> Very nice. I'll give it a try now.
Have fun.
>> And nothing beats find and replace
> Basically you'd be doing that on a mych smaller file, then run a perl script. But whatever works for you.
"That was a joke...HAHA...Fat chance." (Another joke)
> You mean "Twilight's Kingdom"?
That stained glass window Discord was messing with. To be fair, it was intended to be a joke.
> To me Lazy Newb Pack and Phobeus Tileset were how I started playing the game in the first place. I fired up ascii half a year before, went "wtf is all this?" and quit. Now I can stomach the default graphics, but strongly prefer tilesets.
Ok, uploading the Phoebus version later tonight.
> Huh? That must have been a long while ago, before I actually started reading RAWs and had wilder ideas.
It's still your idea.
> I don't know. Some permament caste-changing effects from workshop reactions?
I meant, what effects could drugs have on prisoners? I was thinking about a mixture of Buck and Dash increasing their endurance and maybe taking away [FLEEQUICK]. Asking around my classmates also gave drugs as sedatives and execution.
> Cut most of them out. We're playing wasteland, not temperate forest with meadow.
Ok, I presume this is for above-ground plants. How about subterranean?
Right now for vanilla plants the only things of note are rope reed, whip vine and longland grass, which give cloth and flour respectively. The rest are just edible raw brewable generic plants, except for rat weed, which is not edible raw.
Checking Deon's Wasteland mod reveals some plants Lycaeon has already added in. Apart from that, there are agave bushes, which only yield tequila, hemp and cotton plants which yield thread and millable rock nut like seeds, corn and wheat which give grain, potatoes and other food-only crops and some strange plants which I assume are for drinks.
Of these, if we are following his mod, I would prefer to just have one of each class (Fiber, Processable, Normal and Special-Product) to keep things simple. If possible, I would like to merge several of the crops together, for example tubers in the current mod being merged with yams and such.
> Ideally steel bullets should penetrate bronze armour and bronze bullets be stopped by steel armour.
You have no idea how much time I have spent trying to make this work, but I think I'm close.
> I think if you're buffing all ranged weapons, large calibre should get a boost too.
> SHOOT_MAXVEL for high calibre rifles and spitfire's thunder is now so close to combat rifles that the biggest difference is ammo size.
Okay, after medium-caliber weapons.
> Hm, by looking at the RAWs it would seem that combat rifles are slightly more powerful than hunting rifles and it should be the other way around. Same with pistols and revolvers.
Okay, will be switching things.
> Little Macintosh should have ATTACK_PREPARE_AND_RECOVER:3:2, like the rest of revolvers and pistols.
Changed.
> I haven't looked at more RAWs.
Take your time.
Also, just asking, what are your opinions now on mainframes? Been reading old posts, mainframes that reprogram Stable-Tec matrices into Ministry matrices sound like a good part of a Stable-Tec arc I plan to do after Peace and Love and before Everfree (refer to Lycaeon's development list).
Should shale be refinable into flamer fuel (not a 1:1 ratio)?
UPDATE:
Phoebus graphics set versionGetting combat rifles to kill things but not kill things in steel combat armour is proving to be extremely irritating.