I'm not big MLP fan but I love fallout and since there is no fallout mods around I gave this a go and I LOVE it xD
Funnily enough, this isn't far from where I am at. Don't really care about MLP, but like I like fallout and I like how mechanically interesting this mod's weird caste based quadrupeds with fallout style tech is. Throw in magic for even more exotic stuff and it makes for a really interesting mod.
Oh and is the "Equestria" setting no more in world creation?
I think I forgot to transfer it over to my development copy of the mod from the last version by UnicodingUnicorn when I was initially merging the out of date mod with a newer DF version file by file. I later noticed, and was going to re-add it and tweak it once I finished merging everything else and getting it error free.
I then forgot about it again.
I just put a note in my little dev notepad thingy. After I finish shifting around slaves/blanks to their own file and merging castes, I will either copy the old version's worldgen over and tweak it if necessary, or set up a few new custom Equestria worldgens from scratch.
Also having issues to find areas with other than low and medium salvages, I guess I should embark to something like evil biome to get other stuff?
High Q salvage is primarily found in evil and savage biomes, as well as in caverns. It
sometimes shows up elsewhere, but if you want to see it reliably then starting in a terrifying biome is usually your best bet.
FYI, I almost never embark in a biome that isn't either evil, savage or both. The salvage boost is too useful. I also bring 2-4 military ponies, for what it is worth.
Update on the drugs, i'm MOSTLY done with them, but i'm currently trying to figure out a few things about syndromes. I know it does the effects in percentages, but what does the severity number mean exactly? Like if it had severity 5 what would that mean?
It...well...determines severity. A lot of symptoms aren't just on/off, but have a magnitude which determines just how crippling they are. Creatures can also tolerate or ignore some negative symptoms to a limited degree. That is why a (non-giant) cave spider bite occasionally makes a dwarf/pony a little dizzy, instead of pretty much incapacitating them which is what would happen if the dizziness in the cave spider bite syndrome was at 10000.
You will have to play around with severity and test it in arena to figure out if it is intense enough. From what little testing I have done, I *think* sev:10000 is when symptoms cap out, but I am not sure. sev:1000 is usually pretty crippling, and sev:100 is generally noticeable but tolerable. Be aware that AFAICT at some point syndromes were weakened so that you need a much higher severity than you used to in earlier DF versions, which means that the current batch of symptom severities aren't that useful as guides. I think that change is why glowing ghouls don't incapacitate ponies a lot of the time. In fact, IIRC GCS venom often doesn't paralyze stable citizens. A while back, I was also testing scripts in vanilla using add-syndrome with GCS venom as the indicator to see if the script was working, and I had to massively jack up the severity to see an effect from vanilla GCS venom
on vanilla dwarves.
Second question is does the SYN_CONCENTRATION_ADDED:x:x
for syndromes work and if so, how exactly does it work?
Dunno, haven't used it, don't have the faintest idea how it works. Test it and tell me how it goes.
Third question is: [CE_MENT_ATT_CHANGE:FOCUS:80:0:START:200:END:300]
I know that the 80 after focus is a percentage, but does that mean that it's adding 80% of the base number for FOCUS to itself, thereby increasing it, or does it mean that FOCUS is only working at 80% of it's stat, instead of 100% (aka, if the FOCUS stat was 100, does the 80 mean that 80 is getting added to the 100, or does it mean that 100 is reduced to 80) and what does the 0 after the 80 mean?
To pick a more illustrative example than yours, if a pony has a focus of 1000, FOCUS:120:500 changes its focus to 120% of 1000 plus 500, for a total focus of 1200+500=1700.
You will have to check the pony RAWs to see what the typical numbers are. 1000 is "typical", and is the normal average for a human. 5000 is the max a creature can get naturally or by modding the RAWs, but I am reasonably sure that syndromes can push it over that - I noticed that Titan Power Armor + adrenaline rush was more powerful than just Titan PA during some "hack at a dragon with an aetherite ripper" style arena mode testing, and I know this because having both syndromes active allowed me to
dismember a dragon 25 times my pony's size with a chainsaw-knife. I think the actual max is somewhere between 50000 to 100000, probably 65535 since that is the maximum number of a 16 bit unsigned int.
Once these questions are answered, I can also start on adding withdrawal symptoms that appear after the effects wear off, but is it possible to make it a percentage chance for a syndrome to begin, so that Withdrawal doesn't happen every time, or does that just mean I put a PROB:X
after each symptom in the withdrawal syndrome?
Yes, PROB:X determines the probability of a particular effect happening, where X=100 is a 100% chance. Note that probabilities are per effect. FYI, if you wanted to make groups of withdrawal symptoms happen sometimes as a batch, the only way I can think of to probabilistically give a group of effects all at once is to use an interaction chain - the auto-injector interaction could give another drug interaction some of the time, and that second interaction could actually apply the drug side effects. DF AI always spams every interaction it can while in combat, so the side effect syndrome will almost always get used when in a fight (and if it doesn't get used, the fight was probably just finishing as the drug injector was triggered, so the pony isn't actually benefiting from it).
Oh, and be aware that ponies will often trigger things like drug injectors or SATS when walking near wildlife, so don't make drug syndromes too crippling long term because they
will get used for the most pointless reasons.
Lastly, have you checked out the fallout equestria wiki? IIRC there are a list of drugs on it that you could rip off, if you haven't already.