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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 133437 times)

Dragonfly

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I think I found a fix for the slowdown to crash issue some have reported in fortress mode

I tweaked the dfhack.init file from:
autoSyndrome
projectileExpansion
itemsyndrome

Replaced with:
load autoSyndrome         
load trueTransformation         
projectileExpansion

I just was looking for differences between the fallout mod file and the masterwork mod file. These was the only ones that seemed different.

The mod has run for hours without needing to restart or getting the weird slowdown/ jerky movement and crashing that happened before I made the change.

I don't really understand the dfhack commands to know what this does, but it works for me.
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burchalka

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Thanks for suggestion Dragonfly. I will try it the next time I get to DF.
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Deon

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Thank you, I will definitely use that fix! I didn't know it's that simple :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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JediaKyrol

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wouldn't that be leaving out the itemsyndrome stuff needed for power armor to work?
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Deon

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Heh, yeah, you are right. I missed that. Itemsyndrome is the thing which causes the slowdown which can be fixed by reloading.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Putnam

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You can also mitigate it somewhat, I think, by using the "clean" DFHack command.

I need to figure out what's going on to make it... you know, slow down over time.

Spleenling

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How do I get more Water In adventure mode?
I can't find any
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Mrhappyface

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #503 on: June 01, 2013, 07:38:51 pm »

You still there Deon? Or are you just waiting until the update?  8)
« Last Edit: June 01, 2013, 08:07:43 pm by Mrhappyface »
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This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

Putnam

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #504 on: June 03, 2013, 03:31:54 pm »

You still there Deon? Or are you just waiting until the update?  8)

I wouldn't :P

PTTG??

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #505 on: June 03, 2013, 06:13:52 pm »

Since all threads eventually devolve into inane feature requests, here's one: Add an ability for mister Handys to give haircuts.
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Putnam

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #506 on: June 03, 2013, 09:36:28 pm »

Since all threads eventually devolve into inane feature requests, here's one: Add an ability for mister Handys to give haircuts.

Haircuts are one of the features most wanting out of Dwarf Fortress; unfortunately, they are not in.

Deon

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #507 on: June 04, 2013, 09:46:10 am »

I haven't updated this for a while mostly because I work on Genesis, but it's quite feature-complete and does not have glaring bugs. If you have suggestions please free to share them.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Mrhappyface

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #508 on: June 04, 2013, 10:48:14 am »

I haven't updated this for a while mostly because I work on Genesis, but it's quite feature-complete and does not have glaring bugs. If you have suggestions please free to share them.
Well since we have quartzite and arc furnaces, we should be able to smelt it.
Spoiler (click to show/hide)
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Fobeeyo

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Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
« Reply #509 on: June 04, 2013, 08:20:36 pm »

So, for some reason I cant open crates in the inventors table. I have alot of crates scavenged, but they wont do task, I tried moving the workshop, I tried making stockpiles, I even activated every labor on one of my people, Anyone have a solution?
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