Version 2.5 is out. I feel like I need to rework more parts of the mod to be more interesting because I have my vision of that now, but I don't want to keep you from a better working version of the mod just because I want to "work on it a bit more" (which can take a long time)
.
1) Changes to the .exe file to fix some hardcoded naming:
- Changed main menu to persuade people not to use "basic" worldgen.
- Changed multiple instances of "fortress/dwarf fortress" to Vault/Vault-Tec.
- Changed "forest retreat" to "encampment".
- Coke renamed to "fuel" (to go along with biofuel and other reactions).
- Alchemy skill renamed to "Chemist".
2) Reworked crafting tree. Custom "gem cutter" reactions are now all performed by "mechanic" labor.
3) Computer parts changed to "circuit board", robot frame changed to "frame". Frames are used in a few recipes.
4) "Screws and nails" renamed to "fasteners".
5) "Thermal lance" renamed to "power lance" (there's nothing thermal in it, just mechanical bayonet springing from the handle).
6) New building "assembly line" which takes some of tinker's workbench reactions and adds new:
- "Print circuit board" from glass and wiring.
- Energy cells of 4 types: alkaline (zinc+pyrolusite), AL-air (aluminum), galvanic (zinc+copper) and lead (lead+sulfur).
- Chainsaw, chainsword, powerfist, power lance, power armor/PA mk2, ripper, super sledge.
- Frames, fuel and fasteners can be used to make flamethrowers.
7) Power armor can be made from bronze, iron, plasteel and steel. PA MK2 is an upgrade to normal PA (uses same material).
8 ) Tactical helm replaced with "power helm", it's made together with power armor now.
9) Flamethrower/power armor/power helmet no longer have their effects assigned to the material, it's assigned to item type now.
10) Wiring can be made from aluminum, copper, gold and silver.
11) Eyebot, clap-trap, protectron, securitron and robobrain making reactions no longer require a creature. They spawn a robot from items. Cyberdog still requires a dog.
12) Added mr. Handy creation. Mr. Handy upgrades (to mr. Farmy, mr. Gutsy or mr. Sturdy) are more reliable now.
13) New adventurer "starting packs": exterminator, gunslinger, punk.
Fixes
1) Tweaked some big animal populations.
2) New itemsyndrome plugin version by Putnam (to apply effects from weapons/clothing only when they are worn/removed) which causes much less CPU load.
3) Tactical helmets (power helmets) now properly boost skills (2x skill roll 50% of times).