Neowulf: Biofuel to nylon conversion probably won’t be that complicated (I dislike long reaction chains for base resources – that’s one reason why I kept the vanilla metalworking reactions), but I will keep some of your steps in mind. Thanks for the suggestion!
Tahujdt: The EMP from the pulse mines destroys vital circuits and other systems in the armor, so some repair is still necessary. The disabled Rangers should also be good for training, as Maklak mentioned; the EMP reduces their strength, speed, skill etc. to zero across the board, but they’re still very durable.
Mura: Pink cloud is flesh-meltingly fantastic, as was your description of ebola.
> I have an idea.
Maklak: In the end I couldn’t ignore the extra functionality DFHack brought to the game. The mouse query utility alone was invaluable.
> I don’t like it that robots got nerfed even more.
Military robot plating could block steel chainsaws and medium caliber bullets (The Mr. Macintoshes were pretty much invulnerable), so I weakened it slightly. This isn’t finalized however...I will look at the values again for the next version.
> Mines
Mines are one-use only, but there’s usually one in every military crate. I haven’t added their stealth capability yet, so enemies will home in on them. They don’t chain-detonate, but even one mine is pretty devastating, especially in an enclosed room or hallway.
Treason: The wasteland is an equal-opportunity provider of terror and agony.