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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)

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Author Topic: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!  (Read 133406 times)

Aseaheru

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #510 on: June 04, 2013, 08:38:56 pm »

Try alchemy? i think thats its labor...
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Deon

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #511 on: June 05, 2013, 06:15:03 am »

I started to work on a tileset more. I plan to use SS13-style walls/floors:



What do you think?
Suits better than medieval-style pavement IMHO :).

P.S. Here's a better view:

« Last Edit: June 05, 2013, 06:22:31 am by Deon »
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Fniff

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #512 on: June 05, 2013, 07:51:47 am »

Ooh! Neat looking.

Mrhappyface

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #513 on: June 05, 2013, 08:04:01 am »

I started to work on a tileset more. I plan to use SS13-style walls/floors:



What do you think?
Suits better than medieval-style pavement IMHO :).

P.S. Here's a better view:


Looks bretty good, makes the Vault look more authentic. Though sadly you can't rip up the floor tiling to throw at traitors or supermutants.
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Mrhappyface

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #514 on: June 05, 2013, 12:38:26 pm »

Here's some Borax-based reinforced ceramics!  :D

The reaction. Needs a borax boulder, two sulfur boulders, fuel. Done at an arc furnace.
Spoiler (click to show/hide)

The material itself, called reinforced ceramic.

Spoiler (click to show/hide)

and the entity permission so a civilization can use it.

Spoiler (click to show/hide)
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Aseaheru

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #515 on: June 05, 2013, 01:58:25 pm »

SS13! WOO!
Love this idea!
Spoiler (click to show/hide)
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Deon

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Re: [MOD] FALLOUT [2.0] - New tileset and ceramic armor
« Reply #516 on: June 05, 2013, 02:48:54 pm »

Thanks for poking me, here's a new update. From now on I will work on the tileset more.


Fallout mod 2.0
- New tileset based on Phoebus with custom floors, walls and workshop elements.
- Reinforced ceramic is armor-grade metal which can be made into couple of things.
- Arc furnace: You can now make reinforced ceramic out of borax, sulfur and coal.
- Arc furnace: You can now smelt quartzite into clear glass.

« Last Edit: June 05, 2013, 02:59:23 pm by Deon »
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Aseaheru

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Re: [MOD] FALLOUT [2.0] - New tileset and ceramic armor
« Reply #517 on: June 06, 2013, 03:49:50 pm »

Beautiful.

Also, think we can get stonesense to have more sprites?
« Last Edit: June 06, 2013, 03:53:26 pm by Aseaheru »
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Maklak

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Re: [MOD] FALLOUT [2.0] - New tileset and ceramic armor
« Reply #518 on: June 07, 2013, 04:09:06 pm »

I like the new graphic pack. Hopefully someone will merge it into FoE mod.

Anyway, I made you a plant table using my script:




Read 96 plants.

Dfhack # getplants commands for easy designating tree cutting and plant gathering:

Aboveground bushes: (only edible, cookable or brewable)
# getplants agave bush banana yucca barrel cactus broc flower cabbage cola plant cucumber dandelion floss clump hemp maize mutfruit potato prickly pear cactus punga fruit radcurrant berry sliver barb sugarcane tomato truffle tumbleweed vanilla wheat worm sphere xander root yam

Aboveground trees:
# getplants acacia alder birch cage vine cedar cypress feather tree fir hangman tree larch mahogany mangrove maple muscle tendril oak palm tree pine rubber tree saguaro spine pillar willow

Underground bushes: (only edible, cookable or brewable)
# getplants albino wheat beet blackmane mushroom bloodblain mushroom cave fungus lettuce soybean starspawn mushroom synth-reed

Underground trees:
# getplants root tree scrap pile



Aboveground crop table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
agave bush
 agave bush
2168Summer Autumn Winter NoNotequila (4) (Y)N/ABrew
banana yucca
 banana yucca
3168Spring Summer Autumn YesYesN/AN/ACook
barrel cactus fruit
 barrel cactus
3168Summer Autumn Winter YesYesN/AEXTRACT(Barrel): barrel cactus jam (15)
 
Cook
broc flower
 broc flower
1168Summer Autumn Winter NoYesbroc flower tea (1)DYE: broc dye (20)
 EXTRACT(Barrel): broc syrup (15)
 
--
cabbage
 cabbage
584Spring Summer NoPr.N/ALEAF: cabbage leaves (5)
 
Leaves
cola plant
 cola plant
384Summer Autumn NoNonuka-cola (4)DYE: purple dye (20)
 
Brew
cotton
 cotton
3168Spring Summer Autumn NoNoN/ATHREAD: cotton thread (3)
 
OIL: cottonseed oil (5)
 SOAP: cottonseed soap (5)
 PRESSED: cottonseed press cake (1)
 
Thread
cucumber
 cucumber
2168Summer Autumn YesYespickle juice (1) (Y)N/ACook
dandelion
 dandelion
1168All yearNoYesdandelion wine (4)DYE: dandelion dye (25)
 
Brew
dark shard
 dark shard
7168N/A? Spring Autumn Winter NoNoN/ADYE: twinkling dye (50)
 
EXTRACT(Flask): glistening oil (200)
 
--
floss clump
 floss clump
1252All yearNoNofloss juice (1)THREAD: floss clump thread (2)
 
Thread
hemp
 hemp
3252Spring Summer Autumn NoYesganja beer (3)THREAD: hemp thread (3)
 
SUGAR: cannabis flour (20)
 OIL: hemp oil (5)
 SOAP: hemp soap (5)
 PRESSED: hemp press cake (1)
 
Thread
maize
 maize
3168Spring Summer Autumn YesYesbourbon (5) (Y)FLOUR: maize flour (15)
 OIL: maize oil (5)
 SOAP: maize soap (5)
 PRESSED: maize press cake (2)
 
Brew
mutfruit
 mutfruit
3168Spring Summer Autumn YesYesrot gut (3)DYE: mutfruit dye (20)
 EXTRACT(Barrel): mutfruit jam (15)
 
Brew
potato
 potato
3168Spring Summer Autumn YesYesvodka (8)N/ABrew
prickly pear fruit
 prickly pear cactus
3168Summer Autumn Winter YesYesN/AEXTRACT(Barrel): prickly pear jam (15)
 
Cook
punga fruit
 punga fruit
6168Spring Summer Autumn YesYesmoonshine (8)DYE: moon dye (30)
 
EXTRACT(Barrel): punga jam (30)
 
Brew
radcurrant berry
 radcurrant berry
284Spring Summer Autumn YesYesred devil (3)DYE: radcurrant dye (20)
 EXTRACT(Barrel): radcurrant jam (15)
 
Brew
sliver barb
 sliver barb
2168Spring Winter Autumn NoNogutter cruor (1)DYE: sliver dye (20)
 
--
sugarcane
 sugarcane
3168Spring Summer Autumn NoPr.roentgen rum (4)SUGAR: brown sugar (20)
 CANDY: sugarcane candy (20)
 EXTRACT(Barrel): sugar syrup (20)
 
Brew
tomato
 tomato
3168Summer Autumn YesYesN/AEXTRACT(Barrel): tomato sauce (9)
 
Cook
truffle
 truffle
10168Spring Summer Autumn YesYesN/AN/ACook
tumbleweed
 tumbleweed
1168Summer Autumn Winter NoNowasteland gin (3)DYE: ochre dye (20)
 
Brew
vanilla
 vanilla
3168Spring Summer Autumn NoYesN/AFLOUR: vanilla powder (15)
 EXTRACT(Barrel): vanilla extract (15)
 
--
wheat
 wheat
3168Spring Summer Autumn NoYesgamma gulp beer (5)FLOUR: wheat flour (20)
 
Brew
worm sphere
 worm sphere
2168Spring Summer Winter NoYesN/ALEAF: worm sphere leaves (1)
 
--
xander root
 xander root
2168Summer Autumn Winter NoYesxander booze (3)FLOUR: medicine powder (20)
 
--
yam
 yam
3168Spring Summer Autumn NoYesyam vodka (5)FLOUR: yam starch (20)
 
Brew


Subterranean crop table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
albino wheat
 albino wheat
3168Spring Summer Autumn NoYespale beer (1)FLOUR: albino wheat flour (20)
 
Mill
beet
 beet
5168Spring Summer Autumn YesYesN/ASUGAR: brown sugar (25)
 CANDY: brown candy (20)
 EXTRACT(Barrel): ground beet syrup (15)
 
Cook
blackmane mushroom
 blackmane mushroom
2168Spring Autumn Winter NoNoblack grog (1)DYE: blackmane dye (20)
 
--
bloodblain mushroom
 bloodblain mushroom
2168Spring Autumn Winter NoNoblood brew (1)DYE: bloodblain dye (20)
 
--
cave fungus
 cave fungus
2252All yearNoYesfungal tea (2)EXTRACT(Barrel): mushroom soup (5)
 
--
lettuce
 lettuce
5168Spring Summer Autumn NoPr.N/ALEAF: lettuce leaves (5)
 
Leaves
soybean
 soybean
3168Spring Summer Autumn NoYessoy milk (2)FLOUR: soy flour (15)
 EXTRACT(Barrel): soy cheese (10)
 OIL: soybean oil (5)
 SOAP: soybean soap (5)
 PRESSED: soybean press cake (1)
 
--
starspawn mushroom
 starspawn mushroom
3168Summer Autumn Winter NoNostar liquor (5)DYE: starspawn dye (25)
 
EXTRACT(Barrel): starspawn syrup (15)
 
Brew
synth-reed
 synth-reed
2168Spring Summer Autumn NoNosynthcola (2)THREAD: polyester (5)
 
OIL: synth oil (5)
 SOAP: synth soap (5)
 
Thread Embark


Fake plant table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
N7
 rare plant
50N/A? NoneYesNoN/ATHREAD: hazmat (15)
 
OIL: organic oil (5)
 SOAP: aroma soap (10)
 
Thread
M.R.E.
 MRE
50N/A? NoneYesNoN/AN/A--
buffout
 buffout
100N/A? NoneYesNoN/AN/A--
cryogel
 cryogel
100N/A? NoneYesNoN/AN/A--
jet
 jet
100N/A? NoneYesNoN/AN/A--
med-x
 med-x
100N/A? NoneYesNoN/AN/A--
mentats
 mentats
100N/A? NoneYesNoN/AN/A--
turbo
 turbo
100N/A? NoneYesNoN/AN/A--


« Last Edit: June 07, 2013, 05:18:38 pm by Maklak »
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Deon

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Re: [MOD] FALLOUT [2.0] - New tileset and ceramic armor
« Reply #519 on: June 07, 2013, 04:17:35 pm »

Thanks, it will be useful once I start working on the manual (in Genesis I already have a manual with plants, here I don't).
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Maklak

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Re: [MOD] FALLOUT [2.0] - New tileset and ceramic armor
« Reply #520 on: June 07, 2013, 04:37:04 pm »

> Thanks, it will be useful once I start working on the manual (in Genesis I already have a manual with plants, here I don't).
Well, my point was not really to provide crop tables as such, but the script itself. It still has some issues, but when it's done, modders should be able to quickly produce crop tables after any alterations to their RAWs. For any single mod it is easir to do this by hand, but with multiple mods and multiple releases, the effort I put into this script should pay off for the community. While I wrote the script for FoE, Masterwork helped me make it more robust and other mods pointed out more bugs, so I guess you can expect v1.01 soon. Plus now I have a good basis for animal and item dumping scripts. 
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On mining Organics
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Kiberkiller

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #521 on: June 08, 2013, 05:36:00 am »

I really like this mod. It's great fun in adventure mod (that's pretty much all I play in DF).

There are some small issues that I've noticed though:
1) As far as I understood, all ranged weapons use the Archery skill, right? I got confused by that and had to check the raws.
Maybe it would be a good idea to rename that skill to something else?

2) Scrap piles. I really like the idea of sifting through the trash in adventure mode in a Fallout setting but it seems like one requires an axe(?) to do so? That doesn't make any sense at all.
I realize that it's probably a modding quirk but maybe it would be possible to at least allow all weapons to "cut down" scrap piles.
Or make it possible to craft an axe (preferably one named "scavenging tools" or something, for more immersion) through the craft menu?
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Deon

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #522 on: June 08, 2013, 06:27:27 am »

The axes are replaced by saws, so you need a hacksaw to scavenge which makes sense.

Marksmen use rifles, so skill naming is okay AFAIK.
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PTTG??

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #523 on: June 08, 2013, 09:49:56 am »

Just a note on the plants, most of them will only grow to fruition if they are planted in the _first_ season they are available, which is spring in most cases. Anything planted after that will not fully grow before the end of its growing season.
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FritzPL

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Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
« Reply #524 on: June 08, 2013, 10:19:54 am »

What do Claptraps do?
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