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Author Topic: (Old Post-Apocalypse thread).  (Read 219082 times)

tahujdt

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #780 on: October 27, 2012, 05:21:10 pm »

I would like to make a suggestion for the improvement of the virus research. Since it it possible to create vermin through the use of reactions, the virus reactions should produce "bacteria" vermin instead. These have a syndrome inducing bite similar to vanilla cave spiders. This has the benefit of requiring lockdown procedures on virology labs. The toxins in some crates you might want to leave as just vapor. Maybe add a cleaning robot that is immune to the bacteria and is a vermin-catcher.
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Deon

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #781 on: October 28, 2012, 03:19:08 am »

I don't think that reaction-created vermin even bite. There was an issue before with bees made through reaction not biting.
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Neyvn

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #782 on: October 29, 2012, 03:53:16 am »

Why is it that every time I generate a Premade World map, they never look like those that are posted by the Author... Always have a bloody Deadly Ocean, ALWAYS...

Also... WTF is with South Australia's Coastline? It doesn't jut that far inland!!!
Other then that, can't wait to try this and fail badly. I don't really know what I am doing/bringing...
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Deon

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #783 on: October 29, 2012, 08:30:19 am »

I drew the map by hand, if I used a proper heightmap turned into bitmap I could do a better world map. Sorry if your part of the world looks different from reality. There must have been some tectonic cataclysm :).

Regarding the stuff you need to bring, it's not that different, but if you bring at least one securitron and pasture him near the entrance, it helps a lot.
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Neyvn

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #784 on: October 29, 2012, 09:04:01 am »

I drew the map by hand, if I used a proper heightmap turned into bitmap I could do a better world map. Sorry if your part of the world looks different from reality. There must have been some tectonic cataclysm :).

Regarding the stuff you need to bring, it's not that different, but if you bring at least one securitron and pasture him near the entrance, it helps a lot.
Yeah still, I never get a normal ocean always the brown colour...
Regardless. So far going well...
Just had my first death, Drained of Blood...
Never handled Justice before so really don't know what I am doing theres :P
That and it seems that I can make a TON of "Cash" for the Merchants just by selling them the stuff I scavenge, I mean, Steel Cleaver... 20000+
That and suddenly getting 30 people in the second year has me scrambling to make space/food/booze/life...

EDIT:: Welp, that forts gone...
A glowing Gekko caused a fire that ripped through the compound, I had yet to make it fire proof so that tore through everything, all my stockpiles gone and farms and a couple of people...
Going to wait on this until something is done to balance the trading part due to having a Masterwork Meat Cleaver netting me over 20k just from doing some scavenging and a few jugs giving me 1k+. That and it seems a little odd that EVERY BODY IS EPIC, I mean everyone in this fort had legendary stats (not skills, stats) so everyone was super strong and such...
« Last Edit: October 29, 2012, 09:54:02 am by Neyvn »
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Deon

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #785 on: October 29, 2012, 10:28:13 am »

Quote
Just had my first death, Drained of Blood...
Never handled Justice before so really don't know what I am doing theres
Oh, you had a replicant. They are a bit harder to notice than vampires.

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Going to wait on this until something is done to balance the trading
That's not going to happen. DF trading is literally impossible to balance, because every decoration makes stuff so much more expensive. You can do the same in vanilla: find some iron vein and forge masterwork tools decorated will gems; you will buy whole caravans. There's always a downside: the more you trade, the more invaders you get.
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JediaKyrol

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #786 on: October 29, 2012, 10:34:54 am »

Hmm... Neyvn...if you had a "drained of blood" death...and people with superhuman stats...you might have had several replicants in your fort...LUCKY!
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Asra

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #787 on: October 29, 2012, 01:40:38 pm »

There's only one surefire way to catch all of the replicants. After you get one, put them in a well of water and stab them repeatedly. Pretty soon everyone will be replicants and you won't have to worry about killing the wrong guy.
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sGdYy409L

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Re: ☢ Post-Apocalypse ☢ (v.1.5) - Rollercoaster edition
« Reply #788 on: October 29, 2012, 01:43:05 pm »

Blueprints as well as crates and sealed containers are stored in instrument stockpiles.

The blueprints, as well as petri dishes, fuel cells, plutonium rods and gunpowder containers are all made from non-standard materials. Thus they are not stored in any stockpile, since you cannot turn on their corresponding material. (This is the same issue as for large gems).
If you e.g. try and add the [IS_STONE] or [IS_METAL] tag to the respective materials, the items will get stockpiled (In an instrument stockpile). I didn't get it to work with other material classifications, such as [BONE], [PEARL], [SHELL] or [YARN]. (But I didn't recreate the items after changing the raws).
The disadvantage is, that you have now things like "gunpowder" or "depleted" showing up in your stone stockpile options. Using [IS_METAL] furthermore makes the item meltable.
An other fix (like distinguishing the different blueprints by item type rather than material) might be preferable.
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Deon

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #789 on: October 29, 2012, 02:51:13 pm »

Hmm, I didn't know about that problem when I was making this mod. I went with the item type and common materials for tablets/blueprints for Genesis 5, but forgot to change it for Post-Apocalypse; your second option is the most favourite of me. Thanks for the heads up.
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kilakan

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #790 on: October 29, 2012, 03:40:15 pm »

I honestly love this mod but the dust storm spam kills my fps so quickly, did the get fixed or what not?
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Deon

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #791 on: October 29, 2012, 11:32:27 pm »

Dust storm should not hurt FPS too much, it's just like vanilla clouds.
If it's bad for you, just remove the interaction_region.txt before generating a new world.


Did you try to increase FPS limit using hotkeys?
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Neyvn

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #792 on: October 30, 2012, 01:21:05 am »

Quote
Going to wait on this until something is done to balance the trading
That's not going to happen. DF trading is literally impossible to balance, because every decoration makes stuff so much more expensive. You can do the same in vanilla: find some iron vein and forge masterwork tools decorated will gems; you will buy whole caravans. There's always a downside: the more you trade, the more invaders you get.
Yeah but still ONE Masterwork Meat Cleaver found through Scavenging without any decorations at all gave me 20k+ is there a way to at least limit what levels things come throw in scavenging???
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

JediaKyrol

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #793 on: October 30, 2012, 08:26:05 am »

Short Answer: yes
Long Answer: you're gonna have to go through lines and lines and lines of reaction output tho...

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kilakan

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Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« Reply #794 on: October 30, 2012, 11:28:51 am »

Dust storm should not hurt FPS too much, it's just like vanilla clouds.
If it's bad for you, just remove the interaction_region.txt before generating a new world.


Did you try to increase FPS limit using hotkeys?
I honestly don't know what you mean by increasing fps limit through hotkeys, but I'll try changing the interaction_region.txt thanks :D
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