I’m aware of the multiple bugs and will release a hotfix when I get the chance, along with improvements from recent suggestions. I haven’t been able to replicate the military equip screen crash yet, so I’d like someone who has to post the exact steps. If anyone experiences crashes in areas other than the military screen, let me know. In the meantime you can quicksave by pressing [Ctrl-Shift-Q].
> Didn't see this in the guide, but where do you produce Clear Glass Vials?
At the glass furnace, along with the other glass items.
> Crate food expansion
> Bakelite/Plastic leather/lawnchair/concrete expansion
> Theatre changes
Noted, but unlikely to be added anytime soon due to time issues, though I do appreciate the effort Neowulf and others have put into plastics. Concrete production will be made more efficient, however.
Gzoker: Thanks for informing me about the expedition bugginess - I’ll remove the hostile creatures spawned as there’s already a base chance of dying during the expedition.
Maklak: Script based changing of emotional states and relationships is on the list, but isn’t a priority, as linking them to reactions was only recently introduced and potentially unstable as a result.
> Insta-kill assassins
As of the last update they’re no longer in the mod.
> Nurse Redhearts healing patients independently.
They require a trigger to heal, as otherwise they would just put random ponies down for a week, thus the need for a reaction to designate patients.
> Nerfing auto-injectors.
Even max recuperation doesn’t provide much of an advantage in battle as there’s not enough time for major wounds to heal. Healing potions in the novel (And stimpaks in Fallout) nearly instantly healed even mortal wounds, which is far stronger than in the mod.
> Larger hazmat suit size.
> There should be low chances for interrogated prisoners to know about other factions.
> MAXVEL of air guns should be increased to at least a hundred.
> Anvil from salvage and moving reactions to the end of the salvage yard list.
Ok.
> E:\dfapi\plugins\autoSyndrome.cpp line 284:Couldn’t find unit -1
That’s a bug with the plugin that expwnent will fix. As far as I'm aware it doesn't have any ingame effects.
> How about you reverse the scrap ore drop from salvage
There’s more low-quality salvage overall than high-quality, but I’ll consider it.
> Changing PRINT_MODE to STANDARD.
STANDARD prevents TrueType from working, though you can change it on your own.
> The smelter has a "melt pewter bars (use ore) (prism)" as well as "melt pewter bars (use ore)". The first one belongs at the Prismatic smelter.
Nice catch!
> I can't find the option to stockpile plywood boards.
Plywood boards are stone toys and should be stockpiled as such.
> Pikamena suggestions
Pinkamenas work quite well as they are now - they bait disarmed enemies released from cages to attack them, then interrogate when in range, while being too hardy to be damaged by unarmed victims and too weak to damage them.
> Anyway, this is development thread and we should be free to discuss spoilers about the updates.
Fair enough, though I still prefer to keep small Easter eggs like individual creatures and items under wraps.
Thanks again Maklak!
Thirtyeight: Heavy weapons like you described may be possible, but aren't necessary at the moment. Energy weapons and low-yield explosives are higher-priority, and will likely use Putnam's explosives script once I get a handle on it.
> Dangit, its surprisingly hard to come up with ways to contribute to this mod
Nearly all of my design decisions come from the novel or elements of Fallout ported to the FoE universe, with creative liberties taken during conversion into DF gameplay. For example, the Pinkamenas aren't in the novel, but are the only means of applying memory extraction to hostile prisoners, given that ponies will either attack or run.
> I heard you guys mention something about giant trees, and how they can be modified into prefab structures, like ruins and bunkers.
That is the best case scenario, and would allow for the simulation of ruined skyscrapers and other buildings, but Toady hasn't revealed how moddable the new trees will be yet.
Much thanks for the feedback everyone!