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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)

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Author Topic: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!  (Read 133377 times)

Deon

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I plan to do it, I will hurry it then :). I just had my son's birthday yesterday so it will take a few days to unravel and test all new board games and toys, but then I will be modding at large again.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Meph

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Hey, thanks for the hint about your wavy-grass with alt_tiles. Might I use them in my tileset? I made a test, it looks really nice, I just have to get the colors right. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deon

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What do you mean "might I"?
 You know all mine is yours etc. It's how this works :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

RogueArchivist

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Loving this mod. Found a small typo in robotics bay reactions though. In the securitron entry it calls the reaction robobrain.
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Mrhappyface

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It seems that there's an error when it comes to assigning power cells to the terminals, arcades, and cyrogenic workshop. Most likely the reaction.
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This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

Meph

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Well, yes, I know that we both pretty much operate open-source, but I still think its nice (although obsolete) to ask. ;)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Aseaheru

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Anyone else get a crash when you open StoneSense?
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Lukewarm

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When salvaging scrap, I get announcements that many things have stopped production. From the looks of it, everything that can be produced by salvaging has stopped production. I still receive items though. I did get wood block to charcoal done, though.
EDIT: After further investigation, I have found that this only happens when salvaging scrap or prospecting rocks is suspended.
« Last Edit: June 22, 2013, 08:46:27 pm by Lukewarm »
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Aseaheru

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why would you suspend those anyways?
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Lukewarm

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Prospecting rocks, when placed on repeat, seems to suspend itself despite that I have rocks everywhere. Scavenging scrap seems to do the same, though I'm not sure it's as immediate as prospecting rocks. Using the job manager seems to work though.
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JediaKyrol

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Prospecting rocks, when placed on repeat, seems to suspend itself despite that I have rocks everywhere. Scavenging scrap seems to do the same, though I'm not sure it's as immediate as prospecting rocks. Using the job manager seems to work though.

I think that's one of the vanilla glitches, at least I think I saw it in the bug reports. Setting a job in the shop itsself sometimes has them look immediately around it, then give up.  Setting it in job manager has them scour the entire map. 
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FestusRising

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I'm wondering if tactical helmets are working as designed?

I am 4 for 4 adventurers now who have gone blind within 1 game-day of being created.  After reviewing the curses/viruses/infections and not being able to identify any obvious blinding factors, I am left with the conclusion that the tactical helmet I recently created might be the culprit.

From the inorganic_wasteland_materials (abbreviated):
Code: [Select]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:180:START:0:END:160]
[CE_ADD_TAG:EXTRAVISION:START:0:END:160]


If the wiki is correct, this then has a 180% chance of setting your perception to 0% (the blinding affect) WHILE simultaneously granting the Extravision tag (negating the blinding affect).  I can confirm that the blinding works, with the infinite "missed" combat entries in my log as testament. However, the Extravision tag does not appear to be having any affect whatsoever.  If my summary is true, I have no idea how to fix it.  If I'm reading this wrong, then back to square one for going blind.

As a minor note, the reaction to create a tactical helmet is actually creating a military helmet of tactical material, as opposed to the defined tactical helmet:
Code: [Select]
[REACTION:MAKE_TACTICAL_HELM_ADV]
[NAME:make tactical helmet]
[BUILDING:ASSEMBLY_LINE:NONE]
[REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[REAGENT:B:1:TOOL:ITEM_TOOL_WIRING:NONE:NONE]
[PRODUCT:C:1:TOOL:ITEM_TOOL_COMPUTER_PARTS:INORGANIC:COPPER]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:INORGANIC:TACTICAL]
[SKILL:FORGE_ARMOR]
 

Changing the last product line to [PRODUCT:100:1:HELM:ITEM_HELM_TACHELM:INORGANIC:TACTICAL] is probably what was intended.

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Deon

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Holy hell, the skill roll adjust on that helmet is wrong. It sets not perception, it sets ALL SKILLS to 0. I am gonna fix it ASAP once I come from work, thank you :D.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Hostialan

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Does dwarf therapist work with this mod?
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Putnam

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No reason it shouldn't.
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