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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 133489 times)

Deon

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Code: [Select]
[INORGANIC:FIRE_SPELL]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:fire]
[REACTION_CLASS:DFHACK_EXPLODES_FIRE]
[UNDIGGABLE]
[MATERIAL_VALUE:50]

Code: [Select]
[PRODUCT:100:5:AMMO:ITEM_AMMO_ARROWS:INORGANIC:FIRE_SPELL]
Then I just use Putnam's projectileExpansion script and check DFHACK_EXPLODES_FIRE variable in the matExplodesFire().

And then
Code: [Select]
if matExplodesFire(material) then
dfhack.maps.spawnFlow(projectile.cur_pos,7,0,0,50000)
projectile.flags.has_hit_ground=true
projectile.flags.to_be_deleted=true
end
« Last Edit: March 30, 2013, 04:33:14 am by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Deon

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Fallout mod 1.9

- New synth-reed cloth, polyester, is fire immune.
- Synth-reed can be directly pressed into oil.
- Drug making reactions are more cost-efficient.
- All crafting components are moved from "instrument" to "tool" type (holodisks, blueprints, parts etc).


- Added explosive and napalm block making into chemistry lab (for catapults).
-- Explosive blocks (10) require a saltpeter, a sulfur and an ash bar.
-- Napalm blocks (10) require a barrel/pot/jug of oil and saltpeter.

- Radioactive rain causes fever. All cloud/dust storm types affect people only if inhaled.
- Reduced severity of toxin poisoning in chem lab accidents.
- Power armor protects from inhaled syndromes, dust storms, suffocation and radioactive rain.
- Power armor's in-built stimpacks protect from passing out from pain.
- You can make hazmat suits from synth-reed in chemical lab. They protect from inhaled syndromes, dust storms, suffocation and radioactive rain.
- Use hazmat suits to work in chemical lab and virology. Give them to scavengers to work under radioactive rain.
- You can find hazmat suits in military, geo and medical crates.

- Toes and fingers no longer stick out. No more finger chopping, but:
-- No more finger wrestling.
-- No more elite warriors passing out from broken toe.
-- No more silly deaths from nail infections.
-- Etc.



I need more time to finish turrets and stuff, I'm going to work soon. So expect something new tomorrow.
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burchalka

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Must get the new version. Screw the old fortress.
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CptCrunchy

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So are Anti-Materiel rifles better in all ways than normal rifles?
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Likes nether horror for their ability to turn people into eldritch horrors. Seriously, what is wrong with that dwarf.

Deon

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They are more than twice as heavy, but they shoot much better (more velocity/force).
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Big_James_B

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In my latest Vault (this is my Gulag Vault) I was "cleaning" up a small area of unwanted mountain - it was just a one-square high hill. After starting the job both of my miners get flung this-way-and-that when several cave-ins occurred; one five minutes after the first. One of the miners had a slight injury so I decided to put her into a makeshift hospital. I regret doing that now.
The first miner had a broken foot, while the second had a broken skull (which must have occurred sometime after seeing his comrade being injured since he was not injured before I made the hospital). They both were thrown onto the a bed and left there. While I waited for them to recover slightly, I built a few scrap buckets and my chief medical citizen went and cleaned the wounds every few days. Unfortunately I haven't had major injuries like this in my previous forts - I've had a cu-up foot in a drow fortress but it healed without the need for thread, something I needed now.
So there I was sitting there, wondering how I was going to do this. The seasons came and went, and I faced several problems in the building of my Gulag - the first was those goddamn buzzards stealing my potatoes! The second was soil. The third didn't occur until the caravans came - and then I remembered I hadn't built a Trading Depot! As I scrambled to build one, the caravan drivers decided to skip my Vault!

So if it wasn't bad enough that my two main miners are injured enough to live in beds (they are quite ecstatic about it), all the migrants I've had are wood workers of some kind (which in a way is good as I'm clear cutting the surrounding scrap forest), I've noticed that the miner with the injured foot seems to have caught an infection.
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I think I am going crazy. I start to understand and actually follow Rumrusher along with his ideas...

Aseaheru

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GET THE SOAP.
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Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Big_James_B

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She's lasted until the first caravan, she'll last until the next. Or possibly forever.
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I think I am going crazy. I start to understand and actually follow Rumrusher along with his ideas...

Deon

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There are many ways to get soap in this mod, use any.
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CptCrunchy

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Do saves from 1.8 not work with 1.9? I can't see an option to make hazmat suits or explosive/napalm blocks
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Likes nether horror for their ability to turn people into eldritch horrors. Seriously, what is wrong with that dwarf.

burchalka

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Made a new fort in 1.9 and I noticed that fps dropped significantly once a caravan brought 2 robots to the embark: claptrap and cyberdog.
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Freshmaniscoolman

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Another great mod by Deon. :)
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Deon

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Made a new fort in 1.9 and I noticed that fps dropped significantly once a caravan brought 2 robots to the embark: claptrap and cyberdog.
Do you tend to have any mr. Sturdy? Maybe they are spamming repair robot interaction (check "r" combat logs), I plan to tweak that.

Do saves from 1.8 not work with 1.9? I can't see an option to make hazmat suits or explosive/napalm blocks
Yeah, new items and reactions require either a new world or memory hacking.


I am back from work, time to sleep and then finish turrets!
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Deon

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Still haven't slept... I guess I should.

I've decided to make a new "Strike the earth" screen for the next version:




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Putnam

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Holy crap.

That screen has a scroll bar???
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