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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 133397 times)

Bodyless

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #225 on: March 08, 2013, 01:39:37 am »

I am not using multiple mods at once, i just started a new fort in masterwork (orc fortress, in a region with a lot of orc blood rain).
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Mrhappyface

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #226 on: March 08, 2013, 09:07:58 am »

Doesn't the Underhive Settlement mod have a rather good water purification system?
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Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #227 on: March 08, 2013, 09:19:45 am »

Deon shouldn't enable vault dwellers to purify water - as they are upper class and prefer upper class drinks. Having drinkable water for them from caravans seems more likely, and lore-wise.
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Maklak

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #228 on: March 08, 2013, 10:29:51 am »

Would a workshop that needs a water talisman to be built, takes a barrel / pot and fills it with "pure water" work?

The Fallout: Equestria mod has a reaction to fill a bucket, but I don't see anything to fill a barrel with water. 

[REACTION:FILL_BUCKET]
   [NAME:fill water bucket]
   [BUILDING:FOUNTAIN:CUSTOM_F]
   [REAGENT:A:1:BUCKET:NONE:NONE:NONE]
      [EMPTY]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:4:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]
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JediaKyrol

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #229 on: March 08, 2013, 10:40:35 am »

Deon shouldn't enable vault dwellers to purify water - as they are upper class and prefer upper class drinks. Having drinkable water for them from caravans seems more likely, and lore-wise.

Lore-wise...every vault has a water purification system and plain water IS the drink of the "upper class".  Only reason you needed to hire the water merchants in Fallout 1 was because Vault 13's water chip broke down (which was caused by the Chosen One walking through a time rift and pushing buttons they shouldn't have), and the BoS water caravan wasn't needed by the 101 residents...hell, even the Garys had purified water.
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Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #230 on: March 08, 2013, 10:44:51 am »

Yeah I know - but having the drink just any old water would make the idea of having the FO3 water included good at all.
Plus the Water Chips last like 100 years or so, and since you are a band of Vault Dwellers travelling to "build" an entirely new vault, you wouldn't have access to the chip in the first place.
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JediaKyrol

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #231 on: March 08, 2013, 01:33:33 pm »

how about we compromise and ask Deon to put in water bottles that have a 10% chance of being anti-FEV treated that kills almost anything that drinks it! (i kid...i kid...unless...)
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Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #232 on: March 08, 2013, 06:44:04 pm »

By bottles, do you mean flasks?

Also there's a succession fort started, hop in.
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Big_James_B

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #233 on: March 09, 2013, 12:47:58 am »

Don't know if you've gone through FO3 Deon - but I'm referring to these two items:

http://fallout.wikia.com/wiki/Aqua_cura

http://fallout.wikia.com/wiki/Aqua_pura

That'd be the sort of water the traders should sell (Pura from BOS/Wastelanders and Cura from Ghouls), which could be coded as another "type" of booze like the tea and cola. Also noticed I made a few spelling and grammar errors in my last post. For shame.  :-[
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Mrhappyface

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #234 on: March 09, 2013, 06:40:51 pm »

Hey Deon, is there any way to apply poisons?
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Putnam

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #235 on: March 09, 2013, 11:49:29 pm »

Hey Deon, is there any way to apply poisons?

Are there no SPATTER_ADD reactions in Fallout mod?

Deon

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #236 on: March 10, 2013, 12:28:35 am »

Nope, although I planned to make syringe/dart gun and some nasty anti-mutant poisons and general tranquilizers.
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Mrhappyface

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #237 on: March 10, 2013, 08:00:20 pm »

Nope, although I planned to make syringe/dart gun and some nasty anti-mutant poisons and general tranquilizers.
Just curious, how will that work? Will you use the poisons with a bolts to make a specific kind of bolt that causes that syndrome?
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Aseaheru

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #238 on: March 10, 2013, 08:03:47 pm »

I think its planned for the game as a whole... someday anyways...
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Putnam

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Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
« Reply #239 on: March 10, 2013, 08:07:14 pm »

Nope, although I planned to make syringe/dart gun and some nasty anti-mutant poisons and general tranquilizers.
Just curious, how will that work? Will you use the poisons with a bolts to make a specific kind of bolt that causes that syndrome?

Using add spatter reactions from DFHack to add the poison on top and have it work.
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