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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 133441 times)

Rumrusher

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #480 on: April 10, 2013, 01:38:56 pm »

He did not load it without DFHack, he just reloaded it. The lag comes after a long time of play.

The game will work, but most scripts, weapons, custom buildings etc.  won't.

Indeed - I just restarted a saved game without using dfhack, and I ran it for hours without a slowdown. I think most things worked - I was able to build robots! I was able to get blueprints, build buildings, and create all those cool objects. The robots were able to use their plasma weapons. Did I mention that I really like the robots! They are so cool!

I also tried running it with an older version of dfhack. I just replaced the files in the hack folder with old ones. That did not work, dfhack (old) ran and gave me several pages of report on how broken it was, and nothing in it worked - not even something simple like deramp or prospect.
well that's because r2 doesn't have the lua coding or definitions needed to run r3. going back means you're locking yourself out of certain scripts that use eventful or autosyndrome.
there also the case of the scripts working for only vanilla. Chances are if the ingame error report spews out something then chances are Dfhack raw relative scripts will bug out aswell. as example advfort can't handle designating buildings that don't need a building item, due to how it was scripted for vanilla and not modded.
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"body swapping and YOU!"
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burchalka

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #481 on: April 10, 2013, 04:33:42 pm »

I've been trying to implement Deon's advice to use catapults for sieges - but soon found out that my initial design isn't conducive to it. I hoped to stick catapults on z+1 level, since on z I have contiguous palisade wall as fort's perimeter.
now as I tried targeting - found out that most likely areas can't be targeted. :(

Need design ideas...

BTW, waiting for updates on fallout community game.been a long time.
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JediaKyrol

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #482 on: April 11, 2013, 09:57:51 am »

Think Deon got pulled away by Real Life Problems again...and the LP got delayed because the players asked him to tweak the save with some of the newer DFHack stuff...so it's gotten pushed back.
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Raul

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #483 on: April 11, 2013, 11:51:27 am »

I feel you guys, I'm still waiting to be citizen'd in the community game, but...

I need to earn a sum for a very good reason (I hope so). A few board games I was looking forward to has been released in russian language recently (Andor, Hobbit, a few others) and I promised my son to buy them asap :D. So it may be a little bit longer with days/nights at work, but then I will be back at full-scale modding again.

Yup, RL stuff. Oh well, hopefully Loverworks will be back eventually, much more awesome.
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Rumrusher

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #484 on: April 11, 2013, 01:24:54 pm »

I've been trying to implement Deon's advice to use catapults for sieges - but soon found out that my initial design isn't conducive to it. I hoped to stick catapults on z+1 level, since on z I have contiguous palisade wall as fort's perimeter.
now as I tried targeting - found out that most likely areas can't be targeted. :(

Need design ideas...

BTW, waiting for updates on fallout community game.been a long time.
I been waiting for the Community adventure mode game to start.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

JediaKyrol

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #485 on: April 16, 2013, 03:09:11 pm »

It's that time again kiddies...JK's dumb ideas! 
slap this:
[EXTRA_BUTCHER_OBJECT:BY_TYPE:UPPERBODY]
     [EBO_ITEM:TOOL:ITEM_TOOL_ROBOT_PARTS:INORGANIC:IRON]
on all the robots and you can get scrap from domestic bots without the default pet corpse reverence and butcher jobs returning air.
(finally...a use for all those caged clap-traps...muahahaha!)
Now I guess could make emergency butcher drops for the all-too-common severed robot limbs, because normally they waste time being hauled to the shop and converted to air.

Next I'm going to try and make a "complete repair" reaction at the robotics facility to regrow all those severed robot limbs.

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tahujdt

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #486 on: April 16, 2013, 09:49:08 pm »

Random funny story:
A friend of mine invited me to come visit the Kansas City Park University. What's really cool about it is that a good bit of the college is built inside of the limestone caves under the campus. I was joking with him about how it looked like a Vault, and then Whoa! I walked around a corner and there was this giant gear set into the wall.

It turned out to be a rotary club gear, but still...
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werozzi

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #487 on: April 26, 2013, 09:55:57 am »

I have played this mod for a while already, and i must say that is great, from fortress mode to adventure and with the new mechanics and creatures.
Last night, one of my adventurers single handed defeated a pack of ten or so bloatflies without a single scratch, until, when he gave the killing blow to the last one, she gave him a mortal wound to the heart! it was really fun, yet sad...

Anyway, i'm playing adventure mode, and while i took a while to figure out construction, i nailed it, yet i can't quite figure out how to craft stuff, even tough i searched on this topic and read genesis' readme.
Does anybody know how?
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Putnam

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #488 on: April 26, 2013, 03:47:17 pm »

Try typing "?" while in advfort mode.

werozzi

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #489 on: April 28, 2013, 12:17:19 am »

I did, and a already knew those controls, the thing is that i can't quite figure out what to do after i've entered the TAB menu and selected an item to craft, i press 5 but it interprets it as the currently selected job, if i have woodcutting, i select the item to craft and then i press any of the work commands and the game just tells me that i need a tree, so, am i doing anything wrong?
How'd you guys do it?
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Putnam

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #490 on: April 28, 2013, 12:18:11 am »

Oh, that? Just press . repeatedly. For woodcutting, you need to alt+move into a tree.

Deon

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #491 on: April 28, 2013, 12:04:14 pm »

It's not ".", it should be Numpad0 (unless I forgot to set that). Otherwise it's "."
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

werozzi

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #492 on: April 28, 2013, 02:07:36 pm »

And, if i changed the command to "." , since my lap top does not have a numpad?
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Rumrusher

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #493 on: April 29, 2013, 12:00:15 pm »

Oh, that? Just press . repeatedly. For woodcutting, you need to alt+move into a tree.
well just started testing a companion Fort or a ComFort script for the citizens around sites to do fort mode jobs.
the results was a success but now you get to control 1 unit via a modified change adventurer script to do jobs. doesn't help you need to move said unit to the workshop and not the pointer/cursor.
hopefully this leads to being able to overseer a bunch of wastelanders into building a fort site.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Zioko345

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Love adventure mode. Just bought a figurine of my character from before who slaughtered towns of ghouls. Win.
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