Is anyone else not having slave traders show up?
> Farming in general.
A crop revamp is coming up, so expect most of the currently available crops to be replaced with new ones. Synth-reeds will be kept, though.
Zangi: I made no changes to slave traders apart from increasing the number of civs, so I'm not sure why they aren't arriving at your Stable.
> As for my older forts, having nearly round the clock ambushes/sieges is pretty annoying, especially if I want to try to trade or do anything above ground.
Noted. I was already thinking about making winter a breather season, but spacing invasions from the same civ by a season makes sense as well. Making a Fortress Defense mod certainly wasn't my intention.
The feedback is appreciated Zangi!
Indigo: From the available screenshots, at the very least I could simulate the twisted metal wreckage left behind by collapsed skyscrapers.
Maklak: Thanks for looking over the guide!
The flowcharts are more to show relationships between different workshops and their products...the text descriptions should be enough to fill in the gaps. Not sure how I can make the flowcharts easier to read apart from color coding them, but that's not something I have the time for.
> Why not merge Fountain and Water Pump into a single workshop?
The water pump produces an actual 7/7 tile of water when the reaction is run once and the workshop deconstructed. The fountain produces wasteland water drinks, bucket water, and swimming training.
> I rather liked training a lot of skills at a standardised Stable-Tec terminal and now this is being progressively separated into more things.
The way I see it, advanced training hologems like surgery and combat trainers require specialized hardware to run. Stable-Tec for civilian skills, Ministry of Peace for medical skills, and Ministry of Wartime Technology for military skills should be sufficient. I gave smithing skills to the MWT since it was largely responsible for weapons and armor manufacturing.
> As of now, you can't refubrish Little Macintoshes and, more importantly, Spitfire's Thunders to give them the Masterwork quality they should have in the first place.
That was an oversight on my part. Thanks for pointing it out!
> I think that Star Metal can only currently be used for security barding and chains.
Star Metal in its current form is a placeholder...I haven't developed the unique technologies that will revolve around it.
> How about some way to remove a no longer wanted upgrade from a pony. Is this even possible?
Replacing an upgrade with another is possible, but quite complicated, so it's low priority.
Ulrikk: Thanks! Others have already discussed farming (The help is appreciated!
), but I'll add that eating meat is quite prevalent in post-apocalyptic Equestria.
Tahujdt: Not sure what you mean by the computer project, but good luck with it all the same!
> So far, the fort is progressing uneventfully. I want it started off before I pass it on. I will post screenshots later today or tomorrow afternoon.
Looking forward to it!
> I ask for the disinfectant because my ponies seem to be extremely vulnerable to infections. Is that intended?
Ponies have low disease resistance compared to dwarves. If this is problematic I'll increase it, but methinks Stable citizens would have weakened immune systems due to generations of living inside a sterile environment.
Pokon: Cybernetics are part of the Ministry of Peace arc, so I'll keep some of those in mind. Thanks!