> 5 oil per silk is painful, but less is too easy.
3 would be just fine, I think. Anyway, I don't treat this reaction as a reliable source of enough silk to make jumpsuits for everypony. To me it is an alternative / emergency way to get some silk for a strange mood or for silkpaper.
Weather plastics / Bakelite is a separate reaction or a by-product doesn't matter much, I think. If it is a by-product, I'll just use some of it for furniture to save on stone. If it is made by a direct reaction, then what I do with it depends on how costly it is compared to stone or plywood.
The pleather production should require cloth as well. The wikipedia link said that the process used cotton.
> I don't like the idea of making concrete blocks into other stuff. [...] Not a big fan of the idea that yesterday's concrete kitchen floor can be deconstructed and turned into tables and chairs.
Well, it's a way of seeing it, but if that kitchen was made of rock, it can still be turned into a throne or 4 blocks for 4 new kitchens by mason's shop.
Concrete blocks being convertible to furniture aren't realistic, but have some merits: You can choose if making a particular piece requires 2, 3 or 4 blocks. You can change the number of blocks produced by the reaction to make concrete from stones. These two allow for easy balancing of concrete versus stone.
Oh, and while we're at it, mechanisms should probably be made out of concrete too.
I tend to not quite get enough stone furniture in DF and I'm not quite sure what my problem is, with multiple workshops and all. I blame not having enough stone, but maybe it's not having enough idlers instead. Anyway, maybe it's better if other people tell what they think about concrete.
> > Plywood stockpiling issues.
> Make a finished goods stockpile that only takes from the sawmill and plywood workshop.
Good idea, I've never even thought about using stockpiles that take from workshops.
> Plywood boards are stone toys and should be stockpiled as such.
I'll try it in my next fort.
> > Changing PRINT_MODE to STANDARD.
> STANDARD prevents TrueType from working, though you can change it on your own.
I use VBO on both my current computers and I forgot what I used on my backup Pentium 4. Anyway, only I seem to complain about graphical glitches from 2D, so it's probably not an issue for others and therefore doesn't warrant any change in the mod.
> > 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.
I wanted them to move around and be able to kill something relatively harmless, like a feral dog, but maybe I should just try how they work now. Any long-living fort should have a steady supply of slavers to test her.
> Expeditions.
So in game in my experience the best strategy is to send out on the expedition the blind, two legged cripple, the pony with all the rotten body parts, the melancholic one from the previous mission and all the foals you can burrow inside the room; then simply just station inside the whole military too, and let them deal with what comes back.
> Expeditions no longer spawn creatures.
Well, that's even more incentive to use all kinds of misfits for this, rather than elites. I'd also throw slaves and blanks into the mix too, if I can. The system is balanced in that yes, we can get salvage while staying on a lockdown Pineapple-style and we can use the misfits for this, but it will still cause us to loose some workforce, a few deaths, occasionally an important pony will be caught by the reaction and it is overall more micro-management than just designating some trees to be cut.
Speaking of which, I think the expeditions should require a hacksaw for cutting down salvage and a wheelbarrow to haul it back too. Or just make those parts of the staging area building.
> Why use BB rifles for anything other than training? Why not start hunters off with small caliber weapons? Even in the fallout games, the BB guns never served a purpose beyond being silly, or in one case, as a lethal joke item.
I can make combat pistols and bullets in my first year, true. In Fallout BB guns are a joke and IRL they are much weaker than .22LR, tru.
Air guns, on the other hand, were about on-par with some early military-grade gunpowder weapons. They are not that much more difficult to make with modern technology than BBs, it is just that ammunition for gunpowder rifles is much more convenient. My fixation on BBs stems from my frustration with them in my first playthrough with this mod (Ponderplanned). Don't worry, though, even if the penetration of BBs was set to a 100, and max velocity of air guns to 300, pistols would still be much better. Anyway, I think these are two valid points for not having BBs be as weak as they were:
* Hunting. There is a work-around of course, but it took one of us a while to figure it out, not everyone who plays this game will remember it and it shouldn't have been so deadly in the first place.
* I will use BBs for training to conserve ammo, but I don't want my squad to be so useless for fighting during that time. It takes them too long to switch weapons and ammo in any emergency. That's why I think thay they should be able to wound something with BBs. But then we have all kinds of wooden training weapons and people don't complain about them, so maybe I'm wrong.
> This mod is definitely filled with !!FUN!!, especially if you don't keep an eye on what units have wandered down into your map.
Yeah, I have to check every now and then, even when I'm in a Wilderness. On the plus side, the dogs were nerfed (by decreasing their prone to rage) and radscorpions are easy to kill, so my squad of 1 dagger, 1 spear and 2 BB ponies had no problem exterminating them.
> Blank ponies can be converted into workers at the pony rehabilitation center. Note that blank workers have no name and learn skills at half the speed of ordinary ponies.
Can we use them for expeditions? And slaves?
Sounds like this update is going to be stable (pun unintended), but I can't look over the RAWs or play it now. I should have time in a day or two.
EDIT: Oh, and BTW, I recently updated my military guide for 0.30, including the advice to kill sprite-bots, the wood to 4 ash reaction at the Kiln and a list of syndrome-giving equipemnt.
EDIT2: I meant for Hazmat suits to be unwearable with Power Armours and SPAs. I think you could still fit a ballistic vest (combat or riot/security) over a hazmat suit. Not being able to wear them with armours at all makes them much less useful, because even in irradiated environment you'll still want some armour on your military ponies and hazmat suits aren't armoured.
The way hazmat suits are now, I suppose I could still use them for inactive squads of scavengers and wood haulers in a bade environment, but I was hoping for them to supplement combat armour for extra resistance and I think that's how it should work.
EDIT3: Scribe / Delayed would be a good place to put Teacher, Student, Organisation and maybe something else. They are the engineers and organizers of the Rangers. I meant memory orbs for SR Scribes, who we can catch easer than the Rangers.