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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 133393 times)

Deon

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #555 on: June 15, 2013, 01:43:06 am »

is each version save back wards compatible?

also, i noticed that on the gen worlds the sea is only HALF polluted now? is that intended?

200 years after fallout the sea is gonna stay jacked up for a looong time, longer than that. I always thought rust colored sea was right on for the most part.



ANOTHER THING, HOW DO I MAKE MY MR HANDY DO WORK OTHER THAN STAND AROUND AND DO NOTHING??? Says he can do construction but he is just a lazy git and watches we die by bears n shit!
Of course some versions requite a new world, but the latest patch mostly addressed graphical stuff so it's compatible.

Mr. Handy actually does not fix bots, it's Mr. Sturdy. Robots are mostly for defence, they cannot work (yet).

What do you mean your sea is "polluted"?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Blackdot

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #556 on: June 15, 2013, 06:12:23 am »

The game crashes when you right click with workshop selected. Its mousequery bug. I've tried with newer version of mousequery and game doesnt crush.
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Deon

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #557 on: June 15, 2013, 08:05:09 am »

Thanks! I will update it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Aseaheru

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #558 on: June 15, 2013, 10:09:03 am »

Ah. i knew it was one of them...
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Fniff

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #559 on: June 15, 2013, 02:00:49 pm »

How do I make an axe/something to cut down trees in adventurer mode? Also, how can I be "on a tree"?

Putnam

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #560 on: June 15, 2013, 03:07:40 pm »

Axe: just find one. Anything that uses the axe skill will work. To cut them down, alt+move into it.

Deon

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #561 on: June 15, 2013, 05:08:25 pm »

You want a hacksaw or a chainsaw, there're no axes.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Corai

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #562 on: June 15, 2013, 05:23:59 pm »

is each version save back wards compatible?

also, i noticed that on the gen worlds the sea is only HALF polluted now? is that intended?

200 years after fallout the sea is gonna stay jacked up for a looong time, longer than that. I always thought rust colored sea was right on for the most part.



ANOTHER THING, HOW DO I MAKE MY MR HANDY DO WORK OTHER THAN STAND AROUND AND DO NOTHING??? Says he can do construction but he is just a lazy git and watches we die by bears n shit!
Of course some versions requite a new world, but the latest patch mostly addressed graphical stuff so it's compatible.

Mr. Handy actually does not fix bots, it's Mr. Sturdy. Robots are mostly for defence, they cannot work (yet).

What do you mean your sea is "polluted"?

I believe he means only half of his sea is an evil biome and he's mistaking evil for pollution.
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Mrhappyface

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #563 on: June 15, 2013, 09:48:46 pm »

The biofuel refinery "biofuel from alcohol" reaction seems to be bugged. The vault citizens take the barrel to the workshop, sit there for a while and then just leave it there without making any coke. Maybe it has to do with the amount of booze in the container?
Edit: It does have to do with the amount of booze within a container. Apparently, if it's less than 5 stacks, then they'll just sit there and do nothing. I guess the easy fix is to start brewing some more gamma gulp.
« Last Edit: June 16, 2013, 05:49:37 pm by Mrhappyface »
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Kazymir

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #564 on: June 16, 2013, 09:35:45 pm »

Has anyone fixed the Hazmat suit bug? 1 cloth produces 1500 suits, and while I like trade goods as much as the next man, I don't like setting a reaction to repeat and finding out I have enough Hazmat suits to clothe every living creature on the planet, and most of the corpses.
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Deon

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Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
« Reply #565 on: June 17, 2013, 01:49:49 am »

Derp, didn't I fix it already? How could I forget.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Deon

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Fallout mod 2.2
- Updated Falconne's plugins; no more crashes on right-clicks on workshops.
- Biofuel refinery now produces coke from any amount of booze in the barrel.
- Hazmat making now creates 1 suit properly (but it now requires synth-reed cloth AND computer parts to make 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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Has anyone been able to get the computer/arcades to work correctly?
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This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

Aseaheru

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I never got to that point.
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RickRollYou2

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Would it be too much to ask for a modloader, much like Genesis does? It IS a little irksome to have to set everything manually every time a new version comes out  :P
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