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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 133283 times)

Eclectic Wizard

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Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
« Reply #735 on: May 24, 2014, 06:09:35 am »

Honestly I didn't take a look at advfort for a while, I've been focusing on fortress mode lately. The reaction looks fine, but please note that it requires fuel, do you have any fuel available on the workshop tile? And I don't remember why did I make it require fuel, I will probably remove most of fuel requirements for advfort reactions later. You can just remove [FUEL] from reaction_wasteland_adv.txt in your region save to remove the requirement.

And yes, plant gathering has low chance of success unless you have a high skill.

edit: here is my save, its at summer before the first wave arrives. https://www.dropbox.com/s/7c5yj7tb0k3d34e/region1-sum-351.7z
Thank you, I will take a look and find which of dfhack elements may cause it.

What kind of fuel is actually required? Also removing fuel requirement from places where it doesnt make sense at all.
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Deon

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Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
« Reply #736 on: May 24, 2014, 07:43:15 am »

Any fuel, which means coke (fuel) or charcoal.
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michal-05

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Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
« Reply #737 on: May 27, 2014, 11:47:31 am »

Dwarf terapist didin't work with this mod? :(
I just start game, order to dig and try to promote someone into miner but:
http://static.pokazywarka.pl/i/2971158/302688/fallout-mod.jpg?1401209172
Tested on DTv 21.6, 17 and 18
mod version 2.6

Nevermind, after 3 attempts just work fine.
« Last Edit: May 27, 2014, 12:20:23 pm by michal-05 »
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Deon

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #738 on: May 31, 2014, 08:44:22 am »

I am sorry guys, I think I found the origin of the crashes. My new installation of Notepad++ created .bak files which were duplicates of some of original files, which caused duplicate raws. I have no idea how I missed it.

2.7 is reuploaded without extra .bak files.
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Eclectic Wizard

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #739 on: June 01, 2014, 08:33:46 am »

Did you remove the [FUEL] tags too?
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Deon

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #740 on: June 01, 2014, 02:05:12 pm »

I just reuploaded the original archive without extra files. I will take a look at adventure reactions soon and upload a better version, thank you very much for reminding me.
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naner

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #741 on: June 08, 2014, 03:45:53 pm »

What am I doing wrong? In adventure mode I press ctrl x and nothing happens, no mine/chop menu.
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JediaKyrol

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #742 on: June 10, 2014, 04:22:31 pm »

What am I doing wrong? In adventure mode I press ctrl x and nothing happens, no mine/chop menu.
I don't even know how to adventure mode...as seen in my previous comments in which I forgot advfort was integrated into this...but the simpliest check is tab over to dfhack...is it showing any error messages?
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naner

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #743 on: June 11, 2014, 04:23:12 am »

Nothing is happening at all. no messages of any kind. do I need to load some kind of plugin?
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Amuys

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #744 on: June 18, 2014, 10:22:45 pm »

Just some minor suggestions:
Increase frequency of ores that have iron in them throughout non-sedimentary layers. Even on mineral rich worlds on shallow metal+flux stone embarks I only get ores that have iron in them like 50% of the time. Stuff like geo crates are kind of useful in that regard but that brings me to my second point:
The geo crate spawn too much saltpetre and sulfur in proportion to the other metals, and you also get tons of gunpowder cases anyways. I'm just wishing to see more stuff like marble and scrap metal strewn across the layers instead of just cobalt and microcline.
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JediaKyrol

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #745 on: July 08, 2014, 10:38:39 pm »

after a little farting around...here is an updated scrap pile for the new DF release!
Code: [Select]

[PLANT:scrap pile]
[NAME:scrap pile][NAME_PLURAL:scrap piles][ADJ:scrap pile]
[FREQUENCY:90]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[DISPLAY_COLOR:7:0:0]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:scrap]
[STATE_ADJ:ALL_SOLID:scrap]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[DISPLAY_COLOR:7:0:0]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:151][DEAD_TREE_TILE:151]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:0]
[BRANCH_DENSITY:0]
[MAX_TRUNK_HEIGHT:3]
[TRUNK_BRANCHING:0]
[MAX_TRUNK_DIAMETER:6]
[TRUNK_WIDTH_PERIOD:10]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[PREFSTRING:distorted forms]
[DRY][WET]
[BIOME:ANY_LAND]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:0:3]
[TREE_COLOR:7:0:0]
[DEAD_TREE_COLOR:7:0:0]
I set them to every 10 years or so, the pile has a chance of getting bigger, really just so I could gen a world quickly to see if they were working right.  Now we just need a race that likes to build homes on top of large scrap piles...Raiders?

Now to do a quick and dirty dump of everything else to see what all needs to be changed to get this to fully work with the new stuff.
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Iceblaster

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #746 on: July 08, 2014, 11:05:38 pm »

after a little farting around...here is an updated scrap pile for the new DF release!
Code: [Select]

[PLANT:scrap pile]
[NAME:scrap pile][NAME_PLURAL:scrap piles][ADJ:scrap pile]
[FREQUENCY:90]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[DISPLAY_COLOR:7:0:0]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:scrap]
[STATE_ADJ:ALL_SOLID:scrap]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[DISPLAY_COLOR:7:0:0]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:151][DEAD_TREE_TILE:151]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:0]
[BRANCH_DENSITY:0]
[MAX_TRUNK_HEIGHT:3]
[TRUNK_BRANCHING:0]
[MAX_TRUNK_DIAMETER:6]
[TRUNK_WIDTH_PERIOD:10]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[PREFSTRING:distorted forms]
[DRY][WET]
[BIOME:ANY_LAND]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:0:3]
[TREE_COLOR:7:0:0]
[DEAD_TREE_COLOR:7:0:0]
I set them to every 10 years or so, the pile has a chance of getting bigger, really just so I could gen a world quickly to see if they were working right.  Now we just need a race that likes to build homes on top of large scrap piles...Raiders?

Now to do a quick and dirty dump of everything else to see what all needs to be changed to get this to fully work with the new stuff.

Woo.

Let's hope we can get this ported soon because oh my god this'll be fun with the new things.

Deon

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #747 on: July 09, 2014, 08:41:56 am »

I am now on a vacation, I will be back from the southern Wasteland soon and hopefully DF will be more stable then. I am literally in kalmikian steppe now, there is barely any grass, no natural water and 40+ °C temperature!I should be back around 20th of July.

Just some minor suggestions:
Increase frequency of ores that have iron in them throughout non-sedimentary layers. Even on mineral rich worlds on shallow metal+flux stone embarks I only get ores that have iron in them like 50% of the time. Stuff like geo crates are kind of useful in that regard but that brings me to my second point:
The geo crate spawn too much saltpetre and sulfur in proportion to the other metals, and you also get tons of gunpowder cases anyways. I'm just wishing to see more stuff like marble and scrap metal strewn across the layers instead of just cobalt and microcline.
Thank you! I really value such suggestions, I will take them all for consideration for the next release.
« Last Edit: July 09, 2014, 08:58:03 am by Deon »
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JediaKyrol

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #748 on: July 09, 2014, 12:27:10 pm »

Only Deon would take a vacation in a place completely inhospitable to human life...
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Aseaheru

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #749 on: July 09, 2014, 08:40:35 pm »

What, you mean like the people who live in desserts or tundras?
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