Just went over the RAWs for 0.95. I have lots of criticism, but I mean no malice. I simply propose improvements.
Lol, a pony doesn't have a lower body. Well, I guess it makes pants obsolete
I find it funny how all the robot parts are renamed. I think "camera" would sound better than "sensor lens".
Lol, there are Albatrosses and Penguins in their respective biomes.
Feral ghoul reavers have Willpower always at maximum and NOPAIN. This is strange, there should be some variation for all creatures, even if just 4-5k.
creature_equestria_herbivores.txt: There is elk, but no moose. In any case, good to know, there are some herbivores.
Oh, and no bunnies too. You know, to lighten things up. (That was a joke, referencing Mass Effect.) Ah, never mind; we have rabbits, except they have CHILD:1 which doesn't seem right.
Huh, GCS not only can't be tamed, but is immune to magic as well. It got seriously buffed.
> [Bloatsprite] often serves as popular target practice for bored wastelanders.
Lol. And not a good one as that, they are so fast that melee ponies can't keep up and so manoeuvrable that they get out of the bullet's path before it reaches them. Looking over that sentence again, I'd either cut out redundant "popular" or change it to "a popular".
Huh, The giant Radscorpion is immune to magic, immune to fire and weights 400 kg. This is almost as fearsome as a Minotaur. It also reminds me of a cart crab from UFO:Aftermath. (That was a joke.)
Sprite-bots have no variation in their stats whatsoever. Well, some should be less deteriorated and work better than others, even if the variation was +-20% but OK.
Hey, we got armoured sprite-bots. Their PETVALUE should be much above the basic model, but otherwise I like it. They will probably still loose all kinds of wings and antennas in combat, but at least they'll last that much longer. Due to their increased weight, they should also have higher SPEED or lower AGILITY.
Maybe the exploding sprite-bots should have a higher PETVALUE as well. I'll need to see how they work. If is just homes in on the toughest thing in sight and sets the area around it on fire, I'll be somewhat disappointed and opt for the armoured model. By the looks of that interaction, it seems to be firing something at the enemy.
Shouldn't all robots be immune to fire? Maybe just some of them? Or do they resist simply because they're made of steel?
Protectorpony has 3 interactions to fire lasers, with 300 TUs wait period. I don't understand why not simply 1 every 100 seconds, but it does explain why it fires in bursts and why it still engages in melee. It simply does not understand that what it does is a ranged attack. Ah, it has one pistol in the head and two external. Makes sense now.
Maybe toughness of Steel-plated robots should be increased.
Normal version of Protectorpony has Ranged Combat 4, Throw 4, Situational Awareness 0 and fires trice every 300 TUs. The enemy version has Ranged Combat 8, Throw 8, Awareness 4 and fires trice each 100, which is about as fast as 3 skilled gunners. The upgraded version has Ranged 6, Throw 6, Awareness 2 and fires trice each 200 TUs. I was wondering why this is so, but it probably reflects that the "savage" versions were military and stable workshops can't match them.
Wasn't the Armoured Protectorpony supposed to use a plasma caster for one of it's weapons?
Ah, so the manufactured and upgraded versions aren't the same. Manufactured ones have miniguns. Hm, and the minigun version doesn't have any other ranged attacks, which makes it less suitable for scaring things away from a distance.
If Mr. Hooves has 4 Axe, then all versions of Protectorpony should have natural skill in kicking or something.
How come a Protectorpony has more Agility than a Mr Hooves?
Mr Macintosh looks good... oh, a flamethrower. Nevermind then. I'd rather not have it torch my ponies because of a buzzard or something like that. Well, at least the hostile versions don't have flamethrowers.
Robobrains' skills don't look that great compared to other robots, but I assume CAN_LEARN and SLOW_LEARNER let it improve over time, if it survives long enough. We get the minigun version, not a plasma caster one. On the bright side, it's minigun has range 20 instead of 10. I'd rather it had some backup weapon, but I'll take it. It shouldn't have 1500 agility, though. Not with a chassis on tracks. Overall this doesn't look that great, considering the trouble of keeping unrehabilitated slaves around.
Someone should definitely test pasturing robobrains in a danger room (made of plywood training spears). With any luck, they'll get dodge and some melee skills.
I thought they should be INTELLIGENT, but the wiki says CAN_LEARN and CAN_SPEAK are sufficient.
Maybe the robots should have NO_PHYS_ATT_RUST and NO_PHYS_ATT_GAIN.
I think cyberdogs and robobrains could use [PRONE_TO_RAGE:1].
Sprite-bots have 1000 Agility, while bigger, slower robots have more. This shouldn't be so.
Necromatic Sprite-bot lacks it's laser pistol.
Do various types of offensive interactions interfere with each other? If so, it may be prudent to limit the number of spells known to my ponies to just 2 or 3 best ones they can have. Is there a problem in how various interactions work with each other? For example what happens when a pony feels a surge of adrenaline and activates SATS? Or when a mage casts two spells with similar effects, but varying power on the same target? Wow, a basic turret fires every 30 TUs. That's quite a machinegun. I've noticed it fires quickly in combat. Too bad, it hardly ever seems to hit anything.
Flamethrower turret fires quickly too. Same with rocket turret. They fire faster than marksponies.
The cyberdogs look very promising, but I disagree with NOBREATHE. They can even be trained for war, but will not learn, contrary to robobrains.
Griffins have Natural Skill 8 in most kinds of fighting, while 5 in Dodge. You have got to be kidding me. They weight 175 kg. BTW, I like Griffin / Griffins, while you use Griffon / Griggons. Both forms are correct and we're both consistent, so OK.
"laughter" -> "cheerful nature".
"Likes ponies for their [PREFSTRING:enticing hindquarters]" *Snort*
"She has an architectural mind that would rival the likes of Buckminster Fuller." I don't quite get the joke, but my description would be much less imaginative. "She is skilled at designing buildings."
"She can direct a morter strike with extraordinary precision." I think you meant "mortar".
"Only after accomplishing something of note such as a masterwork creation can she be allowed to enter military service and other higher responsibilities." I thought this required an artefact, not a mere masterwork.
Personally, I'd merge carpenter and woodcarver CMs. There isn't any use for woodcarving anyway. Or at least, give them synergies.
"In her eyes gems are the most beautiful objects a pony can devote herself to." I think there should be a comma after "eyes".
"A master alchemist, she possesses a fundamental understanding of alteration magic and its ties to the changing nature of the reality." Just "reality", without "the".
Creativity, Intuition, Linguistic Ability and Social Awareness do not rust for ponies. I'll take them, I guess. They mean more interesting decorations and faster learning of social skills, which makes more friends.
Ponies have lots of skill rate adjustments in the 80-120 range, mainly for social skills. I can't say I agree with all of them, especially [SKILL_RATE:INTIMIDATION:110:8:18:36], which is uniform across all nations and races.
Huh, it would seem that almost no attributes rust for Earth Ponies.
Hm, EPs have most military skill rates at 80%, while ponies in general have Armour User at 100%. There is a lack of consistency in skill rates. For example EPs have Clothesmaking 35, which, looking at the other numbers, I think is a typo and should be 85%. No other skill goes below 50% and I don't really see much of a pattern here. The old pony mod had those things consistently at 80% or 130% or whatever, here the numbers just look confusing and eclectic.
Unicorns don't even keep their skill rates to increments of 5. They have fighting skills at 104, which, in addition to their shield wall, makes them much better suited for the military. But then they are better suited for almost all labours where skill matters. They even have 124 for Shield, as if they needed it. I don't believe it even matters, weather a pony has 98, 100 or 101 learning rate; it is just confusing, so just round them to the nearest 5 or 10.
EPs have Diagnose 110, and UPs 80. It is counter-intuitive, but well, there is often somepony with a medical CM in a stable anyway.
EPs are slightly faster and may have higher agility. OK, is legit.
The skill rates should be made into a google spreadsheet and posted as a link in the main post, because the rates matter a lot here and they aren't easy to guess. Ah, so "skimrisher" is "wrestler". Mystery solved.
Oh, wow. CMs bring up some learning rates by 240 up to 300, which is about three times what other ponies get. No wonder, experts have such fast advancements in their fields. Too bad, I don't have this info in one place. It would help to decide on labour assignments. Pony Therapist takes stats into consideration, but seems to ignore skill rates ATM.
I would prefer to have more secondary skills. For example a cheesemaker doesn't even have milking or cooking. Soldier CMs only have 1 or 2 weapon skills and Fighter buffed to 240%. It would be convenient for them to be somewhat better than the average pony at using all weapons and they definitely should learn things like Dodge, Kick, Armour Use and Shield Use faster.
VIEWRANGE:60 This must be what makes snipers so effective.
Huh, some CMs denote supremely powerful individuals. There should at least be a list for those, just as there is for magic cMs. They even are Antimagic Adepts and have VIEWRANGE of a sniper.
In general, while the CM system is quite an accomplishment as it is, I think it needs an overhaul.
Raiders have [SKILL_RATE:INTIMIDATION:110:8:18:36], same as normal ponies. I would expect them to be better at it. But then, it doesn't really matter.
Oh wow, crazed raiders have blood that spreads their disease to other ponies.
Ah, so only rocket Steel Rangers are building destroyers now.
SRs have natural skill 5 at all kinds of weapons and 8 at shooting and armour use.
Their miniguns and rocket launchers have cooldown of 800 TUs, while everyone else has 600 TUs. This shouldn't be so, I think. Well, unless in this case 800 is actually better, but I'm pretty sure it isn't.
SRs have [TRAPAVOID][FIREIMMUNE][WEBIMMUNE] [NOBREATHE] [CREATURE_CLASS:ANTIMAGIC_APPRENTICE] OK, nothing short of menacing spikes, dodge-me traps with turrets behind fortifications and magma works against these guys, as far as static defences go. Or just lock them in a snaking path for a few seasons, then let them go.
Their Strength, Toughness and Endurance are not only beyond the range of what should be possible for a normal pony, but they have no variation here whatsoever. It may be justifiable with robots, but SRs are living ponies. I also think you did the wrong thing here for another reason. The PA potion multiplies things by 2.5, so just take the attribute ranges for EPs, multiply by 2.5 and cap at 5k. Problem solved.
I like to separate SRs into:
Palladins - EPs, heavy infantry, power armour.
Knights - UPs, magic support, combat armour. (Rare)
Scribes - UPs, workers / sciencetists / administrators, etc. Robes.
FoE and Fallout cannons are rather vague in this separation and hierarchies. I think Knight for soldier and Palladin for Lord is closer to FoE cannon than how I like to divide them. Still, I liked that part of Fallout: Tactics.
I think SRs should get military versions of robots as pets and sometimes bring them to the battlefields.
Slaves have [WAGON_PULLER]. Lol, I've noticed.
Even slaves have [SKILL_RATE:INTIMIDATION:110:8:18:36]. Well, I guess it works on slaves lower in the pecking order.
Slavers also have [SKILL_RATE:INTIMIDATION:110:8:18:36], even though they should be pretty good at it.
Dragons look very terrifying, especially with their range 15 fire breath every 50 TUs, which is over twice as often as rifles can fire. It doesn't have the same immunities SRs do, though.
Minotaur Reavers look terrifying as well, especially with their always 5000 Strength, 5000 Toughness and other high stats. They have [PRONE_TO_RAGE:1] (not all that often) and [PREFSTRING:tendency to rage], which I disagree with. I thought they were larger than 220 kg, but that's more than enough to kill a pony with a punch to the head or send a dog flying. I though they had low SPEED, but it looks like they are so fast simply because of their strength and agility.
Oh wow, those evil CMs are the stuff of nightmares.
These colour lists are useful. There used to be a female to male colour translator on the web, where I could type things like "Aquamarine" and get "Blue", a picture and RGB values, but it isn't there anymore. This list is not as good, but I can use it.
The other civilisations have no permitted buildings and reactions. It may eventually matter for adventurer mode. Or maybe if someone wants to play as wastelanders.
Assuming ARCANA_DRAIN is for Flux Converter, it is quite serious. One week of unconsciousness followed by one week of numbness, dizziness, nausea and 80% attributes. I ask again for this to be less severe for magical apprentices and masters. Well, unless [SYN_AFFECTED_CLASS:MAGIC_NOVICE] takes care of that already. Nausea will also make this workshop covered by vomit. Not that it matters much.
I've found this in arcane vapours: [CE_ADD_TAG:PROB:5:NOT_LIVING:OPPOSED_TO_LIFE:START:0:END:600]. It means EPs will not only go sick if affected by magic reactions, they also have a chance to start killing and possibly cause a loyalty cascade. That is quite a strong deterrent, but may be unavoidable if an EP hauler wanders by a hologem/lens stockpile.
Plasteel still has density 0.2 g/cm^3, which is the same as Starmetal. Like I said, earlier, 3500 kg/m^3 would be saner here. Or just use (weighted) arithmetic means between steel and Starmetal for Plasteel's properties and round them.
I'd switch the effects for Generosity and Kindness around. After all Flutteshy had MoP and Rarity had MoI. It is counter-intuitive to build Rarity statuette into a hospital. Honesty and Loyalty look especially tempting to spam in high traffic zones and barracks, if this affects ponies around the one using the workshops.
Magmawiki is as uninformative as usual. It says that smelting scrap directly should always yield 4 bars of the first ore (or maybe 4 times 30% chance?) I guess, I'll need to conduct a test, by writing down my bars of metal, smelting 30 scrap and looking how many bars I have then.
Medium calibre and small calibre bullets have their own properties... ah, this must be for security turrets and miniguns and be identical to steel... Nope, medium calibre bullets have density 15 g/cm^3 and small calibre ones have 2.5 g/cm^3. No metals are even close to this. Haxy.
I'm wondering if having as many spells as possible is prudent. Paralyse and Bind cannot be used on the same creature and Paralyse is so much better than Bind, that it is probably best to just stick to Paralyse if it can be learnt. They might be used on different creatures when fighting a group of enemies, but in my experience ponies just lock on to one enemy and hit it with all they've got.
I can't quite decide if Time Dilatation or Time Stop is better. They are mutually exclusive and both leave the pony exhausted for 300 TUs. TD provides boost for 100 TUs, while TS provides great speed boost and near immunity for 20 TUs. I'm leaning towards saying that Time Dilatation is better, because it actually provides a net income of actions in those 300 TUs.
The entire school of destruction looks mutually exclusive. The basic spells only last 150 TUs, but only one can be active at any enemy. Sunder looks the best as it has the shortest list of immunities plus pain (as severe as from the specialised pain spell) is only one of a long list of effects. Implosion is the most severe destruction spell, but it only lasts 10 TUs, so Affliction may be better.
Rage and Disorientation are also mutually exclusive. Given my bad experience with ponies casting Rage on merchants and diplomats, I opt for Disorientation. Rage can lead to a lot of !fun! against groups of enemies, but has to be used correctly. Otherwise it will enrage and thus buff an enemy. Lycaeon says the problem of casting this on friendlies has been fixed, but it requires tests.
Does Steadfast Ward make the caster or the enemy 4 times more resilient? I may not read it correctly, but to me it looks as if it was buffing enemies.
If I understand this correctly, ponies will attempt interactions as often as they can. This means that for the same class of interactions it is better to have just the strongest one and not as many of them as possible. Adrenaline rushes of EPs are better than SATS, so there may not be a good reason to have both. SATS even recharges longer. OK, without data indicating how the two stack and with finite pipbucks, my policy is to limit SATS to Unicorns only.
Wow, necromatic broadcasts really suck for those caught in them. Melee is not much of an option here, at least if a less severe effects of yellow ghouls and radiation storms are any indication.
Ah, so the entire school of Conjuration is for Canterlot enemies.
I have no idea what the stuff in interaction_deathlands.txt does.
I like the "Disable robot" spell.
Oh wow. Power Armour potion multiplies Strength, Endurance, Toughness and Wilpower by 2.5 and adds 2k Recuperation (no disease resistance, though). It also adds a rebreather. I do not see a limitation to EPs, though. In any case, it is best to install this when most affected stats are above 2k, so it will boost them to 5k.
Scorpion Power Armour only multiplies Strength, Toughness, Agility and Endurance by 1.25 with no healing Talisman. Will do. It may be good for ranged Unicorns.
Miniguns fire as fast as they can for 400 TUs, while rockets and flame throwers no more often than 50 TUs.
Music (especially Octavia / Lyra / Vinyl), comedy and speeches are pretty good (10-20% boost), but only when performed by masters. It may be worthwhile to have theatres in high traffic areas and in the barracks, and have the right ponies perform. Those reactions use up music / jokes / speeches written on paper by the scriptorium. The basic version aren't worth bothering with, and they only give 2% stat boosts.
Further stages of radiation poisoning are quite OP and make a pony unable to do much more than slowly crawl to the hospital.
Mad raider disease is quite insidious. It is transmitted by blood and after a month gives the pony OPPOSED_TO_LIFE, among other things.
It looks like Explosive Sprite-bots don't explode at all (by making a dust cloud that kills them as well). Instead they cause bleeding on one enemy. This is disappointing, but at least it isn't too much !fun!. I believe this [CDI:MAX_TARGET_NUMBER:C:1] should be changed to 10. After all, many targets can be caught up in a blast, and you'd expect a sprite-bot exploding in the middle of an ambush to do damage to all nearby enemies. Maybe friendlies too.
It looks as if Apprentice can cast the same basic spell once every 288 TUs, Adept can cast it twice per 288 TUs and Master can cast it twice per 144 TUs, provided its effects have worn off during that time or there is a new target. For advanced spells, this increases to 1200 and 600 TUs, respectively. For more advanced spells this is even longer. It may be worthwhile to learn multiple spells from the same school after all, but this needs research in-game. The spells are scattered among at least three files, which makes it more difficult to understand, how the hay this works.
Restoration spells break the pattern of having the same interaction twice and just cut the time in half for each tier.
Parties are still crappy. They boost some stats by up to 6% and lower some others by 2%.
Ah, so Alicorn teleportation is just speed adjustment for a short time. Rather disappointing and it can make Alicorns attack faster. Well, the next version of DF is at least going to have separation between movement speed and actions speed.
Eviscerate spell doesn't seem to do much.
Gestalt cage is interesting. It works like Stasis field in Starcraft.
Telepathic assault doesn't seem to do much. Except is has a chance to cause OPPOSED_TO_LIFE. Telepathic barrage is much more powerful. A pony hit with telepathic snap is pretty much done for.
Lol. My uniform with 3 jumpsuits was fixed, now I can only assign one.
Coverage of both Security and Combat Armours was changed to 125%. Combat Armour has better Armourlevel and UBSTEP. Personally I'd keep Security Barding at 100% coverage, as there isn't much difference now.
The Scorpion Power Armour has been severely nerfed and it would seem worse than combat armour, except it is the only armour made out of plasteel.
"baked bad" was a joke in one MLP episode, where they came out inedible (except to Spike). I find this unsuitable as food name.
"cutlets" sounds too meaty for a food name. Well, unless IRL there are "soybean cutlets" or something.
Heh, hoods were nerfed and won't fit over any helmet. Having multiple =Tough Carapace hoods= per soldier was fun while it lasted.
I don't see a difference between a Security and Combat helmet. If anything, Security helmets are slightly lighter and better.
I don't see the point of items such as Octavia's Cello in item_memory.txt Ah, those are instruments for special musical pieces.
Hehe, now I can have socks and horseshoes as part of the uniform and get irritated scrolling the long inventory lists of soldiers.
There doesn't seem to be much difference between Security and Combat horseshoes.
There are all kinds of hologems, even for schools that don't have any spells to put in there. But then, this may be useful for copying spell matrices for robots.
Barbed wire got very severely nerfed. Too severely, in my opinion. It also continues to have piercing instead of edged attack, so may do fine against armour.
Lawnmover blade is a poor pony's serrated disc and has 3 attacks. Good to know.
The spiked ball has been removed. I used silver ones in my earlier fort. They were OK, but I can live without them.
In item_tool.txt "meat cleavers" use AXE skill, while in item_weapon.txt "cleavers" use SWORD skill. This is inconsistent.
Sparkle Cola Rad invigorates for 1 day. That's almost nothing. How about a week? Masterwork music works for that long. This drink is quite rare and valuable.
What does CQC mean?
Ah, copying a robot processing matrix requires 3 basic hologems from different schools. Unless someone lucks out on gems, this can't be spammed from rock grinding alone. With advanced matrices this is even more problematic, but at least there is a way to do it.
It seems that the reaction to train armour user only requires steel combat barding and not helmet and boots.
Opening a box of Power Armour is much more involved now. It eats up a battery and a canister of Med-X plus a canister of healing potion. Installing those on veteran soldiers will be slow and micro-managy, including removing them from their squads to avoid a possible bug with drinking the potion from a flask. In 0.88 Canisters of Med-X and Healing Potions were quite rare, so this may be a limiting factor in PA upgrades.
Reactions for opening drinks at the Bar are AUTOMATIC. Good, one less thing to check once in a while.
Refining alcohol into biofuel uses 5 barrels. Same for oil. I hope this respects the stack sizes and does not simply use up everything in those barrels. There doesn't seem to be any "container" actually used for biofuel.
I'm still for 100% effective conversions between flamer fuel and biofuel. Pellets for BB guns inside Pellet boxes have been changed to bronze. Well, at least it's consistent with Prismatic Forge, but it is now inconsistent with other ammo types. But then, IRL pellets are made out of lead or some weak alloy, so it doesn't really matter.
[REACTION:OPEN_CRATE_CIVILIAN]
[PRODUCT:16:1:TOOL:ITEM_TOOL_TOOLBOX:INORGANIC:ALUMINUM] I think toolboxes should only be made from weapons grade metals, such as steel. They need to be durable and strong.
[PRODUCT:4:60:AMMO:ITEM_AMMO_BULLET_SMALL:INORGANIC:STEEL] I think this was supposed to be 2 stacks of 30.
Wow, lots of crates got a chance of having Stable-Tec processing matrices, monitors and interfaces. Getting terminals from medium-quality salvage should be much faster now.
MoP crate lacks Fluttershy posters. Same for some other ministries.
I think Robobrains are inventions of Robronco or MWT, not MoM, but MoM crate has a chance for a schematics.
MWT crate again has a stack of 60 small calibre bullets instead of 2 stacks of 30.
Ironshod Firearms and Ironclad Industries crates don't have a crate with small calibre ammo, but seeing that in the mid and endgame people won't use pistols much, even for training, this may actually be a good thing.
I'd remove Plasma Casters from MoA crates and move them to MAS crates. MAS invented energy weapons.
I see that you've changed Plasteel plates to plasteel bars, but why are they in MAS crates? MoA would be more fitting.
I like it that MAS crates have so many high-quality gems.
I don't think there should be military ratios in MAS crates. Besides, they are full of good stuff anyway.
We get lots of coiled wiring and other robot parts from those crates.
I don't understand the "forge metal block (prism)" reactions, you can construct out of bars anyway... Ah, this could be useful for magma pumps.
I'd cull the number of reactions at prismatic forge by removing plasteel mechanisms and furniture. That metal is in short supply and it's best used for chains and Scorpion Power Armour anyway.
The reaction to produce robot motors is quite preserving for coiled wirings.
Steel plating takes 3 steel bars and chassises up to 5. Plus multiple motors and stuff. Those robots can be quite expensive.
I've just noticed that the Rock Grinder uses Masonry. That's fine, it will train that skill. I normally use a small army of masons, while restricting the masonry workshop only to skilled ones. that way I get quality furniture and constructions are built faster. Rock Grinder will help a bit to train the low-level masons to be ready for workshops.
I complained that vegetable cans make just 1 food and aren't worth the trouble to open them, but the fix produces 3 stacks of 1 food,
which is actually worse for cooking. It means small stack sizes for that much more prepared food. Just give them a stack of 3 carrots or something and be done with it.
In the Energy Weapons arc there should be a magic pistol / plasma caster separation. A freaking Sprite-Bot needs a plasma caster to make, which is bigger than itself.
I don't think I've noticed steel and aluminium plates in crates. There is also no reaction at the prismatic forge to make aluminium plating. Have I missed something, or is there no way to get it? Found them in processing salvage.
None of the robots use metal mechanisms, which perhaps they should.
Mr. Macintosh has the worst flamethrower of them all. It is still a fire hazard, and building it still requires flamethrower and 2 fuel canisters. I'd much rather just have the plasma caster fire a bit faster or two plasma casters, just for the heck of it.
Low-quality salvage has been severely nerfed. In fact we stand a good chance of getting nothing at all, not even scrap. Scrap and glass have also been nerfed in medium and high-quality salvage as well and some other drop rates have been changed. It may be a good thing; I had more scrap than I knew what to do with and enough glass to build a greenhouse by the time I stopped playing Ponderplanned.
What is [PRODUCT:60:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:A:CREMATION_MAT] in the reaction to cremate body parts?
Well, it is good to know, that unlike anything else, Steel Plating <-> Steel Bar conversion is 100% efficient, but it shouldn't be.
I see that prismatic smelting reactions have been fixed to give 4 bars per ore. Since scrap is an ore of iron as well, this makes bronze obsolete as soon as we get a prismatic smelter. Good. On the other hoof, smelting scrap directly is now obsolete too. I can just smelt (from ore) the metal I need and get 4 bars instead of a 10-30% chance for 1 bar.
Prismatic forge is supposed to be pretty advanced, so how about we skip pig iron and make 2 steel bars directly from 2 iron and 1 flux stone? In 31.25 there was plenty of Flux, but mining drop rates have been nerfed by 3/4 without adjustment to steel reactions, so flux can now be a limiting factor in steel production.
You wrote earlier that SATS transfers were now going to preserve the pipbuck. They don't, so I can't simply install it on everypony, but I'll manage.
It seems to me that now installing a stealthbuck is not really worth the trouble. It uses up an upgrade on a pony and gives her a stealth ability to be used once per week, which isn't that great anyway.
Ah, I was wondering if kinetic talismans were used for kinetic sledgehammes. They are.
Repairing a suit of power armour just depletes a battery and recharging a chainsaw or energy lance uses up the battery. Counter-intuitive.
I think that reverse-engineering is too easy. With luck you just need 2 weapons, 2 paper and 2 silk paper. Having 4 weapons is a guaranteed success.
Personally I'd decrease the need for plywood for most items to 8 to give more incentive to use it.
The plywood training spear reaction has some trash attached to it. "SKILL:CARPENTRY]ITEM_WEAPON_DAGGER_TRAINING"
Speaking of which, just 2 plywood per spear is great for a danger room.
Heh, all robot parts have a healing rate of 1000. As long as something isn't severed, damaged robots should fully repair themselves over time.
There are no reactions to disassemble chainsaw / ripper rifles.
Idea: Have a set of reactions that take a metal mechanism, a combat / hunting rifle or pistol / revolver or AMR or Little Macintosh or Spitfire's Thunder (no chainsaw / ripper rifle) and produces the same weapon, using skill mechanics. That way we can put some quality on all those rifles from crates and enemies, while paying for it with metal mechanisms. Product material should be determined by the weapon.
Also have a set of "replace chain" reactions that takes a chainsaw rifle / ripper rifle / chainsaw / chainsword / ripper and a chain. It produces the appropriate weapon of the material from chain. The chainsaw / ripper rifles should use up a mechanism as well as a chain.
These reactions would use MECHANICS and be performed either at the workbench or some specialised "weapons maintenance workshop". This would mitigate the need to produce a lot of weapons to have them of good quality and thus the drain on spark batteries. Since some parts of old weapons may be rusted and a chainsaw typically uses many chains during it's lifespan, these reactions even seem legit.
For reactions where this actually uses the same amount of resources and more work than just forging a new weapon (combat pistol), have a chance to produce a mechanism from the same material as the mechanism used.
Maybe have something similar for "repairing armours" and bumping their quality as well.
Idea: Add reactions to disassemble ammo into gunpowder, brass and weapons grade metal. This is cannon in FNV and in Fallout tabletop RPG (although I can't find links to it now). The efficiency should be at 50-75%. The justification is that after some time you won't need all those low calibre bullets. Or maybe someone doesn't want to use AMRs. Or just convert some bismuth bronze ammo into steel version, with minor loss of gunpowder. This must only accept full stacks of ammo, same as filling an ammo crate. One reaction for each calibre and weapon grade metal is probably preferable.
I think there should be reactions to produce PA upgrade potions without the PA boxes. After all, some ponies will die wearing them and leave behind the armours. On the other hoof, it could lead to people using just the potions and combat armours, but that's unavoidable anyway.