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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 133366 times)

Ivan Issaccs

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
« Reply #165 on: February 28, 2013, 03:31:09 pm »

Are meat cleavers meant to be considered weapons? Right now their only use is being a massively valuable trade good.
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PTTG??

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
« Reply #166 on: March 01, 2013, 01:45:39 am »

I've made it much, much harder to farm! Will upload in a moment.

P.S.: You're still using the crappy "earth" map. I'll make a new copy of the North America map for the latest version... it only seems appropriate.

PTTG's Mutation for Deon's 1.7: Seasonal Crops

This decreases yields and makes growing plants take much longer. Summer and spring will be devoted to planting and growing crops, and autumn to harvest- for the most part; some plants are odd. Underground plants have worse returns in general, but overground plants require claiming safe surface farming regions.
« Last Edit: March 01, 2013, 02:14:35 am by PTTG?? »
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Findulidas

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
« Reply #167 on: March 01, 2013, 06:26:20 am »

Fallout mod 1.6b
- Robot plasma bolts are no longer stored in stockpiles, they evaporate on landing.

I still have plasma bolts.

Spoiler (click to show/hide)

Unless of course vault citizens can bring plasma bolts along with thier arrival or you can get it directly from scavenging in the scrapyard. If so though, why is it on the food stockpile?
« Last Edit: March 01, 2013, 06:58:09 am by Findulidas »
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
« Reply #168 on: March 01, 2013, 08:27:03 am »

o_O

That is infuriating. I tested it extensively and saw them poofing into clouds of "plasma". Apparently DF sometimes ignores temperature settings for whatever reason and keeps them...

Do they still explode in stockpile?
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Findulidas

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
« Reply #169 on: March 01, 2013, 08:58:33 am »

Do they still explode in stockpile?

I just realized something and tested.

They do disappear on reload of the save, no explosions. Like you said df sometimes ignore the settings. Just like the times when dwarves on fire from magma dont suffer from it until you reload the save, then they die horribly and quickly.
« Last Edit: March 01, 2013, 09:08:27 am by Findulidas »
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
« Reply #170 on: March 01, 2013, 10:07:30 am »

Good, at least they don't explode anymore. They should also disappear during season changes randomly, I guess I can live with it for now.

Also in the current df version they should melt from magma. In vanilla flesh only burns, but does not melt or boil. I fixed that.

P.S. I will try to remove DO_NOT_CLEAN_GLOB, maybe dwarves will clean these instead of trying to stockpile them.
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Lycaeon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
« Reply #171 on: March 01, 2013, 01:13:52 pm »

I suffered the exact same series of events when implementing lasers and plasma bolts for Fallout:Equestria (Including the infuriation :(). Removing DO_NOT_CLEAN_GLOB won't work as your citizens then spam you with interruptions of not being able to clean the glob as it evaporates after being fired. So far the best (That is, least annoying) solution is to turn off fat in the general food stockpiles, so the globs will be ignored if they fail to evaporate. This also stops animal fat from being stockpiled, but that's a minor problem as you can make custom fat stockpiles that only take from the butcher's workshop.
« Last Edit: March 01, 2013, 01:25:49 pm by Lycaeon »
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How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”

Terry Lennox

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
« Reply #172 on: March 01, 2013, 02:03:43 pm »

I have a question regarding skills.  Do rifles, shotguns and antimaterial rifles use the crossbow skill or the misc. object skill?
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
« Reply #173 on: March 01, 2013, 02:14:59 pm »

They use the "gunner" skill which is a renamed bow skill.

I will put up a new version with some amazing functionality additions soon.
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #174 on: March 01, 2013, 03:32:30 pm »

=======================================================
    Fallout mod 1.7
=======================================================
- Added 30+ new engraving symbols with multiple adjectives.
- Renamed "manager" noble to "foreman".
- Fixed emerald gem name.
- Nightkin and nightstalker hide effect take 10 times longer to "recharge".
=======================================================
- Harder farming (Plants take longer to grow, by PTTG).
- former "good" region special trees are now "evil" region trees.
- some common trees are mapped as good, they become green
- special grass becomes evil grass.
- meadow grass is good region only.
- new "lush grass" for good regions.

- former "good" region plants are now "evil" region plants (mutated):
-- floss clump, dark shard, worm sphere.

- new "good" region pre-war plants:
-- agave bush (desert, tropical savanna)
-- tomato (temperate, wetland)
-- cucumber (temperate)
-- vanilla (tropical)
=======================================================
- Aquifier token is left only on two clays and swamp type soils.
- Two new sand types: brown sand and quartz sand.
- Concrete factory takes into account different sand types
=======================================================
- Included new search, buildingplan, workflow, automaterial, zone, mousequery, resume and dwarf monitor plugins for dfhack.
- New DFHack functionalities:

-- Ctrl-shift-q quicksaves the game.

-- Added better mouse support
--- You can click on units/workshops/items etc with your mouse to bring up appropriate menus.
--- Right-click cancels selection.
--- When clicking on a ground next to a view edge, the camera moves.

-- You can pre-place not yet created furniture, it will wait for the items to be constructed.
--- To pre-place a furniture, press "p" before building it.

-- Added functionality to resume all suspended constructions and show overlay when paused:
--- Press Ctrl-R to resume all suspended constructions.
--- You can see all suspended constructions with a yellow X overlay.
--- You can see all unsuspended constructions which were suspended again with a red X overlay.
--- You can see all planned constructions with a green X overlay.

-- You can search for stuff in multiple menu
--- TAB lets you search for specific stuff in stocks menu.
--- s lets you to filter names/professions in unit menu
--- q/w lets you to filter items in trade menu.

-- Happiness and leisure time plugin
--- You can see current amount of unhappy/happy/content/ecstatic etc dwarves in your bottom left corner.
--- Press Ctrl-F to see Fortress Stats on all activity of your inhabitants.
=======================================================
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #175 on: March 01, 2013, 03:34:00 pm »

Current notable DF Hack functions:

== Quicksave ==
-- [Ctrl-Shift-Q] quicksaves the game.

== Companion order plugin ==
-- [Ctrl-C] in adventure mode opens companion order menu, you can order them to drop equipped items, equip items from the ground, move, wait, follow, leave etc.

== Better mouse support ==
-- You can click on units/workshops/items etc with your mouse to bring up appropriate menus.
-- Right-click cancels selection.
-- When clicking on a ground next to a view edge, the camera moves.

== Construction planner plugin ==
-- To pre-place a construction, press [P] before building it. It will wait for the required items if you miss them.

== Resume suspended plugin==
-- Press [Ctrl-R] to resume all suspended constructions.
-- You can see all suspended constructions with a yellow X overlay while paused (SPACEBAR).
-- You can see all unsuspended constructions which were suspended again with a red X overlay while paused (SPACEBAR).
-- You can see all planned constructions with a green X overlay while paused (SPACEBAR).

== Advanced search plugin ==
-- [ TAB ] lets you search for specific stuff in stocks menu.
-- [ S ] lets you to filter names/professions in unit menu
-- [ Q ]/[ W ] lets you to filter items in trade menu.
-- Press [ Alt-Shift-N/R/T/Q ] on unit screen to sort by name/migration wave/profession/squad.

== Happiness and leisure time plugin ==
-- You can see current amount of [tantruning/unhappy/content/happy/ecstatic] dwarves in the bottom left corner.
-- Press [Ctrl-F] to see Fortress Info about activity of your inhabitants.

== Siege engine targeting plugin ==
-- Pressing [Alt-A] While "q" over a siege engine activates advanced targeting menu and allows to load custom objects into catapults.
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PTTG??

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #176 on: March 01, 2013, 09:54:07 pm »

Wow!
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Mrhappyface

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #177 on: March 01, 2013, 10:21:03 pm »

Hey Deon, got a question. Some of my militia got a bit beat up after a supermutant ambush. Is there any easy way to specifically feed specific guys cyro capsules?
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Asra

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #178 on: March 02, 2013, 02:51:34 am »

Hey Deon, do things like having a sixth toe or being albino have any mechanical effects?
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #179 on: March 02, 2013, 04:09:35 am »

Hey Deon, do things like having a sixth toe or being albino have any mechanical effects?
Some of them are just for flavor, some have really good advantages. And of course bullies are better at hard work and combat, and bright minds are better with more complex activities and social skills. There's also a caste which is prone to diseases, and one disease immune caste (strange blood type). And a rare caste of a "super" variant of a human, who may excel at everything.

It's more or less like DF Genesis dwarven castes, toned down.

Hey Deon, got a question. Some of my militia got a bit beat up after a supermutant ambush. Is there any easy way to specifically feed specific guys cyro capsules?

Build a cryo module near his bed, make sure there's nobody else in the room, tell someone to "put in cryo sleep" and lock the door so they don't leave.
It works like that: the operator uses the module, then looks around and if he sees another vault citizen, he turns him into a cryo pod. It may take a while, that's why I make inidividual patient rooms with lockable doors.
« Last Edit: March 02, 2013, 04:11:40 am by Deon »
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