Zioko345: Maklak's pretty much nailed the addspatter mechanics, though here's the refined version of the code:
[REACTION:SPATTER_ADD_AMMO]
[NAME:_____]
[BUILDING:_____:NONE]
[REAGENT:liquid:150:_____:NONE:_____:_____]
[MIN_DIMENSION:150]
[REAGENT:liquid container:1:NONE:NONE:NONE:NONE]
[CONTAINS:liquid]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:C:1:AMMO:_____:NONE:NONE]
[PRESERVE_REAGENT]
[REAGENT:D:1:GLOB:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[IMPROVEMENT:800:C:COVERED:GET_MATERIAL_FROM_REAGENT:liquid:NONE]
Just to let you know dart guns are already in development using the template above. You're welcome to mod one, but I will most likely be creating my own version with an associated set of toxins. I'd also like to point out there's nothing wrong with imitating other mods if you're inexperienced - much of the learning process comes from examining what others have accomplished. Any finished products should give credit to the original work, however.
> Only thing I really have trouble with in coding items is the physics things like the force needed for it to warp or break
You need not worry about those...all the materials you'll need are already in the mod with their associated physics.
> Would the needle ammo just use the density and such of the metal / bone / wood it is made out of?
No, you only need ammo with high penetration and a decent weapons grade metal. As Maklak mentioned, they shouldn't be able to penetrate armor.
Treason: I didn't know you could order animals you've captured in previous Stables. Have you confirmed this?
Thirtyeight: I was thinking about a stun baton, though I haven't assessed the mechanics yet. The addspatter system requires the weapon be piercing, not blunt, but Putnam's itemsyndrome plugin places the effect on the baton itself.
Tahujdt: I'm not much of a map editor, but a canonically accurate map of the Equestrian Wasteland is one of my aspirations for the mod.
> When a hazmat pony got caught in a radioactive dust cloud, he became dizzy briefly. Is there a chance that hazmat won't work?
It doesn't protect against the natural effects of the dust itself, which includes disorientation and reduced vision.
Maklak: Your steel suggestions have been added to the development list. I try to keep steel-making simple, but I see the merit of mass-production reactions. I'm also aware of Putnam's and falconne's new plugins.
> It is quite possible that walking through shallow water will erase the poison from the darts.
The tallow used by the reaction makes the coating waterproof.
> Embassy
That will be part of the expanded expedition system.
> Maces
Maces don't play a large role in the mod, and the different attack modes in Masterwork are more for flavor than effect.
> Crash problems
Those have already been fixed in this version, and so far I've received no reports of additional crashes.
> My meaning was that it's OK to piggyback on other mods for some things, but I'd rather not have things like poison plants copied verbatim.
With few exceptions, most aspects of the mod are crafted from scratch. The new crops will be no different, and the dough reactions will be removed.
> Arcane vapour makes cats sick, maybe even hostile as a cat interrupted arcane research. Shouldn't it specifically target EPs?
It targets any non-magical creature.
> When we gat the ability to make hazmat suits, I'd like them to have no ARMORLEVEL, so civilians will use them.
Noted.
> Mother Butterfly removes some rotten tissue from Puppysmileses face, but she isn't using her heal spell despite having it learnt.
You need to designate the patient for healing with a Stable-Tec Terminal.
Thanks for the feedback everyone!