OK, I finally decided to re-read the whole thread and won't be an egocentric bastard but rather accept good suggestions:
I'd be happy if I could just rename "stone fall traps" into "claymore traps". Land mines have to stay one-shot
I will try to edit ".exe" with a hex editor. "stone fall" = 10 characters, "claymore" = 8 characters, so they would be "_claymore__trap" but I think it's ok ("_" = space).
No mod can make anything non-vermin milkable.
Good. Then we could make one of the tame animals have an milkable extract called Nuke Cola. That way merchants will bring Nuke Cola, and you can't make your own.
I think I'm going with it this time rather than with brewing plants into drugs. Drugs will be extracts which you buy. I will have to redesign plant/drink system though.
<...> The chainsaw is similarly overbalanced.
Blunt weapons like the Super Sledge could really use an absurd damage boost (160+?) to compete.
I will cut the number of weapons a bit but this time I will try to "balance" them to give you a choice
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Is there any way to make rocks unmineable but still letting soil be mineable? That way survivors will only be able to dig at places with soft ground. And if it where possible that only certain materials could dig in rocks.
This was already answered but I am going to add some "dangerous rocks" and even clusters of them in deeper levels thus you'll have to dig carefully if you want to dig down, and you should know that there's a big risk to do so.
P.P.P.S. To add to a list of upcoming creature placement features:
- "animals" in common biomes (radscorpions, brahmins, giant ants, mantis etc.)
- "beasts" in savage biomes (centaurs, floaters, deathclaw, wanamingo, giant radscorpions etc.)
- "feral ghouls" in evil biomes (various roamers, shamblers, night ghouls, glowing ones etc.)
So you will be able to pick "animal difficulty" when you embark (looking at biomes).
And of course I've ripped some Fallout 2 soundtracks and use them as a Fortress Mode music now.