I played on.
There are 2 "Chainsaw" positions in the weapons stockpile. One of them must be depleted chainsaws, so I'd rather know which one, so I can place it in a different stockpile.
Why are my ponies rotting? Is necrosis contagious? It can't be the geckos. That was a long time ago and they just cause CE_SWELLING for one day, which has a chance of turning into necrosis.
Is it the weather? IRRADIATED_DUST, that's probably the green clouds that have been harassing me. Hm, they are both SYN_CONTACT and SYN_INHALED, which would explain why gas masks didn't help much.
Causes blindness, but only for 300 TUs, so it wouldn't explain permanent blindness or impaired vision.
Blisters and pain... Nothing serious.
Dizziness, lower speed and attributes for a day. Strange, I thought it worked longer.
Although... the ponies can spend a while inside those clouds and these syndromes can stack on top of each other, I think. This would explain the severity.
Whats this? CE_CAN_DO_INTERACTION, SELF_ONLY, IRRADIATE_3START, IRRADIATE_2, IRRADIATE_1?
IRRADIATE_1 and to a lesser degree IRRADIATE_2 are very severe syndromes, causing necrosis among other things. In particular, IRRADIATE_1 will pierce Power Armours, Shield Spells, hazmat suits and anything. It has no business outside of heavily irradiated and poisoned areas.
Embarking in a non-evil, non-savage place should have it's own reward (at the cost of lack of high quality salvage): survivability. My ponies shouldn't rot and go blind from just standing outside in bad weather. Proposed fixes: In "inorganic_weather.txt", IRRADIATED_DUST:
* Remove SYN_CONTACT from irradiated, so that gas masks help. (This may not be the best way for gas masks to work.)
* Remove IRRADIATE_1 from irradiated.
Wait, I'm pretty sure I went to a non-savage biome. I even had no high quality salvage on the map. Well, at most there was one or 2 savage squares, but I don't think so. IRRADIATED_DUST is GREEN-YELLOW and IRRADIATED_DUST_SAVAGE is GREEN. How come mine looks green? I'll have to look at a dust storm to be sure. It's called "irradiated dust", so it is the non-savage variety.
And it kills ponies. In any case, either bring the old dusty dust storms back or make the irradiated ones less severe. The weather shouldn't be a primary cause of death outside of evil and savage regions. It should be a nuisance, like the normal Dust storms (which should be negated by gas masks).
When you get around to magical amulets, we could have an eye implant: worn on the head, gives the pony EXTRAVISION. Hm... checked the wiki and I don't think that's doable.
Lol, I made a stupid mistake. I couldn't make wood fibres from wood, but of course had the wood stockpile give to the sawmill, but not the furniture stockpile.
Lol, it is so funny when ambushes, snatchers and thieves bump into wildlife. Wait, 2 ambushes? Not good. The concrete production for the wall hasn't even been started yet. Oh well, all the soldiers but one have semi-decent shield user skill. I guess they will have to learn on the job. Attack the revolver squad first, before they use up their ammo! Lol, they got stunned or killed by long-range combat pistol shots, giving my melee ponies the opportunity to easily finish off the survivors and the other squad of invaders is hunting down radscorpions, giving me time to end the gunners.
A slave trader caravan has arrived, but they should be safe. Let me just finish off those raiders. This is not going so well. Whiplash and 2 gunners are the only ones fighting. He can't yet stand up to them and gets mauled. The pistol shots do little. Where are the rest of soldiers? No valid freaking target?! Kill orders sometimes get bugged, so I'll just station the troops in the middle of the ambush. Damn it, Whiplash doesn't even have a weapon. I should have paid attention if I hag whips or flails or what. (Flails FTW?) He dies just as Grapple arrives to prevent the raiders from engaging the gunners directly. I need more melee soldiers badly. To make things worse 3 of them decided this would be a good time to sleep, fill waterskin or "store item in a bin".
The remaining raiders are mopped up. Hammertime, a decent doctor and a Master gem cutter gets promoted to a soldier.
I got an artefact Leather hood. This won't fit over a helmet and a gas mask or over a Power Armour Helmet. Meh
Hey, what do you know. the traders have a +steel hunting rifle+ for 2000. This is about as high a quality as they ever bring, so I guess I should take it.
More migrants arrive and I discover that I missed a Knife specialist the previous time. The security is now eleven, out of 63 adult ponies. The concrete production for the wall begins.
My FPS is now at 50, but that's to be expected. If sometimes drops to 40. There doesn't seem much I can do, except possibly switching to a bigger computer.
BIG BATTLE TIME! A Feral Minotaur Reaver has arrived! SHTF! Civilians panic, security station in it's path. =bronze small calibre bullets= fracture it as it engages the blob of security guards. Explorer charges it first and gets crippled in one hit in the head, that broke his spine. Curiosity and eagerness aren't always good things. Which reminds me, I can reward 3 ponies by upgrading their bronze security armour to good quality steel combat armour. The fact that internal security, which is half of my melee ponies, only have security batons, doesn't help. They only manage to bruise the monster, which does exactly nothing, except for overwhelming it's defences so that the main melee squad can do some damage. Actually I take that back, Grapple bit it in the head from the side, stunning it for a moment. It becomes enraged and switches it's target to Grapple, leaving the mauled Explorer to crawl away. That bite on the head must have hurt. Deadeye hasn't scored a single hit yet. She just isn't a pistol pony, but at least she's trying. Hamertime, on the other hoof, is just coming to the battle field and Backflip still rummages through the armoury. Grapple, being a legendary shield user, a competent dodger and an expert macepony, manages to keep the monster busy for a bit. It eventually goes for an easier target, grabbing Knife by a leg. Pierce finally got a hit. His =plasma energy lance= is one a a few weapons on the battlefield that can actually do something, but he only managed to wound a hand of that monster. Friendly Fire manages to hit it in the head, stun it and fracture the skull with his humble combat pistol. I'm impressed. Meanwhile trees obscure Deadeye's view, so he decides to shoot a faraway gecko instead. Friendly fire shots the Minotaur in the head and stuns it again. The melee soldiers are slowly chipping away at it and it looks like it's going to die soon. Pierce's plasma lance did the most damage so far, so the Reaver goes after him. Pierce may be slow, but he is a legendary shield user and an adept dodger. He should be fine. Hammertime finally joins the fray. The Minotaur seems to fear the sledgehammer and it jumps away twice, forcing the rest of the guards to chase it. Friendly fire shots the Minotaur in the head again, this time knocking it out. It shouldn't take long now. Yep, Pierce quickly stabbed it in the head with his =plasma energy lance=, finishing it. Apart from the two severely wounded recruits, that fight went well and generated 9 pages of combat reports. Heh, Deadeye actually managed to kill one of those Geckos. Conclusions:
* Gunner support is a must, so long as they don't use air rifles. An overall great way of training them is to build a barracks where they can shoot at things approaching the camp. Either that or shooting through fortifications at captured animals. Archery targets are too slow.
* Security batons suck. They may be only moderately good for internal police, but nothing more.
* Feral Minotaur Reavers are good for live combat training of Veterans to Legends.
* When in doubt, gank.
Combat Armour goes to: Friednly Fire (might as well do my best to keep him alive), Pierce (a good defence for the plasma lance cripple) and... hm, I suppose Grapple can have the third. She is better than her captain, Badge.
Explorer and Knife have "No job". Looks like they're going to die before they are taken to the hospital. Well, Explorer was eventually brought to the Hospital, but Knife wasn't.
The Stable caravan arrives and they bring our order from the previous year. Too bad 30000 in food only manages to buy bars, gems and salvage. I fail to get the robots, but that's OK. Aw hell, bring all our prepared food to the caravan. We can always make more. Another 30k of prepared meals is sold and we get all their robots and more food to cook. An even more profitable alternative would be making bronze serrated disks from scrap, but we need food anyway, right?
Ah, the FPS drop from earlier might have been from the gym draining my water reservoir.
I have some pots with trees inside them. After scratching my head, I think they are fibres to make paper.
I finished a big project: Magma factory complex. Here is the breakdown of how my metal industry works.
All stone stockpiles have 3 wheelbarrows unless otherwise stated.
- 01: A residential complex for the smiths would probably be more efficient, but meh, tired or homeless ponies will sleep here anyway.
- 02: A secondary dining room for the smiths. The stockpile is supposed to have prepared food and drinks, but is currently empty.
- 03-05: These stockpiles are right next to my "main" magma smelters.
- 05 Is for scrap ore only. This is my main source of metal. It should be bigger. I would also recommend having more smelters.
- 04 Is for ores abundant on the map that help with production of important metals. It's purpose is to lower the consumption of scrap. What you put here depends on what you have, but iron ores (Magnetite, Limonite, Hematite), copper ores (Native Copper, Malachite, Tetrahedrite), tin ore for bronze (Cassiterite) and zinc ore for brass (Sphalerite) are all valid choices.
- 03: This is for whatever ores I don't have abundant on the map, but still want to smelt if they become available, for example from rock farming. In my case, this is anything but Scrap, Sphalerite and Galena plus unprocessed coal. Currently there is some bituminous coal from a coal box.
- 06: Reserved for a Robronco Prismatic Forge.
- 07: MWT Prismatic Forge and reserved space for another.
- 08: Schematics stockpile, with no bins allowed, so that stockpiling schematics in carried bins won't interrupt jobs.
- 09: Gunpowder stockpile. Gunpowder is stored under "Explosives", together with Explosives for mines. Curiously I didn't find any Explosive crate yet.
- 10: Gunsmith's Magma Forges. Some of the reactions double with MWT prismatic forges, but use magma instead of Power Talismans. The idea is to keep bronze stockpiles between these workshops and steel and iron, so that when making ammo or combat pistols or whatever, iron and steel will be preserved.
- 11: A stockpile for Brass. It could easily be combined with Bronze, but I want to know at a glance how much I have. It doesn't need to be so big, either.
- 12: A stockpile for Iron, Pig Iron, Coke and Coal. The Magma forge below it uses it in tandem with 23 to produce Steel from Iron.
- 13: Any metal that is not Steel, Iron, Pig Iron, Bronze or Brass. It also serves as a secondary coke and charcoal stockpile, and gives to 12. It could also accept potash, ash and pearlash.
- 14: A bronze stockpile and main Magma Forges. It would be better to have even more of them, so that whenever I need something, I can order it directly, without the manager. It is better to divide the orders by skill used to make them, so that an order for, say 30 bronze mechanisms won't slow down the weapons and armour production if the Mechanics are busy, but Smiths aren't.
- 15: The stockpile for Steel. If you have iron ore on the map, this should be right next to your MWT / gunsmith's forges and the bronze and iron further away. If you don't, put some bronze close to the MWT/ gunsmith's forges and keep iron and steel away from them.
- 16: A stockpile for empty bags and bags filled with sand. It also stores all those bags with gypsum for some reason. It takes from the main furniture stockpile and gives to 19. Type: "boxes and bags", "sand bags", Material: "Plant Cloth", "Leather", "Silk", "Yarn".
- 17: Magma Glass Furnace. Used to make clear glass for all those data hologems for reverse-engineering things.
- 18: Rocks to be grinded (ground?) into sand. Use "Other Stone", but disable "Raw Star Metal", which should really be in the economic section. Gives to 19.
- 19: Rock grinder that makes sand for glass. Uses 18 and 16.
- 20: Ashery that makes potash from ash and lye. It is a bottleneck here and there should be 2 or 3 of them.
- 21: Stockpile for Ash, Potash, Lye and Pearlash. Perhaps it should be divided. And bigger.
- 22: Stockpile for Furniture to be melted. Type: not "Mechanisms" and not "Sand Bags", Metal: Iron and Steel, Quality: Standard and -Well-crafted-. Takes from the main furniture stockpile. Together with 25 it provides items for 24, the single Magma forge that melts metal items on repeat. This slowly provides small amounts of iron, steel and perhaps aluminium or other metals.
- 23: Flux stockpile for the smelter that processes iron into steel. See 12.
- 24: Magma smelter that melts metal objects on repeat. This slowly provides small amounts of iron, steel and possibly aluminium and other metals. To speed things up, you may want to tell 22 and 25 to give to this workshop, so it will only take the items nearby, greatly increasing speed. It is more efficient to have only one of those, but it can't seem to keep up with the supply of items to melt. For melting things you NEED a magma forge, unless you have lots of coal on the map. Prismatic can't be modded to have the reaction and a normal forge will burn to much fual to make anything.
- 25: General items to melt. I may have included too many of the wrong items here and some of them may not even be meltable or desirable here. Takes from finished goods, Armour, Weapons and Ammo stockpiles.
- Armour: Security and Combat, as well as "Barding", "Platemail", "Spiked Breastplate", "Studded Breastplate", "Spiked Pauldrons", "Studded Pauldrons", Security and Combat helmets, "slave collars", "Helmets", "spiked Helmets", "Studded Helmets". Security and Combat boots, Light horseshoes, Horseshoes, Spiked Horseshoes, Studded Horseshoes. All types of shields. All metals except bronze and bismuth bronze. Quality: Standard and -Well-crafted-
- Weapons: All types except T2 weapons, depleted chainsaws, depleted energy lances, Combat Rifles, Ripper / Chainsaw rifles, AMR and artefacts. No trap components of any kind, either. Materials: not bronze and not bismuth bronze. Quality: Standard and -Well-crafted-
- Finished Goods: Type: Not chains. Material: Iron, Steel, Aluminium. Quality: Standard and -Well-crafted-.
- Ammo: Pellets, not bronze or bismuth bronze, quality up to exceptional.
- 26: Workshops to make bone pellets. Useful to make bonemeal (if you're low on Flux on the map) or for training gunners if you don't have an MWT forge yet to efficiently make them from bronze. Otherwise skip this.
- 27: This is just bones for pellets. Bone is disabled in the main refuse stockpile.
- 28: Wood Burner to make charcoal and Kiln for the efficient wood -> 4 ash reactions. They are given wood by 29.
- 29: A wood stockpile that doesn't accept scrap of any kind. It gives to 28.
- 30: 1 tile-wide gypsum stockpile around 31. It can be smaller or just skip it.
- 31: This Kiln makes gypsum powder from Gypsum (hey, I wanted to get rid of all that gypsum from MoP crates), but that only produces 1 gypsum powder per bag, whereas we can buy gypsum in bags of 10. I still say, gypsum stones in MoP crates work in-fluff, but just clutter the Supply Depot in-crunch and should be removed. Anyway, this Magma Kiln doubles up as Pearlash factory, so it isn't a total waste.
- 32: A rock grinder, surrounded by 1 tile-wide stockpile of Saltpetre. It's purpose is to make gunpowder from Saltpetre or Potash.
- 33: Bone pellet stockpile. Used to make Bonemeal. Takes from the main ammo stockpile as well as from 26.
What do you think? Any improvement proposals? I don't think this is a material for another guide, but is pretty good anyway.
Oh, and Brass is also good for making expensive furniture cheaply.
Damn, I didn't even get around to sending expeditions yet and it is the one thing that could fix Pierce.
> I must have missed something, and if so, I apologize. Did radishes, carrots and celery get removed from the game?
Nope, but Beetroots were. If you don't have the seeds for them on embark, this just sometimes happens in DF. Check "raw/objects/plant_carrot_celery.txt"
> > BTW, I have a way not to cause the equipment crash. I think. Move the cursor in the first and second columns to the top, then press "e".
> If this works after further testing I'll add it to the first page.
Well, my first position in {m}ilitary is "executor", but I don't have that squad or that position. I move the cursor there before pressing {e}quipment and the game hasn't crashed so far, but more people need to test this.
> I don't think Talon armor is anywhere near as good as either Enclave or Steel Ranger armor
They have the equivalent of Combat Armour, although a few of them may have something akin to Scorpion Power Armour.
> Blackwing's Talon's may have been able to stop the Steel Ranger attack on Stable 02, but they had the advantage of a VERY heavy gun (Little Gilda is VERY massive) and stealth bucks. Not to mention energy weapons.
And plot armour. From game-masters or storytellers view they had to win, simply because otherwise Littlepip would die or be otherwise unable to complete her objectives.
> Are bale hounds part of FO:E or are they exclusive to the mod?
> I basically made them up, yeah, but they sound fallouty enough and I am writing a fic where the horrible ghoul-dogs show up, so yeah.
Ah, I wondered what those were. Between Hellhounds and Nightstalkers I don't really see a need for more monstrous dog varieties.
> Afterall, the difference between a cyberpony and a robot is that robots don't have souls.
I don't see how having a soul would improve a robot.
> Seed without fertilizer give a 2 stack of the plant and a very small chance of another 2 stack.
> Seeds with fertilizer give a 4 stack and a good possibility of another.
This is strongly preferable to just lots of stacks of 1 plant.
> A Plant Pot building, built with a single pot. Has reactions to grow food plants that consumes 1 sand, 1 clay and 1 seed to produce 1 plant (no chance for more).
Make the sand or clay part of the building and have the reaction produce a second stack of one plant with a small chance. Either way, I don't plan on using those.
> Mainframes.
Sounds like a good way to implement this, although perhaps there should be 5 processing matrices required to build a maneframe as well as a maneframe matrix? Then we could have "generic terminals" with only (basic processing matrices?), cabinet, wiring, 1 battery, interface and 1 monitor. Those would be wired by a reaction that consumes even more wiring at a maneframe and placed anywhere (except as workshop parts?). The tradeoff should be that it is cheaper to have 1-3 normal terminals, but if you want to go above 10, maneframes become the way to go. Abusing the mechanics by juggling the maneframe types shouldn't be too profitable. Heck, this could finally give us a reason to have maneframe matrices drop (well, not crusaders obviously, but the regular kind that were in use in Equestria).
Maybe have only one maneframe type and a bunch of "wiring reactions that take a basic terminal, wiring and a processing matrix of appropriate type [PRESERVE_REAGENT]. Though this would be stupid in-fluff.