After brainstorming the maneframes, I came upon a problem - the buildings made from linked terminals continue to function even if the original maneframe was deconstructed or otherwise destroyed. This puts their development on hold for now.
Maklak: One heavily irradiated cloud (The highest starting form of radiation) is likely to kill a pony if he passes through the whole cloud. One irradiated cloud, likely not. I'm figuring out how to stop them from showing up in non-evil/savage areas. I also need to correct a mistake where hazmat suits won't protect against heavily irradiated clouds.
> Speaking of screwed up values, a masterwork plywood board is worth 120 bits and we get ten of those per log.
I may remove the woodcutting skill, then. The unimprovable tag only prevents decorations from being added to the item.
> Now we need someone to figure out how to use mines effectively.
Mines stealth automatically so most enemies can't see them, and they won't trigger unless the enemy walks within 1 tile. They also have a large explosion radius.
> Hazmat suits over or under armour.
It doesn't make much of a difference in terms of gameplay...I opted for armor going over the hazmat suits as this better protects the suit from damage that would expose the pony inside, fluff-wise. Also, hazmat suits don't add [NOBREATHE] - you need a gas mask for that.
> I'd like healing potions to work continuously on wounded soldiers, not just before a fight.
Healing potions and Med-X are triggered by being wounded.
> Perhaps slave ponies should be shareable or milkable?
Nope.
> Batteries are surprisingly difficult to make, compared to other technomagic, how many we use, their price and how common they are.
Technically they are the fuel cells used by sky wagons and other means of transportation in the novel. I know that's more energy than they contain in the mod, but they were downsized for gameplay reasons.
> Is the blowgunner skill planned to be used with energy weapons as "blowguns" that fire "darts" that have effects on impact?
Maybe...I haven't had the time to brainstorm the implications of Putnam's projectile expansion script.
> The 0.30 doesn't have a Stonesense, so I guess I'll have to fix that next.
That would be very nice, and much appreciated!
No pressure though.
Treason: I like to think that most Stable ponies aren't suited for the horrors of the wasteland.
Iceblaster: We're only missing sprites for Stable citizens, raiders, wastelanders, and slavers. Ingame sprites for those are problematic in that there's no way to add different sprites for different castes in the same creature - there would be only one sprite per profession regardless of whether its a unicorn or earth pony. It'll also take a lot of time I can't afford.
Neowulf: Using potash for gunpowder and fertilizer is fine; I see no need to add extra steps.
> When you look at how rare and useful the two talismans it needs are it really doesn't make sense for a building with infinite water and power to have such a crappy output.
The trade-off is the instant product, bypassing the months of time plants normally need to grow. I'll increase the chance of the second plant, however. Potash is now plentiful enough for the fertilized reaction to be a viable option.
> As for the pot, it becomes relevant as an "OHCRAP" option early game if the hydroponics output is bumped.
Regular farming should be sufficient for that.
> So far the ponies have turned 3 5-stacks of rat weed and a 2-stack of prickle berries into the correct number of mulch items.
Interesting...that opens up plants as a source of ash again, though it's not as urgent now that burning logs at the kiln yields more.
Tahujdt: A decoration talisman certainly sounds like something Rarity would design.
I've added colored bricks to the development list, limiting the colors to bright primary ones so the amount of inorganics won't get out of hand.
Thanks for the suggestions everyone!