Currently in progress; will be working more on the first version sometime tonight after classes, hopefully release within 24 hours.
S.T.A.L.K.E.R. is a hell of a game. Back in the day, I used to mod it a fair bit. Well, recently, my friend (Who I met while modding it, no less) has gotten me back into it, and to show my appreciation, I figure I'll try my hand at making a full conversion of Dwarf Fortress.
For those who don't know, S.T.A.L.K.E.R. takes place in the Chernobyl Nuclear Power Plant Exclusion Zone, after a second disaster happens, warping reality. The place is full of mutants and various factions constantly fighting for the rich artifacts, items that are created from the bent reality of the anomalies.
This mod seeks to take as many of those ideas as possible and run with them. If I can get it that far, I'll have something similar to anomalies as well.
Planned Features:
Advanced ammo creation (80% - I need to find a good balance for damage, and make sure everything produces, but so far it does generally work)
-Make gunpowder, bullet casings, bullet slugs, and then the actual bullets
Advanced weapon creation (40% - all the weapons are in, but I need to test to make sure all use their appropriate ammo, and that all produce properly)
-Make the frame, slide, barrel, magazine, and hammer of that pistol, or the body, stock, two barrels and two hammers for that double-barreled shotgun
Advanced armor creation (40% as well - same status as the guns; need to further test that armor can be produced and especially improved properly)
-Produce kevlar and other parts to make armor, use metal plates to improve pre-existing armors
Custom workshops for gun, ammo, and armor production (50% - I need to test everything, but so far, most bullets and bullet parts produce properly, as does gunpowder, which will still appear as a boulder for the moment)
-Each of the items has their own workshop.
Authentic items (See above. As well, any additional items will be something you could expect to find in such a place - for instance, warhammers turned into civilian clawhammers, maces into wrecking bars, so forth)
-Nearly every item taken directly from the games
Authentic mutants (20% - I've got blanks inserted, need to refine them, test them, add custom effects to things like Controllers and Burers)
-Beware the deep, for there are vile mutants down there. Be careful on the surface as well, for you never know what will come for you.
Authentic factions (30% - I've got the blanks in, need to distribute items, attempt to make sure that Duty and Freedom tend to end up at war, balance out the three enemy factions, so forth)
-Meet The Ecologists, Duty, and Freedom. Stave off the Military, Bandits, and Monolith.
Overall, this is a bit of an ambitious project, but it's coming together. At the moment, the absolute hardest problems are balancing the bullets - mostly due to the wonky combat system, they don't pierce armor often, but they do cause massive bleeding when they hit skin, almost always resulting in death; and getting the advanced production working 100% properly. Most of my testing will be on those two things.
Due to the large number of guns and armor in the series, I may consolidate somewhat, although I generally don't like to. As well, at the moment, gunpowder production uses coal or other fuels, and production parts, such as casings, bullet slugs, and gun parts all use any metal which will transmute into the desired metal (Brass, lead, and steel, in that order). This is because brass still has relatively rare materials for the amount of ammo that will likely be flying. If I can get penetration fixed, or if Toady does that for one of the upcoming patches, then I will input authentic material requirements. Just the same, I'll also put in Normal, Hollowpoint, and FMJ/AP ammos if I can get them different enough. Shotguns will already accept either buckshot (For a wider hole but less penetration), or slugs (For a smaller hole with much more power).
I'll keep the thread apprised of progress that I make on the development.