Woot woot, I am on it.
So yeah, some basic animals are done.
Human - vault citizens. Population ratio (castes): 20 normal, 2 albino, 1 six-toed, 1 disease immune, 3 extra weak, 2 extremely agile and weak, 2 extremely strong/tough and slow, 1 extremely agile and strong, 2 ugly and stupid, 3 very clever, 3 slow-learner.
Human - wastelanders. Population ratio (castes): 12 normal, 2 albino, 1 six-toed, 1 disease immune, 3 extra weak, 2 extremely agile and weak, 2 extremely strong/tough and slow, 1 extremely agile and strong, 3 ugly and stupid, 1 very clever and fast-learner, 3 slow-learner, 2 fast-learner, 3 fast learner of combat, slow learner of crafts, 1 abomination.
Supermutants (male/female caste for now).
Ghouls. Population ratio (castes): 12 normal, 4 slow/rotting, 5 feral (stupid/slow learner, fast and strong), 3 intelligent (and good-mannered), 2 glowing one, 2 poisonous secretions, 1 almost normal-looking.
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Animals:
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Brahmin. Population ratio (castes): 12 "normal" (two-headed), 1 one-headed, 2 radcow (glowing, special extract), 1 albino, 2 black (strong, long lifespan), 3 scabby (weak, short-lived), 2 rabid (very aggressive).
Dog. Population ratio (castes): 15 normal, 3 scabby (weak, short-lived), 2 rabid (very aggressive), 2 ghoul (ugly, weak, poisonous bite), 2 raddog (glowing, thick leather), 3 hound (strong, fast), 1 hulkdog (very strong, tough and big).
Iguana. Population ratio (castes): 10 normal, 3 glowscale iguana (fast, dodgy), 2 iguana duffer (very big, slow and fat), 1 salamander (breathes fire, bigger, long lifespan), 1 giant iguana (big and strong).
Bighorner. Population ratio (castes): 12 normal, 2 radhorner (glowing, special extract), 2 radgoat (small and agile), 3 premium bighorner (very big and strong), 3 scabby (weak and ill), 1 minos (very big, strong and trainable).
Gecko. Population ratio (castes): 15 normal, 3 golden gecko (bigger, valuable hide, stronger), 4 gecko hunter (faster, stronger), 2 fire gecko (bigger, breathes fire), 1 gecko brute (very big and strong).
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That's all I have for now.
New workshops:
Prospector's hut:
1) scavenge stones
Grabs random worthless rock, very low chance to find useful components (electronics, nuts and bolts, capacitors etc). Very rare chance to find an old book.
2) scavenge stones (metal detector)
Same, with better results.
Tinker's workbench:
Here various low-tech crafting will happen. Stuff like metal detectors, parts for bigger things (batteries, energy cells, lasers, computer boards) will be assembled here.
Laboratory:
This building will use existing components and old books to research new "levels" of technology: basically tools needed for more advanced buildings and tasks.
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I demand your ideas on tech levels and proper progression! I don't want to bork it, so please if you can make a small research/suggestion, please do so
. I plan to allow players to start with simple forging, crossbow making etc, and advance to gun making, learning secrets of alloys and ultimately making plasteel and power armor (sadly no real "energy" weapons are possible yet...).