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Author Topic: (Old Post-Apocalypse thread).  (Read 217789 times)

TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #390 on: April 23, 2012, 11:10:29 am »

I acquired some Black Bronze, but it was not usable at the forge. Added [ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR] to it.

Edit: what if change the "broken arrow" ammo tile to something bullet-related, but maybe not spent brass casings.
Edit2: maybe a blood spatter tile, hmm... that might work.
« Last Edit: April 23, 2012, 01:31:33 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #391 on: April 23, 2012, 12:50:56 pm »

It would look better.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #392 on: April 24, 2012, 01:21:43 pm »

Change suggestions:
- giant iguana value up, was 13 on embark.
- all blueprint output should be 3x, so if you have the tech, can make 3 sawmills/furniture shops; not 3 holodisks to 3 sawmills.
- how about need blueprints to make power armor. "research power armor" giving you 10 blueprints for it. Now it's just "find charged cell, find iron, get power armor".

and my custom scavenging tuning: http://dl.dropbox.com/u/8967397/Tomis%20variant%20patch.zip
(no more steel household items from scavenging, instead Iron Chain, Iron Bucket, because steel chain was worth 900e...) (hostiles and sieges earlier)
« Last Edit: April 24, 2012, 01:24:19 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Mathienski

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #393 on: April 24, 2012, 02:37:49 pm »

Ok, so I am currently in the process of adding a ton of my own ideas to this mod and I thought I'd ask if you were accepting "donations". I'll make a more detailed list of my additions if you want me to.
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #394 on: April 25, 2012, 11:09:41 am »

I think I'll reduce the breeding of Ghouls, humans, and supermutants by having more infertile female caste than fertile.
Ghouls:
Spoiler (click to show/hide)

Edit: if rename the [REACTION:ARC_SCRAP_SMELTING] reaction's display name, then can j-m-q order it queued.
Hey! Why are the
[REACTION:ARC_ELECTRUM_MAKING]
[NAME:make electrum bars]
[BUILDING:SMELTER:NONE]
reactions at the smelter instead of arc furnace!

My custom scrap metal ore:
Spoiler (click to show/hide)
Also noticed that orichalcum (300 copper + 150 gold) gives only 2 stacks of Ori bars.
« Last Edit: April 25, 2012, 11:46:08 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Bodyless

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #395 on: April 25, 2012, 12:09:26 pm »

I have to say that learning by a computer terminal can get quite fast as soon as a citizen reaches higher skills levels. they probably "produce" the learning reaction much faster and thats why they gain a lot of exp points.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #396 on: April 25, 2012, 12:37:01 pm »

My errors, TomiTapio. Thank you.

Ok, so I am currently in the process of adding a ton of my own ideas to this mod and I thought I'd ask if you were accepting "donations". I'll make a more detailed list of my additions if you want me to.
Sure I do!

I will release a fix with additions soon, I am just a bit busy (getting a new job).

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Mathienski

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #397 on: April 25, 2012, 02:55:00 pm »

Right. So far I've only made a few new guns and reactions, just take what you can use and i suppose I'll finish up some of my other ideas after the next release.

Code: [Select]
item_wasteland_weapon

[ITEM_WEAPON:ITEM_WEAPON_BOW]
[NAME:hunting bow:hunting bows]
[SIZE:300]
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:15]
[SHOOT_MAXVEL:40]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]

[ITEM_WEAPON:ITEM_WEAPON_HANDGUN] replaced crossbow with this for vault starter weapon
[NAME:handgun:handguns]
[SIZE:250]
[SKILL:MACE]
[RANGED:CROSSBOW:GUN_AMMO]
[SHOOT_FORCE:150]
[SHOOT_MAXVEL:100]
[TWO_HANDED:30000]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:250:1000:strike:strikes:pommel:1000]

[ITEM_WEAPON:ITEM_WEAPON_HANDGUN_CUSTOM] for strange moods
[NAME:handgun:handguns]
[ADJECTIVE:custom]
[SIZE:250]
[SKILL:MACE]
[RANGED:CROSSBOW:RIFLE_AMMO]
[SHOOT_FORCE:250]
[SHOOT_MAXVEL:200]
[TWO_HANDED:30000]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:250:1000:strike:strikes:pommel:1000]

[ITEM_WEAPON:ITEM_WEAPON_RIFLE_HUNTING]
[NAME:hunting rifle:hunting rifles]
[SIZE:400]
[SKILL:SPEAR]
[RANGED:CROSSBOW:RIFLE_AMMO]
[SHOOT_FORCE:200]
[SHOOT_MAXVEL:100]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]

[ITEM_WEAPON:ITEM_WEAPON_RIFLE_ASSAULT]
[NAME:assault rifle:assault rifles]
[SIZE:450]
[SKILL:MACE]
[RANGED:CROSSBOW:RIFLE_AMMO]
[SHOOT_FORCE:300]
[SHOOT_MAXVEL:200]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]

[ITEM_WEAPON:ITEM_WEAPON_RIFLE_A_BAYONET]
[NAME:assault rifle (bayonet):assault rifles (bayonet)]
[SIZE:500]
[SKILL:SPEAR]
[RANGED:CROSSBOW:AMMO]
[SHOOT_FORCE:300]
[SHOOT_MAXVEL:200]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20:8000:stab:stabs:bayonet:1000]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]

[ITEM_WEAPON:ITEM_WEAPON_RIFLE_GAUSS] enclave weapon
[NAME:gauss rifle:gauss rifles]
[SIZE:600]
[SKILL:MACE]
[RANGED:CROSSBOW:GAUSS_AMMO]
[SHOOT_FORCE:600]
[SHOOT_MAXVEL:600]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]


item_wasteland_ammo

[ITEM_AMMO:ITEM_AMMO_HANDGUN]
[NAME:handgun bullet:handgun ammo]
[CLASS:GUN_AMMO]
[SIZE:150]
[ATTACK:EDGE:2:300:stab:stabs:NO_SUB:1000]

[ITEM_AMMO:ITEM_AMMO_RIFLE]
[NAME:rifle bullet:rifle ammo]
[CLASS:RIFLE_AMMO]
[SIZE:150]
[ATTACK:EDGE:3:500:stab:stabs:NO_SUB:1000]

[ITEM_AMMO:ITEM_AMMO_GAUSS]
[NAME:2mm:2mm]
[CLASs:GAUSS_AMMO]
[SIZE:150]
[ATTACK:EDGE:1:1000:stab:stabs:NO_SUB:1000]

[ITEM_AMMO:ITEM_AMMO_ARROWS]
[NAME:arrow:arrows]
[CLASS:ARROW]
[SIZE:150]
[ATTACK:EDGE:3:200:stab:stabs:NO_SUB:1000]


reaction_wasteland_research

[REACTION:RESEARCH_OPEN_CRATE3]
[BUILDING:INVENTOR:NONE]
[NAME:open military crate]
[REAGENT:A:1:INSTRUMENT:ITEM_INSTRUMENT_MILITARY_CRATE:NONE:NONE]
[PRODUCT:100:1:BOX:NONE:INORGANIC:ALUMINUM]
[PRODUCT:10:1:INSTRUMENT:ITEM_INSTRUMENT_SEALED_CONTAINER:INORGANIC:VIRUS_UNKNOWN]
[PRODUCT:10:1:INSTRUMENT:ITEM_INSTRUMENT_SEALED_CONTAINER:INORGANIC:VIRUS_UNKNOWN]
[PRODUCT:25:1:WEAPON:ITEM_WEAPON_HANDGUN:INORGANIC:IRON]
[PRODUCT:15:1:WEAPON:ITEM_WEAPON_RIFLE_HUNTING:INORGANIC:IRON]
[PRODUCT:7:1:WEAPON:ITEM_WEAPON_RIFLE:INORGANIC:STEEL]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_RIFLE_BAYONET:INORGANIC:STEEL]
[PRODUCT:30:50:AMMO:ITEM_AMMO_BULLETS:INORGANIC:STEEL]
[PRODUCT:30:50:AMMO:ITEM_AMMO_BULLETS:INORGANIC:STEEL]
[PRODUCT:30:50:AMMO:ITEM_AMMO_BULLETS:INORGANIC:STEEL]
[PRODUCT:20:50:AMMO:ITEM_AMMO_BULLETS:INORGANIC:STEEL]
[PRODUCT:20:50:AMMO:ITEM_AMMO_BULLETS:INORGANIC:STEEL]
[PRODUCT:25:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:DEPLETED]
[PRODUCT:15:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:CHARGED]
[SKILL:ALCHEMY]

[REACTION:RESEARCH_H_RIFLE]
[BUILDING:INVENTOR:CUSTOM_H]
[NAME:research hunting rifles]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_RIFLE_HUNTING:NONE:NONE]
[PRODUCT:100:3:INSTRUMENT:ITEM_INSTRUMENT_BLUEPRINTS:INORGANIC:BL_H_RIFLE]
[SKILL:ALCHEMY]

[REACTION:RESEARCH_A_RIFLE]
[BUILDING:INVENTOR:CUSTOM_A]
[NAME:research assault rifles]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_RIFLE_ASSAULT:NONE:NONE]
[PRODUCT:100:3:INSTRUMENT:ITEM_INSTRUMENT_BLUEPRINTS:INORGANIC:BL_A_RIFLE]
[SKILL:ALCHEMY]

[REACTION:RESEARCH_G_RIFLE]
[BUILDING:INVENTOR:CUSTOM_A]
[NAME:research gauss rifles]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_RIFLE_GAUSS:NONE:NONE]
[PRODUCT:100:3:INSTRUMENT:ITEM_INSTRUMENT_BLUEPRINTS:INORGANIC:BL_G_RIFLE]
[SKILL:ALCHEMY]


reaction_wasteland_tinker

[REACTION:TINKER_CRAFT_POWERARMOR]
[NAME:craft power armor set]
[BUILDING:TINKER:NONE]
[REAGENT:A:1500:BAR:NO_SUBTYPE:INORGANIC:IRON]
[REAGENT:B:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:CHARGED]
[REAGENT:C:1:TRAPPARTS:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_POWER:INORGANIC:IRENE]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:INORGANIC:IRENE]
[PRODUCT:100:1:SHOES:ITEM_SHOES_BOOTS:INORGANIC:IRENE]
[PRODUCT:100:1:GLOVES:ITEM_GLOVES_GAUNTLETS:INORGANIC:IRENE]
[SKILL:CUTGEM]

[REACTION:TINKER_CRAFT_POWERARMOR_MK2]
[NAME:craft powerarmor MKII set]
[BUILDING:TINKER:NONE]
[REAGENT:A:1500:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[REAGENT:B:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:CHARGED]
[REAGENT:C:1:TRAPPARTS:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_POWER_MK2:INORGANIC:PLASTEEL]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:INORGANIC:PLASTEEL]
[PRODUCT:100:1:SHOES:ITEM_SHOES_BOOTS:INORGANIC:PLASTEEL]
[PRODUCT:100:1:GLOVES:ITEM_GLOVES_GAUNTLETS:INORGANIC:PLASTEEL]
[SKILL:CUTGEM]

[REACTION:TINKER_CRAFT_POWERARMOR]
[NAME:craft power armor set]
[BUILDING:TINKER:NONE]
[REAGENT:A:1500:BAR:NO_SUBTYPE:INORGANIC:IRON]
[REAGENT:B:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:CHARGED]
[REAGENT:C:1:TRAPPARTS:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_POWER:INORGANIC:IRENE]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:INORGANIC:IRENE]
[PRODUCT:100:1:SHOES:ITEM_SHOES_BOOTS:INORGANIC:IRENE]
[PRODUCT:100:1:GLOVES:ITEM_GLOVES_GAUNTLETS:INORGANIC:IRENE]
[SKILL:CUTGEM]

[REACTION:TINKER_CRAFT_POWERARMOR_MK2]
[NAME:craft powerarmor MKII set]
[BUILDING:TINKER:NONE]
[REAGENT:A:1500:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[REAGENT:B:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:CHARGED]
[REAGENT:C:1:TRAPPARTS:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_POWER_MK2:INORGANIC:PLASTEEL]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:INORGANIC:PLASTEEL]
[PRODUCT:100:1:SHOES:ITEM_SHOES_BOOTS:INORGANIC:PLASTEEL]
[PRODUCT:100:1:GLOVES:ITEM_GLOVES_GAUNTLETS:INORGANIC:PLASTEEL]
[SKILL:CUTGEM]


reaction_wasteland_kiln

[REACTION:CEMENT_MAKING]
[NAME:Make cement]
[BUILDING:KILN:CUSTOM_SHIFT_C]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:NONE:NONE]
[REACTION_CLASS:FLUX]
[PRODUCT:100:10:BLOCK:NONE:CEMENT:NONE][PRODUCT_DIMENSION:150] since aggregate can be pretty much anything i just made a lot of cement blocks rather than adding a bunch of reaction for concrete making
[FUEL]
[SKILL:WOOD_BURNING]


reaction_wasteland_guns

[REACTION:MAKE_GUN_AMMO_I]
[NAME:make iron handgun ammo]
[BUILDING:GUNSMITH:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:1:INSTRUMENT:ITEM_INSTRUMENT_SEALED_CONTAINER:INORGANIC:GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_RIFLE_AMMO_I]
[NAME:make iron handgun ammo]
[BUILDING:GUNSMITH:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:1:INSTRUMENT:ITEM_INSTRUMENT_SEALED_CONTAINER:INORGANIC:GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_GUN_AMMO_S]
[NAME:make steel handgun ammo]
[BUILDING:GUNSMITH:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:B:1:INSTRUMENT:ITEM_INSTRUMENT_SEALED_CONTAINER:INORGANIC:GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_RIFLE_AMMO_S]
[NAME:make steel rifle ammo]
[BUILDING:GUNSMITH:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:B:1:INSTRUMENT:ITEM_INSTRUMENT_SEALED_CONTAINER:INORGANIC:GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_2MM_AMMO]
[NAME:make steel 2mm ammo]
[BUILDING:GUNSMITH:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_H_RIFLE]
[NAME:make hunting rifle]
[BUILDING:GUNSMITH:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[REAGENT:c:1:INSTRUMENT:ITEM_INSTRUMENT_BLUEPRINTS:INORGANIC:BL_H_RIFLE][PRESERVE_REAGENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_RIFLE_HUNTING:GET_MATERIAL_FROM_REAGENT:A:NONE]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_A_RIFLE]
[NAME:make assault rifle]
[BUILDING:GUNSMITH:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[REAGENT:c:1:INSTRUMENT:ITEM_INSTRUMENT_BLUEPRINTS:INORGANIC:BL_A_RIFLE][PRESERVE_REAGENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_RIFLE_ASSAULT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_G_RIFLE]
[NAME:make gauss rifle]
[BUILDING:GUNSMITH:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:b:1:SMALLGEM:NO_SUBTYPE:INORGANIC:WIRING]
[REAGENT:c:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:CHARGED]
[REAGENT:d:1:WOOD:NONE:NONE:NONE]
[REAGENT:c:1:INSTRUMENT:ITEM_INSTRUMENT_BLUEPRINTS:INORGANIC:BL_G_RIFLE][PRESERVE_REAGENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_RIFLE_GAUSS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_HANDGUN]
[NAME:make handgun]
[BUILDING:GUNSMITH:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HANDGUN:GET_MATERIAL_FROM_REAGENT:A:NONE]
[FUEL]
[SKILL:FORGE_WEAPON]


inorganic_wasteland_stone

[INORGANIC:CEMENT] ruins and stuff
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cement][DISPLAY_COLOR:0:7:1][TILE:132]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:20]
[ENVIRONMENT:SEDIMENTARY:VEIN:10]
[ENVIRONMENT:SOIL:VEIN:50]
[ENVIRONMENT:SOIL:CLUSTER_SMALL:100]
[ENVIRONMENT:SOIL:CLUSTER:20]
[IS_STONE]


inorganic_wasteland_blueprints

[INORGANIC:BL_H_RIFLE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:hunting rifle]
[UNDIGGABLE]
[MATERIAL_VALUE:30]

[INORGANIC:BL_A_RIFLE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:assault rifle]
[UNDIGGABLE]
[MATERIAL_VALUE:40]

[INORGANIC:BL_G_RIFLE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:gauss rifle]
[UNDIGGABLE]
[MATERIAL_VALUE:40]
(hope I got everything here)

I'm thinking I'll make it so blueprints are actually transcribed from blueprint holodiscs gained from research, but I'm all post-apocalypse'd out right now. We'll see after I've lost a few dorf forts to various fun things.
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #398 on: April 25, 2012, 07:05:22 pm »

maybe have computers be able to duplicate blueprints?
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #399 on: April 26, 2012, 01:16:34 am »

It would be too easy :).

Mathineski: I am pretty much settled on ranged guns. Why would we want handguns when we already have crossbows/pump-action guns/rifles taking all possible "damage" niches? I would make more different gun types, but if they use the same ammo, it's the same, and if not, it's a pain in the ass to manage squads.
But thanks nonetheless :). I am more interested in more creatures and interactions though, those are the longest to make.
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TomiTapio

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #400 on: April 26, 2012, 07:08:53 am »

Someone, make a slow-moving robot creature that leaves various liquids behind. Like a slime trail (mud? pulverized bones? synth-oil leaks?)
Edit: bleh, my best elite soldier is wearing a power armor on top of advanced power armor. (uniform contains PA and adv.PA)

Edit2: New idea! Make body armor out of junk (scrap metal, pots & pans & bowls & chains) without needing charcoal! Ropes and leather straps hold it together. Worse than combat armor, of course, but can make 20 of them when have no charcoal! (imagine your kitchen's frying pan protecting you from knives/machetes.)

I say the blueprints are knowledge, and one holodisk should output 3 of the blueprint.
robot's "stabalizer" -> stabilizer.
« Last Edit: April 26, 2012, 08:40:13 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #401 on: April 26, 2012, 09:14:59 am »

Someone, make a slow-moving robot creature that leaves various liquids behind. Like a slime trail (mud? pulverized bones? synth-oil leaks?)
Edit: bleh, my best elite soldier is wearing a power armor on top of advanced power armor. (uniform contains PA and adv.PA)

Edit2: New idea! Make body armor out of junk (scrap metal, pots & pans & bowls & chains) without needing charcoal! Ropes and leather straps hold it together. Worse than combat armor, of course, but can make 20 of them when have no charcoal! (imagine your kitchen's frying pan protecting you from knives/machetes.)

I say the blueprints are knowledge, and one holodisk should output 3 of the blueprint.
robot's "stabalizer" -> stabilizer.

like a standard, or megabeast?  the Behemoth Mk I dripped oil, which it usually set on fire...  I was going to make a "Mr. Farmy"  could maybe give it an interaction where it spreads random mud/fertilizer patches? (I was going to replace its flamethrower with a pesticide sprayer that makes people sick, but is fatal to insects)  Maybe even have it "milkable" for water? (actually...shouldn't all Mr. bots have that?  The butlerbots in F3 did...Also...would the game treat it as regular water...I don't know...)
« Last Edit: April 26, 2012, 09:24:55 am by JediaKyrol »
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #402 on: April 26, 2012, 10:16:29 am »

No, the water and the liquid_misq are different, and they greatly impact the framerate. The weather already does :P.
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JediaKyrol

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #403 on: April 26, 2012, 12:48:15 pm »

blurg...dead idea then...
Alternative!   I give Mr. Farmy  GRAZER:*some number* and have it produce Sailent Green (which could then be converted in the kitchen into different food-plants...or in the still to make "Battle Brew" with an attached strength-boosting syndrome.)  Good?  Bad? Meh?

Oh, Claptraps could probably do with adding FLEEQUICK...as they are little wuss-bots and shouldn't be getting in wrestling matches with deathclaws.
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Deon

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Re: ☢ Post-Apocalypse ☢ (v.1.0a) :: hotfix
« Reply #404 on: April 26, 2012, 12:55:02 pm »

Nice idea about producing food from plants.

Claptraps already have FLEEQUICK.
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