Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

What should be the next primary goal?

Combat drugs, chemistry, venoms and antidotes
Domestic robots (healers, cleaners, cyberdogs, robobrain)
Overhaul of good areas (terraformed)
New semimegabeast and megabeast types
Secrets and mutations (vampires, pyromancy, telekinesis etc)
More minor races (slavers, treeminders, evil ghouls)
More industry (concrete factory, cryogenics, trading post)
Advanced adventure mode crafting
Post-war geology (concrete, debris, radioactive waste, stashes)
Dfhack (poisoned weapons, companion order, other plugins)

Pages: 1 2 [3] 4 5 ... 56

Author Topic: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!  (Read 133232 times)

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
« Reply #30 on: February 08, 2013, 11:48:06 am »

Aww damn it, I wanted to make a birthday release tonight, but apparently I've got work tonight... That sucks :D. See you soon!
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Keita

  • Bay Watcher
  • Easily Confused
    • View Profile
Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
« Reply #31 on: February 08, 2013, 11:51:44 am »

Just making a post to say thank you Deon, this mod got me back into spending at least 2 hours day playing dwarf fortress after a long time of not playing.

Tank you for the mod and I hope you the best of luck in your endeavors.
Logged
Gravity is a government conspiracy to keep us down

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
« Reply #32 on: February 09, 2013, 03:16:04 pm »

If nothing else, I want to make a mod with very long-grow-duration plants so farming is properly difficult.
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

burchalka

  • Bay Watcher
    • View Profile
Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
« Reply #33 on: February 09, 2013, 04:39:58 pm »

Chiming in to say good job Deon. I'm still trying to conquer the surface of terrifying reanimating tundra embark in Genesis, but once it falls/abandoned - I will get a go on this.
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
« Reply #34 on: February 10, 2013, 05:41:08 am »

Just you wait until I rework clouds here. Then you will have to succumb under the power of ghost people :D.

Today I will be full of booze and cake, and tomorrow I will try to finish the new version. I'll simplify geology a bit, but there will be more fun stuff, including various pre-war tech structures (concrete patches with iron fixtures in the soil, radioactive waste which can host stashes of valuable loot et cetera).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Findulidas

  • Bay Watcher
  • [NATURAL_SKILL:OFFTOPIC:5][NOTHOUGHT]
    • View Profile
Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
« Reply #35 on: February 11, 2013, 02:38:24 am »

Just you wait until I rework clouds here. Then you will have to succumb under the power of ghost people :D.

Today I will be full of booze and cake, and tomorrow I will try to finish the new version. I'll simplify geology a bit, but there will be more fun stuff, including various pre-war tech structures (concrete patches with iron fixtures in the soil, radioactive waste which can host stashes of valuable loot et cetera).

Sounds great. Btw can the dwarves make concrete, cement aso or will it just be there. Nothing says wall like a concrete wall.
Logged
...wonderful memories of the creeping sense of dread...

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
« Reply #36 on: February 11, 2013, 07:26:29 am »

It's one of poll's options called "industry", so the answer is positive.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
« Reply #37 on: February 11, 2013, 07:28:22 am »

Also they are not dwarves! But they are close enough :). My head hurts after a night of Magic the gathering and tequila. It was a fun birthday. Soon I will come home from my lab and continue development.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Mrhappyface

  • Bay Watcher
    • View Profile
Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
« Reply #38 on: February 11, 2013, 06:06:03 pm »

Hey Deon! It's been a while. I think I scrounged up some rudimentary ideas for augmentations. Just need a workshop and pre requisite materials. These augments work on basically giving the affected dwarf a syndrome through gas.
Spoiler (click to show/hide)
« Last Edit: February 11, 2013, 06:10:11 pm by Mrhappyface »
Logged
This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

jonveck

  • Bay Watcher
    • View Profile
Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
« Reply #39 on: February 11, 2013, 06:54:27 pm »

Having given the Fallout Equestria mod a try, I have to admit I really like its use of multiple varieties of salvage and scrap -- completely with half-buried soda vendors and broken terminals.  Makes the whole process feel more like Christmas somehow.  I also like the whole Ministry of [something] (posters and whatnot) aspect and feel like it would translate over to Fallout very well since 1950's-style propaganda has always been a big part of its ambiance.  I'm also a big fan of decor for my fortress/vault. 

I also found myself impressed (and rather overwhelmed) with its use of gems and arcane features and would love to see your own use of component parts (e.g. wiring, circuitry) become as robust in its application to industry and production.

Oh, and I forget if it's something you already have in place, but it wouldn't hurt to have an "excavator"-style workshop like Meph's archaeologist where one can grind unwanted stone and have a chance to yield scrap.  I'm also fond of this unearthing miscellaneous scrap and "artifacts" (e.g. steel cans) expressly for the purpose of being melted down and reforged.  Gives a very post-apocalyptic feel.

Always excited to see more development on this mod. :-)
« Last Edit: February 11, 2013, 08:45:25 pm by jonveck »
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
« Reply #40 on: February 12, 2013, 04:16:46 am »

1) I will add more variety to the scrap selection with the geology update. What's that ministry stuff you are talking about? I've seen it mentioned in the thread but did not find out what it was yet.

2) Gems will stay gems, and circuitry and electronic components which are gems for now will become tools. It will make it more intuitive to store them under tools, and also allow me to customize their tiles and weight better. Also there won't be "cutting" of components anymore, and decoration with it. I don't want monitor-decorated arrows :D. Copper wiring decoration made sense, but everything else not that much.

3) As I mentioned, geology update I am working on (well, right now I am busy being not ill, since all of my family is down with flu after my birthday) will have concrete patches, metal fixtures, stashes of loot, radioactive waste etc, so I will try to satiate your thirst for post-apocalyptic salvage and archaeology :D.

Oh, and I forget if it's something you already have in place, but it wouldn't hurt to have an "excavator"-style workshop like Meph's archaeologist where one can grind unwanted stone and have a chance to yield scrap.

It's one of the options in the Scrapyard. However gathering aboveground scrap (which is a type of tree) nets much more.
« Last Edit: February 12, 2013, 04:24:52 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
« Reply #41 on: February 12, 2013, 07:05:30 am »

Sorry guys, my wife is really down with the flu now, she needs attention. I will go fix my family, so here's a little release with a couple of things I was working on. I promise I will update faster once things are back to normal!



Fallout mod 1.2

- There are now concrete patches in soil. They can contain scrap metal and scrap glass.
- New 7x7 building "concrete factory". Requires no blueprints but a lot of blocks and pipes.
- You can make 10 concrete blocks or 5 pipe sections from 1 boulder and 1 bag of sand in the concrete factory.

- Gem-type scrap items and components are now tools (computer parts, robot parts, wiring etc).
- Most of tinker's workbench reactions require "screws and nails" and "wiring" instead of mechanisms now.
- Some buildings now require these new components.
- Power cells are now lead tools, not instruments of "charged/depleted" material.
- New lead ore: anglesite.
- Rock crystal is back.
- Scrap gathering results are a bit different now.
- Opening crates now leaves you with a bin, not a chest. It's more useful for storage.
- Adventurers can scavenge rocks and find useful stuff now. Using that, they can make some new items. Advmode crafting update will rework this part later.
« Last Edit: February 12, 2013, 07:11:25 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
« Reply #42 on: February 12, 2013, 07:07:27 am »

Now with the concrete factory you can build large aboveground settlements using a source of sand and just a bit of mining. It's not dwarven, but it suits the theme well.

@Mrhappyface
Sorry that I did not reply at once. Nice ideas, I will definitely consider them when I will add implants.
« Last Edit: February 12, 2013, 07:12:47 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

jocan2003

  • Bay Watcher
    • View Profile
Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
« Reply #43 on: February 12, 2013, 07:00:51 pm »

Call it how you want, but this was a crazy coincidence, ive been thinking to start a new game of dwarf fortress been a while now, but i really wanted this mod..... Today i choose to finaly get it and guess what.... I got the game right as you updated it to 1.2 with latest changes and all that... quite interesting. Just want to know tho, is plasma bolt still cluttering and setting everything on fire?
Logged
Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
« Reply #44 on: February 12, 2013, 07:20:43 pm »

Not everything, just grass :). I have a few solutions to this in mind, just didn't get to it yet.

Good luck with your fort.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
Pages: 1 2 [3] 4 5 ... 56