustrating things about the challenge system in Fallout 76. You can do all of the right things and still not see the challenge marked as complete. Sludge Lung is one of these problematic achievements.
The easiest way to get Sludge Lung is to enter Belching Betty mine without a mask on. In fact, without a mask, you’re likely to get it instantly upon entering. That’s not the problem, however. Simply getting Sludge Lung doesn’t make it count toward the Survival challenge like it should. This is plainly a bug in Fallout 76. This bug has existed for going on at least 2 years now. You would think that Bethesda could fix a bug like this in 2 years. Yet, here we are and it’s still not fixed. In fact, there are other long unfixed bugs still present today that were in the game on day one of its release.
Bethesda really has no desire to fix these long standing bugs. Instead, they prefer building and releasing expensive add-ons, like the now-defunct Survival World type, Vault 94 and even Nuclear Winter only to see these removed from the game months after introduction. These were expensive-to-build add-ons from a development perspective. We’re talking several months of design and coding only to be summarily dumped from the game without even so much as a farewell.
No, Bethesda can’t fix even the most simplest of bugs, like Sludge Lung counting towards a challenge, but they can spend months building an add-on that no one really wanted and which was proven out because it wasn’t played.
How to get Sludge Lung to count?
We now arrive at the heart of this article. Sludge Lung doesn’t count towards the challenge achievement after a player’s character contracts it. We know this. To get this disease to count towards the Survival challenge isn’t hard, but it also isn’t intuitive.
The easiest method is to immediately head over to Flatwoods after contracting Sludge Lung. There are three sleeping bags lying on the ground near or in Flatwoods. You may now even see where I’m going with this, so bear with me. There are two at the ghoul infested tent just across the field of Brahmin (near the Red Rocket) in Flatwoods proper. There is one more at located at the Overseer’s camp right across from The Wayward (just outside Flatwoods).
Lying on any of these sleeping bags on the ground may confer the Swamp Itch disease upon the player’s character. Why is this important? It’s important because the only way to get Sludge Lung to count is to immediately take on a new disease.
However, there’s a catch. As soon as the player character gets a disease, an invisible cooldown timer begins so that you can’t receive another new disease until that cooldown timer expires. However, server hopping immediately causes that timer to expire upon login to a new server.
This means that once you obtain Sludge Lung, you’ll need to server hop and then fast travel to Flatwoods to attempt to get Swamp Itch from a sleeping bag on the ground. However, Swamp Itch isn’t the only way, but it’s the fastest way. You can certainly try to find a diseased animal, creature or similar and get close enough to them to get their disease. However, you’ll need to be able to do this quickly as Sludge Lung heals and disappears quick… hence, the sleeping bag is the key to speed.
Sleeping Bags and Diseases
Once you have Sludge Lung, server hopped and are standing in front of a sleeping bag on the ground, hop into it. Make sure it’s not a sleeping bag in your camp. Camp sleeping bags on the ground in your camp may be considered “safe” by the game. Instead, use a world bag not located in your camp. These non-camp bags are always considered “unsafe”.
You may or may not get Swamp Itch on your first attempt. Sleeping in a ground mattress or sleeping bag doesn’t confer a high chance, just a chance to get a disease. However, if you do get Swamp Itch, it will happen almost instantly after lying down. No need to wait a while. If you don’t get it after lying down, stand back up and try again. Just keep trying over and over until you get it.
Once you get Swamp Itch, it will force the game to iterate through all of the current diseases your character presently has and update the challenge area. At that point, the game will notice you have Sludge Lung and mark that disease complete under the challenge. Why the game doesn’t do this iteration when you obtain Sludge Lung by itself, I’ve no idea. My guess is bad coding. There’s plenty of bad code in Fallout 76 and this area is no exception.
As I said, it doesn’t matter what other disease you obtain, you just need to get it before Sludge Lung wears off. For example, drinking Dirty Water can confer Dysentery upon the player’s character and that will also count. However, I’ve found that the chances of getting Dysentery from water is a whole lot less than getting Swamp Itch from a sleeping bag on the ground. Whatever disease you attempt to get while having Sludge Lung, you’ll need to do it quick before Sludge Lung wears off.
If Sludge Lung wears off before you can get a new disease, you’ll need to enter Belching Betty again, get Sludge Lung and start this process over again.
Once you get Swamp Itch in addition to Sludge Lung, the game will update that you have Sludge Lung and that challenge is marked as complete.
The Whoopsies
I could write a separate article on this disease and how to get it. However, I’ll just do it here. However, let me say that by far, The Whoopsies disease is the absolute most difficult disease to get in the game, but not for the same reason as Sludge Lung. There is only one enemy in the game that confers this disease upon the player and it’s exceedingly difficult to make this occur.
What enemy? Mirelurk Hatchlings. These creatures are only spawned from a Mirelurk Queen, one of the more difficult standard enemies in the game. While you can attempt to get The Whoopsies from any Diseased Mirelurk Hatchlings, the easiest location to do this is at Quarry X3 in the Cranberry Bog. This location has a half-round metal building located near the pond where a Mirelurk Queen spawns. You’ll use this building to help craft the situation needed.
The challenge is not to kill the queen while allowing hatchlings to continue to spawn. However, hatchlings don’t spawn often (about every 3-5 minutes) and when they do, the vast majority are not diseased. Only about one out of 10 spawned are diseased. Even then, a diseased hatchling might not confer the disease upon you even after attacking you repeatedly. Unlike diseased Ghouls, diseased Radstags, diseased Snallygasters and diseased Deathclaws which confer a disease instantly upon even getting close, hatchlings don’t confer a disease even after attacking multiple times.
The problem, even above their slowness in spawning, is that the hatchlings die on their own after attacking about 5-7 times. Corrected. As of January 2022, Bethesda seems to have fixed the hatchling dying problem. I was able to allow a diseased hatchling to repeatedly attack my character for up to 10 minutes or longer. This finally allowed my character to obtain The Whoopsies and close out this challenge. However there is still a need for the ….
Metal Building
The trick is to lure the queen next to the building and wait for the “pop” sound from the queen, indicating new hatchlings have spawned. You might need to venture out and let the hatchlings see you, but I’ve found they enter the building on their own. The queen can’t attack you easily inside the building, but the hatchlings can enter and begin attacking. You’ll want to kill all of the non-diseased hatchlings allowing only the diseased hatchlings to attack. You might get lucky and receive The Whoopsies quickly or you could be waiting for hours in that building standing around letting them attack you. You’ll want to carry a bunch of stimpaks or food to replenish your HP.
Make sure to remove any Perk cards that add disease resistance and also change to armor that doesn’t offer disease resistance. Using Radaway also helps because it reduces disease resistance by 50% for a period of time. However, none of this guarantees that any diseased hatchling will give you The Whoopsies quickly.
Further, if you do manage to get The Whoopsies and you find that it doesn’t count under the challenge, you’ll need to follow the same instructions as above by server hopping, then attempting to get another disease, like Swamp Itch, from a mattress to force the game to count The Whoopsies as part of the challenge. However, when my character got The Whoopsies, it counted instantly. No problems with this challenge, unlike Sludge Lung above.
As I said, The Whoopsies is the absolute most difficult disease to obtain in the game, bar none. It is likely to be the only disease you don’t have… unless you accidentally received it from a hatchling during a random Mirelurk Queen encounter. The likelihood of that happening is extremely low during the course of random play.
Good Luck!
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