> I was worried that a grinding reaction would be one too many steps in the process.
Maybe it would. You could remove the potion base then, I guess.
> Also, I'm not too sure if it is possible to make a powder that goes into a bag.
Nah, just make a fake "tool", like gunpowder, potion base, etc.
> Only restoration gems were used since I have a feeling that other low-quality
> gems may be used elsewhere in the future, for example magical weapon cartridges.
I guess those could use the same powder too (I think PH mentioned energy weapon cardridges being made from powdered gems), but maybe it would make the powder too universal and take too much variaty out of the gem system whe have now.
Maybe the powder should be made at the arcane gemcrafting station rather than the rock grinder. All those reaction to make lenses and hologems could have a low chance of producing the powder as a by-product too.
I've seen an experimental mod with all kinds of crazy weapons like grenade launchers that were almost as much !fun! to your own troops as they were to the enemy. I'm far from being an expert on modding, but I think energy weapons would work about as well as the current expedition system.
How about neckaces / spell talismans (one per pony) that can grant spells or something?
> As for now, I think I will stick to trying to achieve a full set of drugs from Fallout Equestria.
I think there are simply too many. Either some would have to be consumable (which would be random with drinks and cumbersome with soldiers and workshops) or they would be tiered. You can only put 4 "socks" on a pony and we already have pipbucks, stealthbucks, healing potion and med-x autoinjectows. With more too choose from, there would be an optimal set and the rest would only be used if more availiable to fill in the holes. But then IIRC Power armour already has the effects of healing potions and autoinjectors, which frees up two slots.
> Clinic/Infirmary: Allows stable citizens to consume a drug rather than use an autoinjector.
Interesting idea, but I doubt I would have the amount of drugs to use this often. Or at all.
One thing to consider, might be some way to get a rare item that can boost one attribute by 100 or something (one time upgrades, like surgeries in Fallout) (Never expire, but you can't stack the same bonus as it checks for it's own syndrome).
> Hydra: [...] A Hydra autoinjector will have a vastly increased healing rate
> compared to a healing potion autoinjector but a Hydra consumed at the Clinic (see above)
> can heal all wounds.
Healing potion autoinjectors already max out recuperation half the time and it isn't very powerful.
A temporary transformation to heal everything would be quite overpowered, so it would have to be rarer than power talismans. For these reasons, I don't think Hydra would work in Dwarf Fortress.
> Hydras can be [TAMABLE] and [MILKEABLE] with their milk being able to be processed into Hydra. [...]
This actually sounds ?fun?. The downside is the possibility of using tamed hydras for combat.
> Dash
We already have pipbucks with similar effect.
> Dash breathers allow the wearer to briefly have increased agility and willpower,
> [NO_PAIN], [NO_STUN], [NO_NAUSEA] and [NO_FEAR] for a very short amount of time
> while consuming it at a clinic increases the effect.
For a short effect to even be worth it, it would have to work for 100+ TUs and be activated in combat... much like pipbuck is.
> This comes at the cost of a chance of decreased willpower and focus when not on Dash.
Well... I guess, you could add a permament debuff syndrome (that doesn't stack with itself), then an equal but shorter-lasting buff to Dash to mask the effects.
> Brahmin are converted into GM Brahmin which [LAY_UNUSUAL_EGG] pile of Brahmin dung.
OK. Now I'm even less of a fan of Dash as I am of Hydra.
> Rage autoinjectors allow the wearer to have [PRONE_TO_RAGE] and maybe [CRAZED]
> for a short period of time when activated.
Nay for this one. It adds too much potential for !fun!, especially the [CRAZED] tag and [PRONE_TO_RAGE] is not that useful. It would need testing to check for possibility of loyalty cascades, berserking in the middle of a crowd and other unpleasanties.
> Buck autoinjectors briefly increase the users strength, agility, toughness and endurance when activated.
> Tubers are grown, and then crushed and Buck is extracted from the paste.
OK, this one actually sounds useful and worth it. With a process similar to Med-x, it shouldn't be over-abundant either. I like it.
> Stampede. A combination of Rage and Med-X, giving the effects of both.
> Stampede production involves mixing Rage and Med-X together.
Ah, so stampede is higher tier than rage and makes using it directly wasteful. Another reason I don't like having rage. Maybe just stick with Med-X instead.
> Mint-Als and Party Time Mint-Als Gives increased social sttributes for a short period of time,
> cannot be made into autoinjectors. Consuming them also grants the syndrome mint-al addiction,
> giving lowered analytical ability and focus when not consuming them.
That doesn't even look worth it.
> RAD-X Gives the tag [RAD_IMMUNE] for a moderate period of time, creatures with [RAD_IMMUNE]
> are [SYN_IMMUNE] to the effects of radioactive dust. RAD-X cannot be made into an auto-injector.
There are several levels of rad immunity in this mod. Maybe Rad-X should be used to boost protection of hazmat suits instead of getting consumed? Consuming is cumbersome and probably not worth it if the effect lasts for less than a season.
> Research I was thinking that some of the higher end combat drugs (Buck, Dash, Rage and Stampede)
> could require research much like the reverse engineering of combat rifles and the like.
Well, they could have recipes, like engineering has schematics.
> I'm thinking of expanding Stable-Tec to include cheap mass-produced no-quality everything.
> Jumpsuit extruders which provide clothing ten at a time, mass producing furniture and weapons
Meh, setting up production of these things is part of the fun. And I'm generally not short on them either, maybe except for furniture.
Mass-producing weapons would be too easy. And no-quality ones would be quickly replaced and melted.
> food processors that accept corpses and turn them into a single type extremely low-quality food.
Gross. Accurate in Project Horizon, but food is not a problem in DF anyway. Well, most of the time.
> As mentioned before, certain crates could contain the appropriate books
> (a tool, not the game object) which can be studied at the scriptorium for
> a chance of design notes or spell scrolls.
Sure, I'd take that. Maybe also a chance for a permament buff to some mental or social attribute.