Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Deon on February 05, 2013, 10:04:29 pm

Title: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on February 05, 2013, 10:04:29 pm
(http://tnypic.net/gmv19.png)

(http://tnypic.net/68032.png)

FALLOUT MOD
A new broken world lies before you. Battle restless beasts, mutants and raiders to establish a new community in the post-apocalyptic world.

(http://img.ie/cyi9z.png)

DF Hack functionality functions:

== Quicksave ==
-- [Ctrl-Shift-Q] quicksaves the game.

== Companion order plugin ==
-- [Ctrl-C] in adventure mode opens companion order menu, you can order them to drop equipped items, equip items from the ground, move, wait, follow, leave etc.

== Better mouse support ==
-- You can click on units/workshops/items etc with your mouse to bring up appropriate menus.
-- Right-click cancels selection.
-- When clicking on a ground next to a view edge, the camera moves.

== Construction planner plugin ==
-- To pre-place a construction, press [P] before building it. It will wait for the required items if you miss them.

== Resume suspended plugin==
-- Press [Ctrl-R] to resume all suspended constructions.
-- You can see all suspended constructions with a yellow X overlay while paused (SPACEBAR).
-- You can see all unsuspended constructions which were suspended again with a red X overlay while paused (SPACEBAR).
-- You can see all planned constructions with a green X overlay while paused (SPACEBAR).

== Advanced search plugin ==
-- [ TAB ] lets you search for specific stuff in stocks menu.
-- [ S ] lets you to filter names/professions in unit menu
-- [ Q ]/[ W ] lets you to filter items in trade menu.
-- Press [ Alt-Shift-N/R/T/Q ] on unit screen to sort by name/migration wave/profession/squad.

== Happiness and leisure time plugin ==
-- You can see current amount of [tantruning/unhappy/content/happy/ecstatic] dwarves in the bottom left corner.
-- Press [Ctrl-F] to see Fortress Info about activity of your inhabitants.

== Siege engine targeting plugin ==
-- Pressing [Alt-A] While "q" over a siege engine activates advanced targeting menu and allows to load custom objects into catapults.


Game tips:
Spoiler (click to show/hide)


(http://www.animationer.dk/2/lines/line80.gif)
DOWNLOAD:

ASCII:
>> FALLOUT MOD (ASCII) << (http://dffd.wimbli.com/file.php?id=6106)

GRAPHICS:
>> FALLOUT MOD (GRAPHICS) << (http://dffd.wimbli.com/file.php?id=6117)


(http://www.animationer.dk/2/lines/line80.gif)



Adventure mode:
> Explanation about power armor, grenades and flamethrowers < (http://www.bay12forums.com/smf/index.php?topic=122578.msg4130400#msg4130400)
- Adventurers can now mine/chop/scavenge/build. Press Ctrl-X to bring up a menu.
- Adventure mode "action crafting" has been reworked to fit the new system.
- Press Numpad0 to skip a turn/wait.
- Adventurers can build just a few of fort mode workshops, but they have their own.
- Adventurers now can chop down scrap piles and scavenge them for necessary items.
Fort/Adventure mode:
- Scrap piles contain various useful items required for building and production of new custom workshops.
- Scrap piles may contain geo, medical, military and pre-war crates.
-- Geo crates have useful items, portable chemistry stations and scrap metal.
-- Medical crates have drugs.
-- Pre-war crates have items for tinkering and assembly line.
-- Military crates may contain flamethrowers, power armor, tactical helmets and grenades.

- New workshops for adventure mode only:
-- Assembly line: requires any building material, 1 toolbox, 2 mechanisms, 4 pipe sections and 5 wiring.
-- Carpentry workbench: requires any building material.
-- Concrete mixer: requires any building material.
-- Tinkering machine-tool requires any building material and a toolbox.

* Assembly line *
-- Make boots: requires 1 scrap metal.
-- Make combat armor: requires 3 scrap metal, 1 tanned leather.
-- Make power armor: requires combat armor, 2 screws&nails, 3 wiring, 1 computer parts.
-- Make leggings: requires 2 scrap metal.
-- Make military helmet: requires 1 scrap metal.
-- Make tactical helmet: requires 1 mil. helmet, 1 wiring, 1 computer parts.
-- Make drill: requires 1 scrap metal, 1 screws&nails, 1 wiring.
-- Make hacksaw: requires 1 scrap metal.
-- Make chainsaw: requires 1 hacksaw, 1 screws&nails, 1 wiring.
* Carpentry workbench *
-- Make wooden planks (5): requires 1 wooden log.
-- Make plank block: requires 1 plank.
-- Make plank barrel: requires 1 plank, 1 screws&nails.
-- Make plank bin: requires 1 plank.
-- Make plank bed: requires 2 planks, 1 screws&nails.
-- Make plank box: requires 2 planks, 1 screws&nails.
-- Make plank cabinet: requires 2 planks, 1 screws&nails.
-- Make plank casket: requires 2 planks, 1 screws&nails.
-- Make plank chair: requires 2 planks, 1 screws&nails.
-- Make plank hatch cover: requires 2 planks, 1 screws&nails.
-- Make plank table: requires 2 planks, 1 screws&nails.
* Concrete mixer *
-- Make concrete blocks (10): requires 1 boulder.
-- Make concrete pipes (2): requires 1 boulder.
* Tinkering machine-tool *
-- ammo handloading (50): requires 1 scrap metal, 1 gunpowder sealed container.
-- make cage: requires 1 scrap metal.
-- make computer parts: requires 1 scrap metal, 1 scrap glass.
-- make mechanisms: requires 1 scrap metal.
-- make pipes: requires 1 scrap metal.
-- make screws and nails: requires 1 scrap metal.
-- make wiring: requires 1 scrap metal.


Civilizations and items:
- Vault dwellers
- Wastelanders
- Ghouls
- Master's army (supermutants)
- Cannibals
- Raiders
- Reavers
- Nightkin
- Enclave

There are crossbows, pump-action guns and rifles. Crossbows are bad vs armor. From the start you can make crossbows only. Pump-action guns shoot pellets which are weaker than bullets but do not require gunpowder to make. To get pump-action guns, rifles and ammo, you have to research gunsmith's forge blueprints.
=====================================================================
Code: [Select]
                         leather           iron armor          steel armor
Crossbow/iron bolt        deadly            bounces off         bounces off
Pumpgun/iron pellet       deadly            bruises             bounces off
Rifle/iron bullet         deadly            deadly              deadly

=====================================================================

Geology and resources:
* New main source of income: scavenging. Scrap piles replace most trees, use trappers in scrapyard to scavenge after you "cut" them down with your woodcutters.
* Dug rocks can be crushed in scrapyards for less profit than from scrap piles.
* Scrap metal can be smelted into different metals, but there's a chance that you will get nothing.
* New soil types: raised mire, swamp peat, blanket mire.
* New fuel type "compact peat", appears in new soils.
* New mineral "goethite" (bog iron), 50% to get an iron from it, appears in new soils.
* New gold/copper alloy, "orichalcum", an iron-grade metal.
* Just one type of pewter.

* Vanilla gems are replaced with a few types of gem, junk, nails, wiring and computer parts. Cut gems/junk are called "polished ...". No more "wiring cabochons".

Curses and secrets:
* Vampires are replaced by The Thing, an alien organism which may look like a normal person.
* Werewolves are replaced by infected who can turn other into infected through a bite.
* Mummies and necromancers are replaced by reanimated cyborgs, cybermancers, spore carriers and reanimators who can shoot cranial guns and use nanites to reanimate husks.
* There are radioactive rain and radioactive dust clouds in savage areas; also there are dust storms everywhere.

World:
Worldgen options suited for the theme of the mod, including the "real world" worldgen.

Note that if you play the "Create new world!" world, you will most likely miss all cyborgs, cybermancers, radioactive rains, radioactive clouds etc. because they will be replaced by vanilla stuff. Play through the "Design new world with advanced parameters" option, all worldgen settings are already adjusted there.

(http://i35.tinypic.com/16gwnsm.jpg)
(http://img831.imageshack.us/img831/5714/world1m.png)


Research system:

Prospect rocks and scrap piles for crates, open them for ammo, drugs, medical equipment, scrap, fuel rods and holodiscs.
Use holodisks from "pre-war tech crates" in "Inventor's Bench" workshop to get blueprints.

- Research biofuel -> biofuel refinery blueprints.
- Research chemistry -> chemistry lab blueprints.
- Research cryogenics -> cryogenic module blueprints.
- Research electrical furnaces -> arc furnace blueprints.
- Research firearms -> gunsmith's forge blueprints.
- Research furniture crafting -> furniture workshop blueprints.
- Research power sources -> generator blueprints.
- Research robotics -> robotics bay blueprints
- Research sawmill -> sawmill blueprints.
- Research virus manipulation -> virology lab blueprints.
- Research waste disposal -> sewage plant blueprints.


New workshops:

(http://i.imgur.com/DZtLt.png)

- Arcade
- Arc Furnace (requires blueprints and a fuel rod)
- Biofuel Refinery (requires blueprints)
- Chemical Lab (requires blueprints)
- Computer Terminal
- Display Case
- Furniture Workshop (requires blueprints)
- Generator (requires blueprints and a fuel rod)
- Gunsmith's Forge (requires blueprints)
- Inventor's Bench
- Overseer's Chair
- Scrapyard (IMPORTANT! Build it!)
- Sawmill (requires blueprints)
- Sewage Plant (requires blueprints)
- Tinker's workbench
- Virology lab (requires blueprints)

New reactions:

Flux can be replaced with green glass in steel making.

[arcade]
   A variety of games to play (and raise some skills). Requires a charged cell to operate (the cell is not consumed).
[arc furnace]
   Most smelter reactions without fuel usage (like a magma smelter on a surface).
[biofuel refinery]
   *Processes alcohol, oil, vermins and wood blocks into fuel.*
[chemical lab]
   Make a hazmat suit [Alchemy]: 5 synth-reed polyester cloth to make a hazmat suit (immunity to drowning, gases, radioactive rain etc).
   Make gunpowder [Alchemy]: sulfur + saltpeter + ash bar = gunpowder sealed container
   Make explosives (blocks) [Alchemy]: sulfur + saltpeter + ash bar = 10 explosive blocks (for catapults)
   Make napalm (blocks) [Alchemy]: oil barrel + saltpeter = 10 napalm blocks (for catapults)
   Make organic oil [Alchemy]: tallow + barrel = barrel of organic oil
   Synthesize nylon [Alchemy]: sulfur = nylon thread.
   Sailent green to plants [Alchemy]: container of sailent green = random plants.
   Make buffout [Alchemy]: mutfruit + broc flower.
   Make jet [Alchemy]: mutfruit + xander root.
   Make med-x [Alchemy]: broc flower + xander root.
   Make mentats [Alchemy]: mutfruit + hemp.
   Make turbo [Alchemy]: jet + mentats.
[computer terminal]
   A variety of non-combat skills for training. Requires a charged cell to operate (the cell is not consumed).
[concrete factory]
   Creates 10 concrete blocks or 5 concrete pipe sections from a boulder and a bag of sand.
[cryogenic module]
   Create cryogel [no skill]: 1 iron bar + copper wiring + charged cell. Leaves depleted cell. Creates 1 cryogel (food) which transforms anyone who eats it into a cryo pod for 6 months.
   Put in cryo sleep (6 months) [no skill]: 1 iron bar + copper wiring + charged cell. Leaves depleted cell. The operator can transform the first person he greets into cryo pod for 6 months.
   Put in cryo sleep (1 year) [no skill]: 1 iron bar + copper wiring + charged cell. Leaves depleted cell. The operator can transform the first person he greets into cryo pod for 1 year.
   Put in cryo sleep (2 years) [no skill]: 1 iron bar + copper wiring + charged cell. Leaves depleted cell. The operator can transform the first person he greets into cryo pod for 2 years.
[furniture workshop]
   Make bedroom set [Carpentry]: 6 wooden blocks into a bed, a coffer and a cabinet. Profitable if using a sawmill.
   Make dining set [Carpentry]: 4 wooden blocks into a chair and a table. Profitable if using a sawmill.
   Make green/clear/crystal glass box [Gemcutting]:
   Make green/clear/crystal glass cabinet [Gemcutting]:
   Make green/clear/crystal glass slab [Gemcutting]:
   Make plank bed [Carpentry]: 2 wooden blocks into a bed.
   Make plank cabinet [Carpentry]: 2 wooden blocks into a cabinet.
   Make plank chair [Carpentry]: 2 wooden blocks into a chair.
   Make plank coffer [Carpentry]: 2 wooden blocks into a coffer.
   Make plank table [Carpentry]: 2 wooden blocks into a table.
   Make iron bed [Metalcrafting]: A metal bed from 1 bar using a coal.
[generator]
   Charge power cell [Mechanics]: takes a depleted cell, returns a charged cell.
[gunsmith's forge]
   Make metal ammo [Weaponsmith]: 2 metal bar + 1 gunpowder block = 3x50 metal ammo
   Make pump-action gun [Weaponsmith]: 1 metal bar + fuel = 1 pump-action gun
   Make rifle [Weaponsmith]: 1 metal bar + 1 wooden block + fuel = 1 rifle
   Make anti-materiel rifle [Weaponsmith]: 3 metal bars + fuel = 1 anti-materiel rifle
[inventor's bench]
   Open geo crate [Alchemy]: destroy 1 geo crate to get random ores, sulfur and saltpeter. Gives 1 aluminum bin.
   Open medical crate [Alchemy]: destroy 1 medical crate to get med-x and crutches (low chance). Gives 1 aluminum bin.
   Open military crate [Alchemy]: destroy 1 military crate to get rifles and ammo (low chance). Gives 1 aluminum bin.
   Open pre-war tech crate [Alchemy]: destroy 1 pre-war tech crate to scrap metal, holodiscs and fuel rods (low chance). Gives 1 aluminum bin.
   Research biofuels [Alchemy]: destroy 1 holodisc to get 1 biofuel refinery blueprints.
   Research chemistry [Alchemy]: destroy 1 holodisc to get 1 chemistry lab blueprints.
   Research cryogenics [Alchemy]: destroy 1 holodisc to get 1 cryogenic module blueprints.
   Research electrofurnaces [Alchemy]: destroy 1 holodisc to get 1 arc furnace blueprints.
   Research firearms [Alchemy]: destroy 1 holodisc to get 1 arc gunsmith's forge blueprints.
   Research furniture crafting [Alchemy]: destroy 1 holodisc to get 1 furniture workshop blueprints.
   Research robotics [Alchemy]: destroy 1 holodisc to get 1 robotics bay blueprints.
   Research sawmill [Alchemy]: destroy 1 holodisc to get 1 sawmill blueprints.
   Research virus manipulation [Alchemy]: destroy 1 holodisc to get 1 virology lab blueprints.
   Research waste disposal [Alchemy]: destroy 1 holodisc to get 1 sewage plant blueprints.
[kitchen]
   Bake bread [Cooking]: cook a bag of flour into a few breads.
   Make candy [Cooking]: cook a bag of sugar into a few candies.
[kiln]
   Melt scrap glass [Furnace operating]: melt scrap glass (gems) into green glass.
   Cremate bodyparts [Furnace operating]: burn 2 unusable bodyparts for 1 ash and a chance to get fat.
   Cremate remains [Furnace operating]: burn 1 vermin remains for a chance to get ash.
   Coke from compact peat [Furnace operating]: Use 1 coal to burn 1 compact peat boulder into 2 coal and 50% chance for another coal piece.
[robotics bay]
   Create cyberdogs [Mechanics]: 1 iron bar, 1 copper wiring, 1 screws & nails. Transforms dogs within the bay into cyberdogs (not 100%).
[sawmill]
   Saw log into blocks [Woodcutting]: 1 log into 5 wooden blocks using coal. Useful in conjunction with furniture workshop and with "5 blocks + coal = 5 coal" smelter reaction.
[scrapyard]
   Wood to coal [Wood burning]: burns a wooden log for 1 fuel, does not waste scrap piles.
   Wooden blocks to coal(5) [Wood burning]: burn 5 blocks and 1 fuel for 5 fuel, profitable with a sawmill.
   Scavenge scrap [Trapping]: destroy a scrap pile "log" for a medium-chance results, including scrap metal, green glass, gunpowder and crates with loot.
   Prospect rocks (10) [Trapping]: destroy 10 non-economic rocks for low-chance results, including scrap metal, blocks of destroyed rocks, green glass, ores, gunpowder and crates with loot.
   Cremate bodyparts(10) [Trapping]: burn 10 unusable bodyparts for 10 ash bars and some fat.
   Cremate vermin(10) [Trapping]: burn 10 vermin remains for 10 ash bars.
   Burn bed for fuel [Wood burning]: burn 1 wooden bed for 1 coal.
   Burn cabinet for fuel [Wood burning]: burn 1 wooden cabinet for 1 coal.
   Burn chair for fuel [Wood burning]: burn 1 wooden chair for 1 coal.
   Burn coffer for fuel [Wood burning]: burn 1 wooden coffer for 1 coal.
   Burn table for fuel [Wood burning]: burn 1 wooden table for 1 coal.
   Empty bucket [Pump operating]: empty an unusable bucket filled with water.
[sewage plant]
   *Processes waste into food.*
[tanner's workshop]
   Produce tanned leather [Tanning]: takes polished nails (cut) and common leather and produces a studded leather.
[tinker's workbench]
   Disassemble broken robot [Gemcutting]: Destroys "robot parts" and has a chance to give various components and scrap metal.
   Uncut gem [Gemcutting]: makes a cut gem rough again (for strange moods).
   Make computer parts [Gemcutting]: crafts computer parts from wiring and green glass (not 100% chance).
   Make copper wiring [Gemcutting]: crafts 3 copper wirings from 1 copper bar.
   Make energy cell [Gemcutting]:  crafts a lead energy cell (depleted) from a copper wiring and a lead bar.
   Make iron nails [Gemcutting]: crafts 3 iron "screws and nails" from 1 iron bar.
   Craft assault rifle [Gemcutting]:  crafts an assault rifle from a rifle, a bayonet and "screws and nails".
   Craft chainsaw [Gemcutting]: crafts a chainsaw from a hacksaw, energy cell, copper wiring and "screws and nails".
   Craft chainsword [Gemcutting]: crafts a chainsword from a machete, energy cell, copper wiring and "screws and nails".
   Craft powerfist [Gemcutting]: crafts a powerfist from a weapon-grade metal bar, energy cell, copper wiring and "screws and nails".
   Craft power armor [Gemcutting]: crafts a reinforced power armor from 5 iron bars, 3 wirings, 5 "screws and nails" and an energy cell.
   Craft power armor MKII [Gemcutting]: crafts a plasteel advanced PA from 5 steel bars, 3 wirings, 5 "screws and nails" and an energy cell.
   Craft ripper [Gemcutting]: crafts a ripper from a knife, energy cell, copper wiring and "screws and nails".
[virology lab]
   *Opens unknown virus containers found in medical crates and can spread and destroy resulted virus cultures.*

Adventure mode crafting reactions

Creatures:
Birds:
Spoiler (click to show/hide)
Canine:
Spoiler (click to show/hide)
DOOM monsters:
Spoiler (click to show/hide)
F.E.V.:
Spoiler (click to show/hide)
Herbivore:
Spoiler (click to show/hide)
Humanoid:
Spoiler (click to show/hide)
Insect:
Spoiler (click to show/hide)
Megabeast:
Spoiler (click to show/hide)
Ocean:
Spoiler (click to show/hide)
Outsider:
Spoiler (click to show/hide)
Reptile:
Spoiler (click to show/hide)
Riverlake:
Spoiler (click to show/hide)
Robot:
Spoiler (click to show/hide)
Rodent:
Spoiler (click to show/hide)
Semimegabeast:
Spoiler (click to show/hide)
Snake:
Spoiler (click to show/hide)

Plants:
Aboveground:
Spoiler (click to show/hide)
Underground:
Spoiler (click to show/hide)

Credits:

DFHack team for DFHack.
JediaKyrol for robots.
Obsidian Soul - grass, weapon rack, numbers, minecart, stairs graphical tiles.
PTTG? for plant growth tweaks and US map.
Tahujdt for Cryopod idea.
Warmist for Advfort.
Putnam for a lot of support, awesome DFhack scripts etc.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: Deon on February 05, 2013, 10:05:21 pm

Changelog



Fallout mod 1.8
- Adventurers can now mine/chop/scavenge/build. Press Ctrl-X to bring up a menu.
- Adventure mode "action crafting" has been reworked to fit the new system.
- Press Numpad0 to skip a turn/wait.
- Adventurers can build just a few of fort mode workshops, but they have their own.
- Adventurers now can chop down scrap piles and scavenge them for necessary items.
- Scrap piles contain various useful items required for building and production of new custom workshops.
- Scrap piles may contain geo, medical, military and pre-war crates.
-- Geo crates have useful items, portable chemistry stations and scrap metal.
-- Medical crates have drugs.
-- Pre-war crates have items for tinkering and assembly line.
-- Military crates may contain flamethrowers, power armor, tactical helmets and grenades.

- Power armor now boosts strength and toughness.
- New helm: tactical helmet. Boosts skills when worn. Can be crafted in fortress mode in tinker's workbench or found in adventure mode.
- Four types of grenades: sticky, incendiary, napalm and smoke.
- When you wear power armor/flamethrower, travel 1 map square and walk a bit to get flamethrowing and armor boosts.

- New workshops for adventure mode only:
-- Assembly line: requires any building material, 1 toolbox, 2 mechanisms, 4 pipe sections and 5 wiring.
-- Carpentry workbench: requires any building material.
-- Concrete mixer: requires any building material.
-- Tinkering machine-tool requires any building material and a toolbox.

* Assembly line *
-- Make boots: requires 1 scrap metal.
-- Make combat armor: requires 3 scrap metal, 1 tanned leather.
-- Make power armor: requires combat armor, 2 screws&nails, 3 wiring, 1 computer parts.
-- Make leggings: requires 2 scrap metal.
-- Make military helmet: requires 1 scrap metal.
-- Make tactical helmet: requires 1 mil. helmet, 1 wiring, 1 computer parts.
-- Make drill: requires 1 scrap metal, 1 screws&nails, 1 wiring.
-- Make hacksaw: requires 1 scrap metal.
-- Make chainsaw: requires 1 hacksaw, 1 screws&nails, 1 wiring.
* Carpentry workbench *
-- Make wooden planks (5): requires 1 wooden log.
-- Make plank block: requires 1 plank.
-- Make plank barrel: requires 1 plank, 1 screws&nails.
-- Make plank bin: requires 1 plank.
-- Make plank bed: requires 2 planks, 1 screws&nails.
-- Make plank box: requires 2 planks, 1 screws&nails.
-- Make plank cabinet: requires 2 planks, 1 screws&nails.
-- Make plank casket: requires 2 planks, 1 screws&nails.
-- Make plank chair: requires 2 planks, 1 screws&nails.
-- Make plank hatch cover: requires 2 planks, 1 screws&nails.
-- Make plank table: requires 2 planks, 1 screws&nails.
* Concrete mixer *
-- Make concrete blocks (10): requires 1 boulder.
-- Make concrete pipes (2): requires 1 boulder.
* Tinkering machine-tool *
-- ammo handloading (50): requires 1 scrap metal, 1 gunpowder sealed container.
-- make cage: requires 1 scrap metal.
-- make computer parts: requires 1 scrap metal, 1 scrap glass.
-- make mechanisms: requires 1 scrap metal.
-- make pipes: requires 1 scrap metal.
-- make screws and nails: requires 1 scrap metal.
-- make wiring: requires 1 scrap metal.

- Robotics bay can build robot frames from 2 iron bars, 1 wiring, 1 screws&nails, 1 computer parts, 1 charged energy cells.
- You now only require a complete robot frame to make a robot at once.
- A lot of new robots can be made (not just cyberdogs anymore), they require an appropriate animal pastured inside of bay and it will work 100% of time:
-- Claptrap, requires iguana brain.
-- Eyebot, requires iguana brain.
-- Cyberdog, requires dog brain.
-- Protectron, requires brahmin or bighorner brain.
-- Robobrain, requires skag or yao guai brain.
-- Securitron, requires skag or yao guai brain.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: Deon on February 05, 2013, 10:05:37 pm
I will have a hell lot of work today and tomorrow, so I release this for now. There's much more to come. I renamed the mod and came back to 1.0 because why the hell not? I resume work after a long period of time. Enjoy.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: Putnam on February 05, 2013, 11:17:29 pm
ptw
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: smakemupagus on February 06, 2013, 12:03:57 am
Nice!  Congratulations on the new release :D
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: Deon on February 06, 2013, 12:55:49 am
I'll be back home this evening and try to add some stuff I wanted added immediately at that time. Namely opening of pre-war crates you find in towns as an adventurer, spore plants, concrete factory and stuff like that.

Next we'll see what gets more votes. I personally want to rework geology. I will most likely remove some rare or unusual rock types and add more interesting stuff like concrete patches in the soil on the surface (remains of buildings) and debris which you will be able to scavenge like scrap.

I also plan to add gems back as gems soon. Everything else which is now working like gems (different pre-war technology stuff) will be mined out as ore in clusters. I will probably keep gems not for decoration only, but for some advanced crafting too.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: sackhead on February 06, 2013, 01:33:33 am
i love the fallout 1/2 vibe.
to bad you cant make a GECK
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: Demonbutter on February 06, 2013, 02:02:25 am
I'm really excited for this :]. PTW
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: Findulidas on February 06, 2013, 06:43:06 am
So I played this on the "real world" but almost no matter where I go my fps gets very low. First I thought it was because of the weather effects appearing so often but now Im not so sure since I dont always see them when it gets really low.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: Deon on February 06, 2013, 08:03:26 am
Did you try increasing fps limit with "alt +"? Maybe you got some weird things like underground waterfalls? It's strange that you get such problem, this mod has less creatures than vanilla and many materials and things are streamlined. It works faster than vanilla on my old laptop.

Try the fps limit suggestion and check different rendering init options.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: Fniff on February 06, 2013, 10:03:45 am
This is great. Watching this with a close eye.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: DarthBoogalo on February 06, 2013, 10:33:26 am
The Leng Spider seems to be capitalized. From what I understand creature names are supposed to be all lowercase?
Either way, it stands out in the arena mode spawn list with it's fancy schmancy capitalization.
I've been really into Fallout lately. Thanks for the mod. ^^

E:
Found two problems with descriptions.
Creepers and Cave Creepers
"Creeper is an unknown mutated insect. This eyeless blah blah blah.." Needs an A at the beginning maybe?  At least that's the way I write it. @_@
Deathclaws and Giant Deathclaws.
"It is an enormously large, agile and strong specie of blah blah blah.." Species?
Raiders
"An outcast of the civilization, this brutal woman/man will do anything to survive and and have his own way with the world." The descriptions label them both as woman and man respectively. Though both genders get "and have >his< own way with the world.  Also, "An outcast of >the< civilization" sounds weird. Unless there is a group called the civilization or something.
Oh, antlions don't have gender. Not sure if that's intended.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: Deon on February 06, 2013, 12:40:48 pm
My bad, I am russian and I thought that specie is a singular and species is plural, thank you for educating me :D.

Yeah, I will fix descriptions, it's great that you notice such minor things, I love any feedback.
Some creatures still need eggs, genders and the like. They are made to spawn and harrass your fortress or adventurers, but they are not pets. I will work on it more, I want major stuff made first. It does not cause any problem at all, they just cannot be bred in captivity.

Leng is supposed to be an outworldish plateau, so it's a name of a place, like R'Lyeh. I will rework good areas alltogether though, right now they are like areas from Stephen King's "The Mist" with outworldish creatures. I plan to replace them with lush areas with good vegetation and awesome aboveground plants, some mundane animals and lots of terraformer robots. They are supposed to be GECK-terraformed places, and there will live treeminders, tribals who think that nature is god.

I will move all outsiders into underground then.
For example, I want to have bloatfly and ant eggs soon. Since they are insects you are not supposed to tame them, so it won't actually change anything, but it would be nice to have for "realism" I guess. It would be important if wild creatures nested though. Now that I think about it, I think they do claim free nestboxes, so I may hurry with that. Disgusting bloatfly omelettes, anyone?

P.S. I also want to spend my time to work on pseudo-ascii graphics. If you know CLA tileset, you should know what I mean (and I am almost sure any ASCII lover will love it).
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: Findulidas on February 06, 2013, 01:46:18 pm
Did you try increasing fps limit with "alt +"? Maybe you got some weird things like underground waterfalls? It's strange that you get such problem, this mod has less creatures than vanilla and many materials and things are streamlined. It works faster than vanilla on my old laptop.

Try the fps limit suggestion and check different rendering init options.

Ive tried changing settings, yes. Seems to be only in certain places, although much more common than Im used to. For clarification I am playing adventure mode as a ghoul.

Also then I started out as an outsider I spawned in a supermutant city. When I tried talking to someone they said that they didnt want to talk to me and proceeded to attack me. Which is not so suprising considering they were supermutants, although I was kind of puzzled as to why I started out in a supermutant town if they werent friendly.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll to influence development
Post by: Deon on February 06, 2013, 02:41:28 pm
I did not mean settings, I meant dynamic FPS setting, and it does not work in adventure mode.

Outsiders may start in any town. Supermutants are only friendly to other supermutants from the same town. They will attack anyone else.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll to influence development
Post by: Findulidas on February 06, 2013, 04:03:58 pm
My next adventurer wasnt as low on fps for some reason, maybe it had to do with weather I cannot say.

Outsiders may start in any town. Supermutants are only friendly to other supermutants from the same town. They will attack anyone else.

Fair enough, I guess that means its a failure in vanilla df and because such a incident doesnt occur there he hasnt fixed it or made it possible for modders to work around it.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll to influence development
Post by: Deon on February 06, 2013, 04:17:06 pm
It WOULD occur if we had Dark Fortresses, but we don't. We only see goblin bandits.

I've made supermutants to live in towns because it's not fun to visit nonexistant locations in adventure mode.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll to influence development
Post by: JediaKyrol on February 06, 2013, 05:50:20 pm
gah! couldn't decide on vote...
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll to influence development
Post by: Vherid on February 06, 2013, 06:14:33 pm
Im actually still open to making you a tileset for this, just have been super busy all the time, I'll start piecing stuff together soon. What size would you want? 9x9 is looking pretty good with my new plague set, with a nice 2x up to 18x18. Or rather a better question might be if you still want a specific set for this mod, which of mine do you want it closest to look like?
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
Post by: Putnam on February 06, 2013, 06:45:06 pm
"Creeper is an unknown mutated insect. This eyeless blah blah blah.." Needs an A at the beginning maybe?  At least that's the way I write it. @_@

"Creepers are an unknown mutated insect" etc. Better to keep whole species plural, if you refer to them by name in the description. If you don't, try to describe the invididual animal:

Dwarf: "A short, sturdy creature fond of drink and industry."

If you're going to write it the way creepers do, you would do it this way:

Dwarf: "Dwarves are short, sturdy creatures fond of drink and industry."
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll to influence development
Post by: Chewy2007 on February 06, 2013, 07:18:15 pm
Hey Deon did you notice that on the title screen it says 34.10? It looks like you've accidentally downgraded the version of DF your mod runs on.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll to influence development
Post by: Deon on February 06, 2013, 11:59:19 pm
Im actually still open to making you a tileset for this, just have been super busy all the time, I'll start piecing stuff together soon. What size would you want? 9x9 is looking pretty good with my new plague set, with a nice 2x up to 18x18. Or rather a better question might be if you still want a specific set for this mod, which of mine do you want it closest to look like?
I really want a specific tileset, but it should be unique in a way if you don't mind. I won't use "special" symbols (those which are not hardcoded and are not text) as they are, I need at least one radiation sign, also I want different "faces" if it's possible, one for male and one for female vault dwellers (2nd tile is for male, somewhere else for female). I can always do that little alteration myself though, so not a big deal, I am mostly interested in the tileset itself and if you can make it post-apoc looking, it would be awesome. 12x12 or 16x16 are the best for my taste.

Hey Deon did you notice that on the title screen it says 34.10? It looks like you've accidentally downgraded the version of DF your mod runs on.
I forgot to update core files >.<. Thank you very much, I will release a fix in a moment.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Deon on February 07, 2013, 12:17:41 am
Fallout Mod 1.1
- Save compatible update.
- Actually updated to 0.34.11.
- Dust storms no longer pause and recenter the screen.
- Fixed EXE with binary edits to address vanilla bugs:
--- Long patrol duty thoughts accumulate from all squad orders, including training
--- Dwarven caravan brought silver crossbow, ITEMS_WEAPON_RANGED ignored in world gen
--- Vermin can only escape from artifact animal traps
--- Fish in aquariums interfere with vermin behavior checks
--- Military dwarves turn off all of their labors when becoming heroes
--- Diplomats don't bring bodyguards
--- Deconstructing walls teleport material to location
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll to influence development
Post by: Vherid on February 07, 2013, 12:31:06 am
Im actually still open to making you a tileset for this, just have been super busy all the time, I'll start piecing stuff together soon. What size would you want? 9x9 is looking pretty good with my new plague set, with a nice 2x up to 18x18. Or rather a better question might be if you still want a specific set for this mod, which of mine do you want it closest to look like?
I really want a specific tileset, but it should be unique in a way if you don't mind. I won't use "special" symbols (those which are not hardcoded and are not text) as they are, I need at least one radiation sign, also I want different "faces" if it's possible, one for male and one for female vault dwellers (2nd tile is for male, somewhere else for female). I can always do that little alteration myself though, so not a big deal, I am mostly interested in the tileset itself and if you can make it post-apoc looking, it would be awesome. 12x12 or 16x16 are the best for my taste.

Well there's plenty of empty spaces to easily place a radiation symbol, and an extra face or so.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Putnam on February 07, 2013, 12:38:42 am
I would just use graphics for that...
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Corai on February 07, 2013, 12:48:31 am
For some reason, I am unable to get any civs aside from ghouls, cannibals, Master's army and Vault Citizens to spawn. None of the others spawn at all. Is there a way to correct this?
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Deon on February 07, 2013, 02:01:08 am
I would just use graphics for that...
You cannot use graphics to differentiate genders. It's an ASCII-only feature.

For some reason, I am unable to get any civs aside from ghouls, cannibals, Master's army and Vault Citizens to spawn. None of the others spawn at all. Is there a way to correct this?
Did you check legends? Others are skulking races, it means they live underground in caves and caverns so you cannot see their settlements. You can still find raider caves for example if you play adventure mode, and they will raid your settlement.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: DarthBoogalo on February 07, 2013, 05:34:20 pm
Should vault citizens be denting? I had a security chief that was wrestling(and got to high master wrestler doing so) radroaches. He came out with dented body parts. Most healed except for the head, upper and lower body. He was one of those unusually tough vault citizens. But.. unsure if it's intentional. >_>
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Putnam on February 07, 2013, 05:56:28 pm
I would just use graphics for that...
You cannot use graphics to differentiate genders. It's an ASCII-only feature.

Ah--I missed the caste part. Thought you were talking about an entire creature using a special tile. I did that with Fortbent--god tiers get graphics, everything else is ASCII. The graphics are representative tiles, so it's not very jarring.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Deon on February 07, 2013, 10:42:26 pm
Should vault citizens be denting? I had a security chief that was wrestling(and got to high master wrestler doing so) radroaches. He came out with dented body parts. Most healed except for the head, upper and lower body. He was one of those unusually tough vault citizens. But.. unsure if it's intentional. >_>
It must be the skin, I reworked a lot of material values to make weapons more deadly, and as a side effect is a fragile skin. I will work on changing some material values soon to cause more realistic fire damage and I will address this issue.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Deon on February 08, 2013, 11:48:06 am
Aww damn it, I wanted to make a birthday release tonight, but apparently I've got work tonight... That sucks :D. See you soon!
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Keita on February 08, 2013, 11:51:44 am
Just making a post to say thank you Deon, this mod got me back into spending at least 2 hours day playing dwarf fortress after a long time of not playing.

Tank you for the mod and I hope you the best of luck in your endeavors.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: PTTG?? on February 09, 2013, 03:16:04 pm
If nothing else, I want to make a mod with very long-grow-duration plants so farming is properly difficult.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: burchalka on February 09, 2013, 04:39:58 pm
Chiming in to say good job Deon. I'm still trying to conquer the surface of terrifying reanimating tundra embark in Genesis, but once it falls/abandoned - I will get a go on this.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Deon on February 10, 2013, 05:41:08 am
Just you wait until I rework clouds here. Then you will have to succumb under the power of ghost people :D.

Today I will be full of booze and cake, and tomorrow I will try to finish the new version. I'll simplify geology a bit, but there will be more fun stuff, including various pre-war tech structures (concrete patches with iron fixtures in the soil, radioactive waste which can host stashes of valuable loot et cetera).
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Findulidas on February 11, 2013, 02:38:24 am
Just you wait until I rework clouds here. Then you will have to succumb under the power of ghost people :D.

Today I will be full of booze and cake, and tomorrow I will try to finish the new version. I'll simplify geology a bit, but there will be more fun stuff, including various pre-war tech structures (concrete patches with iron fixtures in the soil, radioactive waste which can host stashes of valuable loot et cetera).

Sounds great. Btw can the dwarves make concrete, cement aso or will it just be there. Nothing says wall like a concrete wall.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Deon on February 11, 2013, 07:26:29 am
It's one of poll's options called "industry", so the answer is positive.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Deon on February 11, 2013, 07:28:22 am
Also they are not dwarves! But they are close enough :). My head hurts after a night of Magic the gathering and tequila. It was a fun birthday. Soon I will come home from my lab and continue development.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Mrhappyface on February 11, 2013, 06:06:03 pm
Hey Deon! It's been a while. I think I scrounged up some rudimentary ideas for augmentations. Just need a workshop and pre requisite materials. These augments work on basically giving the affected dwarf a syndrome through gas.
Spoiler (click to show/hide)
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: jonveck on February 11, 2013, 06:54:27 pm
Having given the Fallout Equestria mod a try, I have to admit I really like its use of multiple varieties of salvage and scrap -- completely with half-buried soda vendors and broken terminals.  Makes the whole process feel more like Christmas somehow.  I also like the whole Ministry of [something] (posters and whatnot) aspect and feel like it would translate over to Fallout very well since 1950's-style propaganda has always been a big part of its ambiance.  I'm also a big fan of decor for my fortress/vault. 

I also found myself impressed (and rather overwhelmed) with its use of gems and arcane features and would love to see your own use of component parts (e.g. wiring, circuitry) become as robust in its application to industry and production.

Oh, and I forget if it's something you already have in place, but it wouldn't hurt to have an "excavator"-style workshop like Meph's archaeologist where one can grind unwanted stone and have a chance to yield scrap.  I'm also fond of this unearthing miscellaneous scrap and "artifacts" (e.g. steel cans) expressly for the purpose of being melted down and reforged.  Gives a very post-apocalyptic feel.

Always excited to see more development on this mod. :-)
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.1] - new poll to influence development
Post by: Deon on February 12, 2013, 04:16:46 am
1) I will add more variety to the scrap selection with the geology update. What's that ministry stuff you are talking about? I've seen it mentioned in the thread but did not find out what it was yet.

2) Gems will stay gems, and circuitry and electronic components which are gems for now will become tools. It will make it more intuitive to store them under tools, and also allow me to customize their tiles and weight better. Also there won't be "cutting" of components anymore, and decoration with it. I don't want monitor-decorated arrows :D. Copper wiring decoration made sense, but everything else not that much.

3) As I mentioned, geology update I am working on (well, right now I am busy being not ill, since all of my family is down with flu after my birthday) will have concrete patches, metal fixtures, stashes of loot, radioactive waste etc, so I will try to satiate your thirst for post-apocalyptic salvage and archaeology :D.

Oh, and I forget if it's something you already have in place, but it wouldn't hurt to have an "excavator"-style workshop like Meph's archaeologist where one can grind unwanted stone and have a chance to yield scrap.

It's one of the options in the Scrapyard. However gathering aboveground scrap (which is a type of tree) nets much more.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Deon on February 12, 2013, 07:05:30 am
Sorry guys, my wife is really down with the flu now, she needs attention. I will go fix my family, so here's a little release with a couple of things I was working on. I promise I will update faster once things are back to normal!



Fallout mod 1.2

- There are now concrete patches in soil. They can contain scrap metal and scrap glass.
- New 7x7 building "concrete factory". Requires no blueprints but a lot of blocks and pipes.
- You can make 10 concrete blocks or 5 pipe sections from 1 boulder and 1 bag of sand in the concrete factory.

- Gem-type scrap items and components are now tools (computer parts, robot parts, wiring etc).
- Most of tinker's workbench reactions require "screws and nails" and "wiring" instead of mechanisms now.
- Some buildings now require these new components.
- Power cells are now lead tools, not instruments of "charged/depleted" material.
- New lead ore: anglesite.
- Rock crystal is back.
- Scrap gathering results are a bit different now.
- Opening crates now leaves you with a bin, not a chest. It's more useful for storage.
- Adventurers can scavenge rocks and find useful stuff now. Using that, they can make some new items. Advmode crafting update will rework this part later.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Deon on February 12, 2013, 07:07:27 am
Now with the concrete factory you can build large aboveground settlements using a source of sand and just a bit of mining. It's not dwarven, but it suits the theme well.

@Mrhappyface
Sorry that I did not reply at once. Nice ideas, I will definitely consider them when I will add implants.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: jocan2003 on February 12, 2013, 07:00:51 pm
Call it how you want, but this was a crazy coincidence, ive been thinking to start a new game of dwarf fortress been a while now, but i really wanted this mod..... Today i choose to finaly get it and guess what.... I got the game right as you updated it to 1.2 with latest changes and all that... quite interesting. Just want to know tho, is plasma bolt still cluttering and setting everything on fire?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Deon on February 12, 2013, 07:20:43 pm
Not everything, just grass :). I have a few solutions to this in mind, just didn't get to it yet.

Good luck with your fort.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: jocan2003 on February 12, 2013, 08:37:42 pm
Crap ill wait untill plasma dont set grass on fire, i dont really want my survivor to go all ablaze because they do love being crispy.... Ill stick to claptraps for defense haha.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Demonbutter on February 13, 2013, 09:55:40 am
Hey Deon, your DFFD link to the forum page is wrong; it links to the old forum page.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Deon on February 13, 2013, 10:54:52 am
Thanks, fixed. I will release a small sneaky semimegabeast update tonight which I did not plan. I dislike how semimegabeasts die early to heroes, so there will be many mutants who can convert people into their kind.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Deon on February 13, 2013, 06:34:07 pm
I was a bit busy this evening so I will start working on update just now. But I got another idea: what if defeating a semimegabeast as adventurer allowed you to pick a perk? I need to think about a system to make it work but I have a few ideas. Basically you will get a self-only interaction which can give you a special boost, and you will get it for a short time which is shorter than a "placeholder" interaction which is applied to you once you pick a perk from a list so you cannot pick the perk twice.

I hope it makes sense.

Perk ideas are as follows:

Action boy - 15% bonus to speed
Adrenaline rush - ability to get 50% speed for a short duration
Awareness - extravision
Dodger - 30% bonus to dodging skill
Flower child - drugs have additional positive effects on you
Ghost - ability to hide
Robotics expert - ability to power down robots at melee range (paralysis)
Snakeater - 30% bonus to disease resistance, paralyze immunity
Stone wall - 1/4 reduction in taken damage
Strong back - 30% bonus to strength
Survivalist - no pain
Toughness - 25% bonus to endurance and toughness
Quick recovery - 30% bonus to recuperation
Sharpshooter - 50% boost to ranged combat skill
Slayer - 50% boost to fighter skill
Weapon handling - 25% boost to weapon skills


If you have other suggestions for perks, please suggest.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Mrhappyface on February 13, 2013, 09:56:06 pm
>Faster Healing: Increase healing rate
>Pyromaniac: Probably lets you make a fire projectile through a reaction if you have the right materials
>Heave Ho!: Increase your throwing skill
I think my implants stuff does sorta count as perks too. Need to figure out some other stuff though.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Putnam on February 13, 2013, 11:58:22 pm
Can't get bonus to individual skills
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Deon on February 14, 2013, 06:39:11 am
Yeah, only natural skills can do that. I was tired when I typed it, it was almost 4 AM I think :D.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Findulidas on February 14, 2013, 07:11:09 am
Yeah, only natural skills can do that. I was tired when I typed it, it was almost 4 AM I think :D.

Its funny how you get great ideas that doesnt work when you are tired.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Mrhappyface on February 14, 2013, 10:24:14 am
I got a basic template for healing process for an autodoc, Deon. Still want to know how you want the autodoc made. Going to mod the implants so they work correctly.
Spoiler (click to show/hide)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Deon on February 14, 2013, 10:33:35 am
Autodoc will target nearby creatures with an interaction. Boiling stone is not needed here.

It will boost disease resistance, recuperation, add NOPAIN and other stuff like NONAUSEA/NOSTUN.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Mrhappyface on February 14, 2013, 12:03:54 pm
Autodoc will target nearby creatures with an interaction. Boiling stone is not needed here.

It will boost disease resistance, recuperation, add NOPAIN and other stuff like NONAUSEA/NOSTUN.
Huh. I didn't know that buildings could give people interactions.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: JediaKyrol on February 14, 2013, 12:05:31 pm
Huh. I didn't know that buildings could give people interactions.
It's a robot.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Mrhappyface on February 14, 2013, 12:07:24 pm
Huh. I didn't know that buildings could give people interactions.
It's a robot.
Shoots, I keep thinking of the Mark IX model. I guess the one Deon's talking about is the Mark I and III?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Deon on February 14, 2013, 12:16:11 pm
It will be a slow-moving robot. Pasture a few or chain them in your hospital, and you are set.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Mrhappyface on February 14, 2013, 12:21:36 pm
It will be a slow-moving robot. Pasture a few or chain them in your hospital, and you are set.
Interesting. I'm looking forward to the mutations and good area overhaul. Maybe you'll even add some creatures from STALKER or something.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Pokon on February 14, 2013, 06:07:17 pm
Question: It seems that xenomorph mouths rot as soon as they spawn or something. Are they not immune to there own excreations or something?

Also, it's funny to see them get harmed by there own spilt blood.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Itnetlolor on February 14, 2013, 06:41:57 pm
Will the concrete factory only produce one type of cement brick (standard grey), or will it make various colors based on what materials are put in?

For example, red stone or sand provides red concrete, yellow = yellow; basically it works like how some buildings get different colors if you mix materials of different colors (Trade depot and the old shops worked like that; or something; yellow and red materials (and or brick of either color mixed produce brown)). Then again, that could lead to having technicolor fortresses.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Putnam on February 14, 2013, 06:43:05 pm
Will the concrete factory only produce one type of cement brick (standard grey), or will it make various colors based on what materials are put in?

For example, red stone or sand provides red concrete, yellow = yellow; basically it works like how some buildings get different colors if you mix materials of different colors (Trade depot and the old shops worked like that; or something). Then again, that could lead to having technicolor fortresses.

That would require a lot of material reaction products!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Itnetlolor on February 14, 2013, 06:44:03 pm
Will the concrete factory only produce one type of cement brick (standard grey), or will it make various colors based on what materials are put in?

For example, red stone or sand provides red concrete, yellow = yellow; basically it works like how some buildings get different colors if you mix materials of different colors (Trade depot and the old shops worked like that; or something). Then again, that could lead to having technicolor fortresses.
That would require a lot of material reaction products!
I just realized how tedious that could become once I hit the post button.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: LB on February 14, 2013, 08:35:43 pm
I've not seen this mentioned by anyone else, so not sure if this was just a problem I was having. Anyway, there seemed to be a problem with the "cremate bodyparts" reaction at the Scrapyard and Kiln not doing anything, despite plenty of available material.

Adding [REACTION_CLASS:CREMATION] above every instance of [MATERIAL_REACTION_PRODUCT:CREMATION_MAT:LOCAL_CREATURE_MAT:FAT] in the material_template_default.txt (e.g. for sinew/cartilage etc) seemed to fix this. I made the adjustment in the save folder's raws and it started working immediately upon reloading.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: PTTG?? on February 14, 2013, 08:39:49 pm
I don't play adventurer much in this game, so I would tend to support a non-intensive "perks" system.

I guess you could make them "secrets"... since generally perks represent things you might learn... but I'm not going to make much use of the myself.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: JediaKyrol on February 15, 2013, 09:49:07 am
I've not seen this mentioned by anyone else, so not sure if this was just a problem I was having. Anyway, there seemed to be a problem with the "cremate bodyparts" reaction at the Scrapyard and Kiln not doing anything, despite plenty of available material.

Adding [REACTION_CLASS:CREMATION] above every instance of [MATERIAL_REACTION_PRODUCT:CREMATION_MAT:LOCAL_CREATURE_MAT:FAT] in the material_template_default.txt (e.g. for sinew/cartilage etc) seemed to fix this. I made the adjustment in the save folder's raws and it started working immediately upon reloading.
That's weird...I could have sworn it worked before...maybe Deon accidentally dropped back to an old file on accident.  That can happen when you have so many different things in front of you.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Deon on February 15, 2013, 02:02:48 pm
Yeah, it's my fault, I was reworking some materials and forgot about that line, I will fix it easily.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Big_James_B on February 15, 2013, 09:24:08 pm
I like how the mods looking Deon and congratulations are due your way.

One question/bug/thing I have is about the "radioactivity". I started a Vault Dweller Outsider in Adventurer Mode and spawned inside a radioactive ruin/city area. As I started exploring - minimising to put Firelake Dirge for the Planet on - I found some gear. Being a hardcore gamer, and upon seeing a shiny suit of combat armour, I instantly snatched it and put it on. Now, a few turns after that I began to blister uncontrollably (interesting enough starting with my...manly parts first) and fall unconscious due to pain. When I managed to go into travel mode and walk a few spaces away, I was fine. I then headed towards the mayor's office but found that my eyes would continuously blister and send me into unconsciousness, even when I removed the helmet I was wearing (thinking it might have been "radiation" on the actual item). It was raining radioactive liquid, but my previous wastelander could wander around in that with no ill effects.
Also, I believe Power Armour - in particular advanced power armour - should perhaps protect more. My wastelander managed to find a full suit, but five minutes later had his windpipe crushed by the Super Mutant I was stalking.

And from an earlier post by you...MTG AND tequila? Damn Deon, you sure know how to party!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Deon on February 16, 2013, 05:21:06 am
That all was due to the radioactive rain which is rare but painful. You probably got a radiation/poison immune caste before, note that there are many different castes of vault dwellers with different abilities, basically different types and/or mutations.

APA is a powerful armor, it can protect from bullets and cuts just fine. However bashing attacks depend on the size of the creature drastically, and since some supermutants can be really big it's not a surprise that they killed you through your armor, they basically crushed you. It all depends on the combat system of DF.

Also note that only fortress mode-created power armor is really strong because it uses special material for its structure. Adventure mode can sometimes create "copper power armor" and stuff like that, it's rare but happens in Brotherhood of steel caves. Just pretend that you found a replica :).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: JediaKyrol on February 16, 2013, 03:59:02 pm
Vermin hunters seem to be ignoring rats/roaches again.  I Haven't gone through and checked the raws though, so can't pinpoint it.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Deon on February 17, 2013, 12:03:38 am
Okay, it must have been that old problem with vermin I had, I will fix it for the next release. Thanks.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 17, 2013, 02:20:38 pm
I had work these 2 nights, and I have work tonight too, so see you later with the new content.
Meanwhile here's an update with some fixes.



Fallout mod 1.3

- Xenomorphs are resistant to their own drool and blood.
- Iguanas hunt vermin properly.
- Iguanas are at peace with wildlife now.
- Fat has no pain receptors and does not bleed.
- Bodypart cremation reaction is fixed.
- Nails, hooves, horns and the like regenerate slowly.
- Heart bleeds a bit less but takes much longer to heal. Men with low stats die the same way but men with superhuman recuperation have better odds of survival.
- Internal organs take longer to heal.
- Chitin takes less to heal.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.2] - new poll to influence development
Post by: Big_James_B on February 17, 2013, 04:34:41 pm
Also note that only fortress mode-created power armor is really strong because it uses special material for its structure. Adventure mode can sometimes create "copper power armor" and stuff like that, it's rare but happens in Brotherhood of steel caves. Just pretend that you found a replica :).

Nice to see that the radioactive effects work. I can admit that when I picked up the APA it was made of cobalt - which following you're directions and generating the "Real World" adv. world, seems to be - or rather "was" - the most abundant resource for weapons manufacture.
Also, since I was just thinking of it, have you thought of adding more "canon" factions as races? I was thinking along the lines of the Brotherhood and the Followers - if they're not already included.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 17, 2013, 04:38:11 pm
Brotherhood is rare but it is there, you just need to do a lot to attract their attention. I am adding treeminders and reavers (evil ghouls) with the next content update.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Big_James_B on February 17, 2013, 04:43:05 pm
Alright - I'll try the new version now. I'm mostly playing the mod for Adventurer mode, and in this case would the Brotherhood have the same "get famous enough" reaction to get their attention?
Unfortunately it wouldn't help me. I seem to only be able to kill replicants and vampires, whenever I get near a super mutant its like Boxcar Joe all over again (my old character with the APA)....  :-[
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 17, 2013, 06:43:22 pm
Hire a few gunners, use drugs, throw stuff. The key is speed and kiting.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Big_James_B on February 17, 2013, 06:59:40 pm
This is probably gonna be my last post until I find something wrong or have a suggestion, just to keep the thread relatively free. Where can I find drugs/chems? And of course I've been hiring gunmen, but they always run out of ammo and I can not think of how to give my companions more ammo (I do think its a dfhack thing and not incorporated yet...), anyway back off to the adventures of Boxcar Joe!  :D
Oh - Deon, do you think that the blistering effect of radiation poisoning could be adjusted to start a little later and have less of a...hurtful effect? My vault dweller essentially became unplayable because he'd always fall unconscious, and I think re-enabling drinking radioactive liquid and have it have the same effect/half-effect as walking through radioactive rain.
Oh, uh....he he, are pre-war crates only able to be opened in fortress mode or in adventurer mode? And if in adventurer mode how do I open one?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 17, 2013, 10:56:15 pm
Yeah, that reminded me that I should include companion order in the next update because gun companions are a big help and you NEED to be able to give them ammo.

Radioactive rain is fairly harmless in fortress mode because effect wears off quickly (time passes fast there), but I did not think of adventurers :P. I will tweak the effect, although it will require some additional thinking for the effect to stay noticeable in fortress mode.

Currently tech crates are useless for adventurers, it will change once I add more crafting options in adventure mode to make more advanced stuff.

And don't worry about "keeping the thread relatively free", I really enjoy talking to people in my threads and getting any kind of feedback. I often open forums when I wait for the bus on my phone, and being able to read something and comment on that is entertaining (I am getting tired of my audiobooks, and my internet when I am not in wifi zones does not allow me to watch youtube videos).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: lavions on February 18, 2013, 03:46:40 pm
Hi, I wanted to ask what is Cremate vermin and Prospect rocks in Scrapyards is doing. Thanks

Edit: One more question, how to disable carpentry workshop to stop doing furnite from scrap metal. Thanks
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: NineFourEightSeven on February 18, 2013, 04:15:29 pm
Cremate vermin makes ash, and prospect rocks is like scavenge scrap, but with less success and output.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: PTTG?? on February 18, 2013, 04:26:28 pm
Hi, I wanted to ask what is Cremate vermin and Prospect rocks in Scrapyards is doing. Thanks

Edit: One more question, how to disable carpentry workshop to stop doing furnite from scrap metal. Thanks

You can't avoid scrap furniture. I pretend scrap beds are old mattresses. You may want to get a furniture workshop instead.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 18, 2013, 06:59:14 pm
You do not get furniture from scrap metal, you make it from "scrap".

It's something like this:

(http://shaan.typepad.com/.a/6a00d8341c774753ef0133f51139ac970b-pi)
http://shaan.typepad.com/shaanou/2010/10/furniture-made-from-old-soviet-naval-mines-looks-pretty-dangerous.html

You cannot avoid it if you want scrap piles like they are now (like trees), and I actually like it.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Maklak on February 18, 2013, 08:22:08 pm
> Adventuturer Mode companion ammo.
IIRC {l}look -> #adv-bodyswap lets you switch control to a companion. This is good for giving them ammo and better equipment.

> Scrap beds.
I haven't played this mod, but I play Lyaceon's Fallout: Equestria. The trick to is having at least two wood stockpiles; one set to normal wood that gives to nearby carpentries and wood burners, and the other set to salvage logs and close to the salvage yard. The first stockpile doesn't have wheelbarrows, the second has at least 3 of them. If a stockpile gives to a workshop, that workshop will only accept materials from stockpiles that give to it. Works like  a charm.

EDIT: The reason not to want scrap furniture is that it wastes scrap, which often has some good stuff in it.

In Fallout Equestria there is also a plywood workshop, which is about twice as efficient at making furniture as carpenter's shops, so it's best to convert normal wood to plywood, then make beds, bins and barrels out of that.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 19, 2013, 03:11:29 am
I prefer companion order over bodyswap, it's less cheaty and still easy to control.

And yes, Lycaeon borrowed my scrap system for his mod, so it's the same trick if you don't want scrap furniture.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 19, 2013, 03:49:02 pm
I finally got an idea what to replace vampires with. What's your bet? :D
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: JediaKyrol on February 19, 2013, 04:24:20 pm
S.T.A.L.K.E.R. bloodsuckers? 

Wait...I thought that you had put Replicants as the Vampire replacer...what are they then?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Big_James_B on February 19, 2013, 04:29:19 pm
Replicants are essentially dopplegangers - well in my mind anyway. Think of the androids from Blade Runner.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Itnetlolor on February 19, 2013, 04:34:04 pm
S.T.A.L.K.E.R. bloodsuckers? 

Wait...I thought that you had put Replicants as the Vampire replacer...what are they then?
Yes; and give them bonus to stealth while at it. Bastards are sneaky, and surprisingly smart. Being humanoid, in nature, I would imagine they were residents/STALKERS mutated by The Zone; could help spread them out a bit more.

Ahh, memories. Got pinned by one of them, a couple snorks and a pack of blind dogs. To say the least, I was torn apart before I could kill even 3 of them. Almost decided to grenade-suicide to end with a bang and take a few down with me; alternatively, I would have been able to rush towards a cluster of lightning anomalies.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Aseaheru on February 19, 2013, 05:00:54 pm
ptw
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 19, 2013, 05:04:29 pm
Actually I've read some STALKER fanfics lately, so I will put more mutants into evil areas.

As for the vampires, no more vampires or bladerunner stuff... You will get normal people which act normally, but then suddenly...
Spoiler (click to show/hide)

So lots of fun and fortress-ending possibilities ahead.

(http://3.bp.blogspot.com/-E3hSAWFqZeA/TxZEfrXMdSI/AAAAAAAABo8/WW8BLw4U4sY/s400/-1.jpg)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: JediaKyrol on February 19, 2013, 05:16:33 pm
THE THING!  Even better!  ...no...THE BEST EVER!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 19, 2013, 05:32:13 pm
I've already planned the syndrome, now I just need to make a proper and complex body for it. It will manifest itself only when the creature is fleeing, and I will add a blood test to chemistry lab (which will have a chance to fail).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Aseaheru on February 19, 2013, 09:28:57 pm
Can you get a version that is not in .rar form?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Putnam on February 19, 2013, 10:03:39 pm
Can you get a version that is not in .rar form?

http://7-zip.org/
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Big_James_B on February 20, 2013, 12:36:40 am
Actually I've read some STALKER fanfics lately, so I will put more mutants into evil areas.

As for the vampires, no more vampires or bladerunner stuff... You will get normal people which act normally, but then suddenly...
Spoiler (click to show/hide)

So lots of fun and fortress-ending possibilities ahead.

(http://3.bp.blogspot.com/-E3hSAWFqZeA/TxZEfrXMdSI/AAAAAAAABo8/WW8BLw4U4sY/s400/-1.jpg)

Dude....
That is awesome! I was just gonna say that the replicants are more like the Bishop series of 'droids rather than Bladerunner...but the Thing, that is even better; possibly even the best as JediaKyrol said. Also I seem to have a lot - I mean A LOT - of supermutant towns in my second adv. world gen, approximately where Spain/France/Germany is. Causes me no end of trouble trying to travel towards a more "hospitable" area. Not to mention my wastelander started in a town that had no jobs whatsoever....also forts seem to be frequently abandoned for some reason.
Hmmmm....is it possible to change the boogiemen? If so I would suggest changing them into the stalker Bloodsuckers. Oh, and yes Bloodsuckers are mutated humans HOWEVER most were formed during the "First Emission" - so that would mean some form of pseudo-psychic mutation as well. They can breed - somehow - and the every generation shows some form of deformity (ever notice that the skull on the...CoP bloodsuckers I believe, has some parts missing from it?) that worsens with each new generation. Plus there's the Marsh Bloodsucker and Red Forest Bloodsuckers...but I have said too much.  ;)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 20, 2013, 03:21:44 am
Didn't I switch off bogeymen? I only wanted to make custom ones for evil/savage areas. You can turn them off in the worldgen options, and that's a nice idea about bloodsuckers.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Big_James_B on February 20, 2013, 03:35:31 am
I haven't noticed - past experiences has lead me to never travel at night.

Hmmmm....just spawned in front of a Protectron, a Robobrain and apparently a herd of Claptraps....joy.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Geneoce on February 20, 2013, 04:45:12 am
I haven't noticed - past experiences has lead me to never travel at night.

Hmmmm....just spawned in front of a Protectron, a Robobrain and apparently a herd of Claptraps....joy.

Heh, I was always kinda confused when that happened.

In the end I just handwaved it with some logic from "I, Robot" or thinking that they default to cooperative action.
Somesuch nonsense like that anyway.

...but then suddenly...

This makes me very VERY happy. I am a big fan of the Thing franchise. Will they be contagious as well? If you could magic up some interactions that make a Thing absorb an entity to gain more mass/strength/bodyparts that would result in alot of extra fun/Fun. And a subsequent increase in apperance percentage of the raws by me. heh.

Keep up the great work.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 20, 2013, 06:06:42 am
The Thing will have a few attacks once it manifests itself, and some of them may infect others, so be careful. Also there will be some less obvious ways for it to infect others, but I will try to make sure it's not a quick death of the fort once you get it, you will have trouble figuring it out in any case :).

Also it's going to take a while, but since noone volunteered, I explored a few fallout-inspired comics, looked at different fonts and started to work on my own tileset. It's not going to be ready soon but I will try to complete it:

Spoiler (click to show/hide)

As you may have noticed, it's going to be pretty cartoonish and it's hand-drawn (so I am not sure if there will be many fans of it over Ironhand's) but I will still work on it because I wanted to make it for a long lime.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Fniff on February 20, 2013, 10:31:11 am
The Thing is one of my favorite movies.

Fallout is one of my favorite videogames.

This is gunna be gud.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 20, 2013, 02:13:05 pm
I'm glad you guys liked my idea.

It now works as intended:

(http://img.ie/hb2vp.png)

I personally think that vampire behaviour fits The Thing very well.

Also I find this coincidence to be mildly amusing:
Spoiler (click to show/hide)
BELIEVE IN THE SYSTEM!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Aseaheru on February 20, 2013, 02:51:40 pm
as 7-zip and similar programs hate my computer, an there be a non .rar file for those who either ant or wont use those programs?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 20, 2013, 03:57:31 pm
What do you mean by "hate"? :D You don't even need to install most of archivators. Did you try Winrar?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Aseaheru on February 20, 2013, 03:59:33 pm
That dislikes my computer.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Putnam on February 20, 2013, 08:48:41 pm
What do you mean by "hate dislikes"?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Big_James_B on February 21, 2013, 03:56:18 am
Also it's going to take a while, but since noone volunteered, I explored a few fallout-inspired comics, looked at different fonts and started to work on my own tileset. It's not going to be ready soon but I will try to complete it:

So long as the final product makes use of full stops instead of god-awful coloured spaces when you needed a full stop in speech...then it'll be good.

Ok, so I was playing some adventurer mode a few hours ago and found a naked cannibal running through the town. "Huh, crazy Borderlands-ish psycho running around" I thought initially. I went to walk past him and enter another house, when he stopped and attacked me. After dispatching him, two members of the town decided that I was "a bandit" and attacked me. When I finally died - after leaving and getting killed at the hands of a super mutant - I checked out my legends. Apparently I had committed treason, heresy or something like that and my entire "race" so to speak had turned on me. A new character, fresh out of adventurers school gets WH40k'd with heresy. I managed to back up the save and continue. This happened at least twice. I thought I'd say something here but I doubt it has anything to do with the mod.
Also, I hired a known-vampire soldier and went to another town where there was several other soldiers. I hired them and five turns later all three revolted, as did the entire town, against me. So a word of advice for fellow adventurers - Fallout sentiment is apparently fully implemented in this mod  :P

At least in this world I can manage to survive against super mutants - go swordsman and you'll get a machete and that should do well.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 21, 2013, 07:03:55 am
You should find an axesword :). That's a great swordsman's weapon. Machete is for starters.

Regarding that issue with a cannibal, which town were you in? Some races have a high banditry number which leads to weird shit like that. Apparently some of their groups treat other nations, races and even towns of their own race as bandits and/or enemies, so if you walk into a supermutant town and have a chat it doesn't mean that the next supermutant is not going to murder your ass because he dislikes you either for your race or nation. And then there's that DF logic that turns everyone else on you too once you fight with the troublemaker.

It's vanilla DF behaviour of goblins, you just don't see it because goblin towers do not exist yet; if there were goblin towns (you can mod them in) you would see the same. It's [LOCAL_BANDITRY] token which does that.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Big_James_B on February 21, 2013, 07:20:08 am
Let me check - I'll reserve this space for my reply.  :P
Edit - Uhhh, gonna take some time. My last save is in the middle of a vampire fight.
from what I remember it was a multicultural town - super mutants, a scavenger, cannibals and watselanders living in harmony. Until that psycho attacked me that is.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Aseaheru on February 21, 2013, 09:42:17 am
What do you mean by "hate dislikes"?
What i mean by that is that IF it works it crashes, normally it wont install and, as i have mentioned earlier, really, really refuses to work on my computer.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 21, 2013, 10:23:16 am
Do you use linux? There're some archive managers which I can suggest you. Tell me your system, I will give you a link!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Aseaheru on February 21, 2013, 11:14:51 am
windows 7 64 bit.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 21, 2013, 03:22:12 pm
Then your fault is that you grab 32bit archivators. http://www.rarlab.com/rar/winrar-x64-420.exe <- that's the 64 bit one.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Big_James_B on February 21, 2013, 04:09:47 pm
windows 7 64 bit.

I don't know about you or Deon but when I grabbed the 32-bit for my win8 64 bit (I assume since everything in 32-bit says it'll be better in 64-bit) worked perfectly, but I changed to the 64-bit one to be safe. I agree with Deon that it'd be best to go 64-bit, but I don't know why it would refuse the 32-bit version. Perhaps its win7 acting up for some reason, or you're computer's acting up. It should work now if you download the 64-bit version. If that still doesn't work try using a different program, and if using a different program doesn't work then someone may actually maintain an alternate archived file version, which wouldn't be that difficult.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Aseaheru on February 21, 2013, 04:10:21 pm
no, they refuse 64 bit.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Big_James_B on February 21, 2013, 04:15:42 pm
Really? You're pc is refusing WinRAR as a whole? There must be something wrong then...perhaps try another program. When I come back from college I'll take a look at alternative archival methods, unless Deon wants to, but its quite strange that it'd be totally refused.
Quick question - have you already had WinRAR on your pc for the "trial time" already? That may be the problem, but I've never had it just totally refuse to work.

Actually - put in detail what's going on when you try to open/install/whatever WinRAR. That'd give us a better understanding of what may be going wrong.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 21, 2013, 04:56:42 pm
I have such an urge to say that there's a driver problem between the seat and the keyboard, but I don't want to be a dick :). Can you describe what's going wrong when you try to launch the .exe, Aseaheru? I cannot believe a man who can play DF cannot install a simple tool, there must be something new, I am intrigued.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Aseaheru on February 21, 2013, 05:17:53 pm
It just sits there and closes.
and it used to work...
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Big_James_B on February 22, 2013, 12:33:22 am
Hey Deon - I' back from college and have the opportunity to do a archive version that Aseaheru can use. Do I have your permission?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Deon on February 22, 2013, 03:48:26 am
Why not? Just upload it somewhere and link to him. It would be nice if you could help him.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Big_James_B on February 22, 2013, 05:07:26 am
Ok - I'll put it up with relevant credits and such on DFFD. It won't have any funky cool effects like Deons and I'll link it here.

Here it is guys:
http://dffd.wimbli.com/file.php?id=7418
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Ivan Issaccs on February 22, 2013, 10:35:07 am
Just looking at the poll, robots, industry and scavenging are what I'd like to see improved. There's a really good Necromunda mod out with some industry/scavenging stuff thats similar to this. I think I'd like to be able to find broken robots too build new ones with.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.3] - new poll to influence development
Post by: Aseaheru on February 22, 2013, 10:38:35 am
Thank you. big help.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Deon on February 22, 2013, 02:04:33 pm
I want to add more, but I work tonight again, so here's a quick upload of what I've already done.

Note that I've added companion order plugin with DFhack, I don't have time to update first post now, but notice it please.
Ctrl-C is the hotkey.


Fallout mod 1.4
-DFHack is added, with its functions.
- Press ctrl-C in adventure mode to order your companions (you can equip them now).

- Chemistry set is renamed to "organic processor".
- Adventurers can use "organic processor" to turn live vermin into MRE. Use uppercase "L" to look for vermin.
- Adventurers can open pre-war crates for a bunch of stuff including weapons and ammo.

- Replicants are gone.
- An alien organism now takes place of vampires.
- People infected with The Thing act normally (and murder people), but when in grave danger the alien may manifest itself. It will then start to infect other people.

- Custom worldgen options are adjusted to keep vanilla night creatures and bogeymen away from your worlds.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Big_James_B on February 22, 2013, 08:04:16 pm
Excellent, I'll have to start experimenting with the crates. Although, just as my character was beginning to succeed at life in the wastes...
What would the reaction be? Just a simple "g" while standing over the crate, or is it an "I" reaction?
Oh Aseaheru, did you manage to unzip the archive file? If so, I just went and updated the alternative version to 1.4.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: BigD145 on February 22, 2013, 11:15:27 pm
- An alien organism now takes place of vampires.
- People infected with The Thing act normally (and murder people), but when in grave danger the alien may manifest itself. It will then start to infect other people.

This sounds much more frightening than vampires.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Deon on February 23, 2013, 09:43:47 am
Excellent, I'll have to start experimenting with the crates. Although, just as my character was beginning to succeed at life in the wastes...
What would the reaction be? Just a simple "g" while standing over the crate, or is it an "I" reaction?
Oh Aseaheru, did you manage to unzip the archive file? If so, I just went and updated the alternative version to 1.4.
It's a reaction, like in fortress mode. Press x, as always. It's at the bottom of the list.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Findulidas on February 23, 2013, 02:05:23 pm
- An alien organism now takes place of vampires.
- People infected with The Thing act normally (and murder people), but when in grave danger the alien may manifest itself. It will then start to infect other people.

How are the aliens created? Ive yet to see a temple with a god that has cursed someone.

How is the infection working? By contact? By bite?

Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Deon on February 23, 2013, 04:18:45 pm
Gods curse people, it's the same way as vampires work.

It needs to stab someone with a proboscis to infect.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Big_James_B on February 24, 2013, 03:50:03 am
I'm going to go ahead and assume that they can only infect in their natural state instead of in human form.
Ah disregard that, I just read that that's exactly what it does. But upon starting it up - what exactly are the "infected"? Are they the new vamps, or just diseased - such as leprosy, etc?
Starting out smack dab in the middle of Australia...excellent, and Deon I disagree - machete's are not entry-level weapons.

This space left empty for an update about the pre-war boxes.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Findulidas on February 24, 2013, 05:57:34 am
Few questions regarding modding I guess...

Why have you modded several diffrent creatures for the raiders, wastelanders and vault civilizations? Isnt it possible to just have humans for each one of them? Wont this mean that raiders, wastelanders and vault citizens are unable to form pairs?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Ebullient on February 24, 2013, 06:22:06 am
Few questions regarding modding I guess...

Why have you modded several diffrent creatures for the raiders, wastelanders and vault civilizations? Isnt it possible to just have humans for each one of them? Wont this mean that raiders, wastelanders and vault citizens are unable to form pairs?

I don't think DF supports different factions for a single species yet. You can differentiate individuals within a species with castes, but that was inclusive within a species. The unfortunate side effects is that, well, you can't do cross-faction pairs just yet. To simulate a single species, you can probably give the same stats to different creatures.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Findulidas on February 24, 2013, 06:48:16 am
I don't think DF supports different factions for a single species yet.

You sure? Thats pretty crappy tbh.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Ebullient on February 24, 2013, 07:20:15 am
I don't think DF supports different factions for a single species yet.

You sure? Thats pretty crappy tbh.

It does seem pretty odd, but on a strict vanilla DF basis, doing interspecies breeding would be a bit of a combinatorial explosion (how does a dwarf-bogeyman-goblin spawn sound to you? Or a mound of batmoledwarves? Awesome, yes, but think of the repercussions.)  Considering Toady's recent hilldwarf thing, depending on how it will be represented on the raws, factions within a species might be possible on the next release. I haven't read the FotF replies recently, so someone with more knowledge elaborating on this would be very helpful.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Big_James_B on February 24, 2013, 07:28:26 am
Batmoledwarves?
 :o
I like the sound of that!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Ebullient on February 24, 2013, 07:40:36 am
Batmoledwarves?
 :o
I like the sound of that!

Sadly, since moles can't dig and there's nothing resembling scare tactics yet, the image of a fully-armored adventurer plunging from a building to the ground, emerging at a hapless bandit camp while stating that he is the night, his parents are dead, and that he is the goddamn Batm-... Batmoledwarf is still far from reality, even if you modded it.

Edit: So as to make a page-advancing post less useless, how's the geology coming, Deon?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Big_James_B on February 24, 2013, 07:46:57 am
Hopefully less cobalt...I've seen so much of that in my worlds its ridiculous.
Just a quick question - combat armour somehow protects characters cheeks. Is this right? Because it doesn't sound right to me.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: KingofstarrySkies on February 24, 2013, 04:51:50 pm
I has a prob, in fort mode.
Well, more like a question. What does scavenging scrap fall under in the labors list? And I made the one from the scrapyard, as NO ONE IS DOING IT.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Ivan Issaccs on February 24, 2013, 05:06:07 pm
Trapping.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Aseaheru on February 24, 2013, 05:19:49 pm
labors are listed on the first page.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Deon on February 24, 2013, 11:04:41 pm
As Aseaheru said, it's a good idea to check the first post, it tells what most of the new workshops do, and it has a lot of other useful information.

Combat armor has a maximum avaliable protection of the upper body, not sure if it really protects cheeks or not, I will check it when I get home from work this morning.

I was thinking about making cobalt only suitable for ranged weapons because it's never used for melee weapons or armor. It would make it still usable for stuff like furniture, crafts and guns, and it would prevent the current cobalt problem where sometimes it's the most common metal for some civs.


I created different human species as different creatures (vault citizens, wastelanders, raiders etc) because it's the only way to name them differently. Otherwise you will have humans, humans, humans and humans. Not fun and totally confusing.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Big_James_B on February 24, 2013, 11:16:25 pm
Combat armor has a maximum avaliable protection of the upper body, not sure if it really protects cheeks or not, I will check it when I get home from work this morning.

I only say this cause a Nightkin went to bite me and was deflected off of my awesome iron combat armour.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Findulidas on February 25, 2013, 03:15:45 am
I don't think DF supports different factions for a single species yet.

You sure? Thats pretty crappy tbh.

It does seem pretty odd, but on a strict vanilla DF basis, doing interspecies breeding would be a bit of a combinatorial explosion (how does a dwarf-bogeyman-goblin spawn sound to you? Or a mound of batmoledwarves? Awesome, yes, but think of the repercussions.)  Considering Toady's recent hilldwarf thing, depending on how it will be represented on the raws, factions within a species might be possible on the next release. I haven't read the FotF replies recently, so someone with more knowledge elaborating on this would be very helpful.

We are talking about many civilizations from the SAME species, not diffrent ones in the same one. This hasnt anything to do with interspecies breeding. Infact I think there already are humans/dwarves/goblins in the same civilization from wars conquering other nations.

Because you cannot make diffrent civs from the same specie this means you have to create a diffrent one per civ. This creates loads of strange behavior. Ex: If I were to create ceasars legion, which are xenophobic, then they wouldnt be able to add other humans to thier civ.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Ebullient on February 25, 2013, 09:51:35 am
We are talking about many civilizations from the SAME species, not diffrent ones in the same one. This hasnt anything to do with interspecies breeding. Infact I think there already are humans/dwarves/goblins in the same civilization from wars conquering other nations.

Because you cannot make diffrent civs from the same specie this means you have to create a diffrent one per civ. This creates loads of strange behavior. Ex: If I were to create ceasars legion, which are xenophobic, then they wouldnt be able to add other humans to thier civ.

Ah, yeah, I went off a weird tangent there and mistook your statement. Apologies.

On the Caesar's Legion thing, they can still absorb other factions (in this mod means other species) by conquest, I think. There's stories about the conquered people rising to pretty important places in their conqueror's civ, and there's also Cacame's story. And I thought Caesar's Legion just dislikes mutants, not outright xenophobia?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Deon on February 25, 2013, 10:48:42 am
They are xenophobic racists who treat women like animals and men like cannon fodder. A normal feudal medieval society model.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Findulidas on February 25, 2013, 01:04:07 pm
On the Caesar's Legion thing, they can still absorb other factions (in this mod means other species) by conquest, I think. There's stories about the conquered people rising to pretty important places in their conqueror's civ, and there's also Cacame's story. And I thought Caesar's Legion just dislikes mutants, not outright xenophobia?

Yes, thats what I meant. They grow by absorbing other people and clans from other civilizations. In this mod they cant since they are xenophobic and the other civilzations arent made of the same species, even though they are humans.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.4] - new poll to influence development
Post by: Big_James_B on February 25, 2013, 04:13:32 pm
So essentially in order for the original Legion "species" to grow they need to war with another Legion "species" otherwise they'd just eliminate them entirely. Wastelanders seem to be more tolerant as if I have seen "multicultural" settlements in Adventurer Mode. Unfortunately, it was also the same settlement that had the Cannibal Psycho attack me on one character, causing me an early death, and where three companions decided I was "scum of the earth" in another. Tolerant, yes, but not of their own "clan" so to speak (they were my own "clan"; can't think of the proper term yet).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
Post by: Deon on February 27, 2013, 06:27:32 am
Fallout mod 1.5
- Added cyberdogs.
- Added robotics bay building. It requires robotics bay blueprints and some advanced tools (wiring, screws and nails, computer parts).
- You can turn dogs into cyberdogs in Robotics Bay (not 100% chance). Pasture them inside first.
- Mr. Sturdy can run maintenance checks on other robots, increasing their recuperation.
- Mr. Sturdy can activate defence matrix on other robots in combat, reinforcing their materials.
- Mr. Farmy can feed grazing animals (4 per 1 robot), making them not require food temporary.
- Body materials now melt and boil at high temperatures. Bodies no longer stay burning for very long periods of time in fire and magma.
- Grass now burns and evaporates faster, it should make forest fires end quickly.
- Cobalt is no longer an all-purpose metal. You can still make guns and metal objects from it, but not weapons and armor.
- New "compressed junk" stone, found in small clusters. It yields the same stuff the scrap piles do.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
Post by: Big_James_B on February 27, 2013, 07:14:20 am
- Added cyberdogs.
- Cobalt is no longer an all-purpose metal. You can still make guns and metal objects from it, but not weapons and armor.

Cyberdogs, eh? Can we get them in adventurer as companions? And will cobalt still be used for pellets, arrows, bolts, and bullets?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
Post by: Deon on February 27, 2013, 07:20:08 am
Yes, cyberdogs. I plan to add an interaction which temporary gives dogs ability to talk -> join.

Yes, ammo is still an option.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
Post by: Findulidas on February 27, 2013, 07:23:42 am
Fallout mod 1.5

God damnit, I literally begun a fort I really liked 10 mins before you posted that. If only I had known.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
Post by: Big_James_B on February 27, 2013, 07:30:06 am
And Deon I'll probably stagger how often I update the alternative download so there's no incentive to go to the alternative instead of the original.

And from my limited knowledge of modding, maybe you can make their dialogue like children - where you can still talk to them but they really don't respond much, except maybe have their ability to join you similar to guardsmen.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
Post by: Deon on February 27, 2013, 09:18:56 am
You cannot edit what people say, but it will be short and maybe even funny, like taking a quest from a dog or something.

Fallout mod 1.5

God damnit, I literally begun a fort I really liked 10 mins before you posted that. If only I had known.
I would like to know when I get free time to mod too :). Right now it's time to put children in school, so I spend some nights working and other nights and morning sitting next to another school's door to be the first to write an application. I don't want my son to go to a bad school.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
Post by: Findulidas on February 27, 2013, 10:11:09 am
You cannot edit what people say, but it will be short and maybe even funny, like taking a quest from a dog or something.

Fallout mod 1.5

God damnit, I literally begun a fort I really liked 10 mins before you posted that. If only I had known.
I would like to know when I get free time to mod too :). Right now it's time to put children in school, so I spend some nights working and other nights and morning sitting next to another school's door to be the first to write an application. I don't want my son to go to a bad school.

Yes, I dont blame you. I just blame my luck. Besides I can continue to play on 1.4 on this fort I guess.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
Post by: Deon on February 27, 2013, 09:32:03 pm
Fallout mod 1.6

- Added spore plants.
- Gojira renamed to Hellion.
- Hellion no longer melts from its own firebreath.
- Hydra renamed to Nemesis.
- Gorgotaur renamed to Monstrous gorgon.
- Carp renamed to radcarp.
- Mirelurks now also appear near oceans and in wetland.
- New megabeast "cloverfield monster". Creatures it bites turn into scythers over time.

- Added "cryogenic module" building, it requires research.
- You can "put in cryo sleep" for 6 months, a year or two years. It requires a charged cell.
- You can "craft cryogel canister" for a charged cell, wiring and an iron bar. It's a food item which will put anyone who eats it in stasis for 6 months.
- Vault citizens in stasis turn into a pod with a crust and a body inside. When they turn back they heal all injuries, even lost limbs.
- The operator of the cryogenic module for a short time will get an ability to freeze the first person he greets, so lock an injured civillian in a room next to the cryogenic module.

- Added anti-materiel rifle. It is large and heavy, but its shots are much stronger than those of a rifle.
- You can craft anti-materiel rifle in gunsmith forge now.
- You can craft powerfist from any weapon-grade metal bar in tinker's workshop now.

- You can turn sulfur into nylon thread in chemical lab.
- You can turn tallow into organic oil in chemical lab.
- Added aroma soap, made from organic oil in soapmaker's workshop.

- Added geo crates to scavenging.
- Opening geo crates nets random ores and sulfur/saltpeter for chemistry industry.

- Speech files were expanded a bit for more variety in adventure mode dialogue.
- The archive is in ZIP format now because some people had trouble with RAR.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
Post by: Ivan Issaccs on February 27, 2013, 10:42:47 pm
Man that update sounds good, and you're updating like a machine these days. Having a way to finally fix the "Oh I got scratched in the hand by a tantrum dwarf I can never work again" injuries sounds fantastic.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.5] - new poll to influence development
Post by: Rumrusher on February 27, 2013, 11:48:58 pm
Kinda hope for replicants as an adventurer class type than vampire type, like your character could start out as an replicant/borg who could rebuild an civ though corpses of whom they kill.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
Post by: Asra on February 28, 2013, 12:06:31 am
Woah, that update sounds amazing. Going to have to give it a shot right now just to try Cryonics.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
Post by: Big_James_B on February 28, 2013, 12:20:53 am
Another update, excellent! I didn't even get to download 1.5...
And I'll take down the alternate download since the originals been changed.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
Post by: Findulidas on February 28, 2013, 02:27:10 am
Sweet new version. New guns and new monsters.

- Hellion no longer melts from its own firebreath.

Heh, I made the same mistake on my own personal modding.

- Speech files were expanded a bit for more variety in adventure mode dialogue.

Oh, what are they saying? Did you take some of the threats from the threat topic? Now I might need to start a new adventurer as well...
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
Post by: Deon on February 28, 2013, 04:56:50 am
Threats are still as they were, they were already expanded. I will add more to them eventually, it won't break save compatibility; I was just really tired and did not get to threats. I just made sure that things like greetings, religious speech, profession and a few others have more than a single option. I am still confused why "I will join you if you lead me to glory and death" is not in the speech files, I would like to change that.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
Post by: Terry Lennox on February 28, 2013, 07:23:20 am
I'm having a slight problem with globs.  I have a pasture of robots in the entrance to my fortress and some of the securitrons shoot plasma energy which for some reason is left as a fat glob on the ground.  My dwarves will then diligently pick up that plasma energy and dump it in my fat stockpile. Upon loading, that plasma will explode and cause fire and much fun.  So much that, I have had to use dfhack to spawn water on upon loading on those tiles to prevent a fire.

I looked in the fats list and couldn't find plasma energy anywhere in the categories. Is there a way to prevent my dumbass dwarves from picking that up?

Great work with the mod!

Whoa! That was fast.  I like this version a lot, for some reason seems like DFHack is less retarded about shuffling the jobs around so that my Legendary miners are not left twiddling their thumbs while the newest rookies that don't even know the drill is a tool, not a marital aid.

Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
Post by: Findulidas on February 28, 2013, 07:59:26 am
Fair enough, dont wear yourself out if its stressful.

My dwarves will then diligently pick up that plasma energy and dump it in my fat stockpile. Upon loading, that plasma will explode and cause fire and much fun.

Ah the glory of dwarf fortress.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6] - new poll to influence development
Post by: Deon on February 28, 2013, 08:09:05 am
How could I forget to fix that... Sometimes modding in deep night (only time when I had free time) makes me forget things :P.

I will upload a fixed version in a moment (it will be save compatible).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
Post by: Deon on February 28, 2013, 08:17:35 am

Fallout mod 1.6b
- Robot plasma bolts are no longer stored in stockpiles, they evaporate on landing.
- Added a few Team Fortress 2-inspired threats.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
Post by: Ivan Issaccs on February 28, 2013, 03:31:09 pm
Are meat cleavers meant to be considered weapons? Right now their only use is being a massively valuable trade good.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
Post by: PTTG?? on March 01, 2013, 01:45:39 am
I've made it much, much harder to farm! Will upload in a moment.

P.S.: You're still using the crappy "earth" map. I'll make a new copy of the North America map for the latest version... it only seems appropriate.

PTTG's Mutation for Deon's 1.7: Seasonal Crops (http://dffd.wimbli.com/file.php?id=7429)

This decreases yields and makes growing plants take much longer. Summer and spring will be devoted to planting and growing crops, and autumn to harvest- for the most part; some plants are odd. Underground plants have worse returns in general, but overground plants require claiming safe surface farming regions.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
Post by: Findulidas on March 01, 2013, 06:26:20 am
Fallout mod 1.6b
- Robot plasma bolts are no longer stored in stockpiles, they evaporate on landing.

I still have plasma bolts.

Spoiler (click to show/hide)

Unless of course vault citizens can bring plasma bolts along with thier arrival or you can get it directly from scavenging in the scrapyard. If so though, why is it on the food stockpile?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
Post by: Deon on March 01, 2013, 08:27:03 am
o_O

That is infuriating. I tested it extensively and saw them poofing into clouds of "plasma". Apparently DF sometimes ignores temperature settings for whatever reason and keeps them...

Do they still explode in stockpile?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
Post by: Findulidas on March 01, 2013, 08:58:33 am
Do they still explode in stockpile?

I just realized something and tested.

They do disappear on reload of the save, no explosions. Like you said df sometimes ignore the settings. Just like the times when dwarves on fire from magma dont suffer from it until you reload the save, then they die horribly and quickly.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
Post by: Deon on March 01, 2013, 10:07:30 am
Good, at least they don't explode anymore. They should also disappear during season changes randomly, I guess I can live with it for now.

Also in the current df version they should melt from magma. In vanilla flesh only burns, but does not melt or boil. I fixed that.

P.S. I will try to remove DO_NOT_CLEAN_GLOB, maybe dwarves will clean these instead of trying to stockpile them.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
Post by: Lycaeon on March 01, 2013, 01:13:52 pm
I suffered the exact same series of events when implementing lasers and plasma bolts for Fallout:Equestria (Including the infuriation :(). Removing DO_NOT_CLEAN_GLOB won't work as your citizens then spam you with interruptions of not being able to clean the glob as it evaporates after being fired. So far the best (That is, least annoying) solution is to turn off fat in the general food stockpiles, so the globs will be ignored if they fail to evaporate. This also stops animal fat from being stockpiled, but that's a minor problem as you can make custom fat stockpiles that only take from the butcher's workshop.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
Post by: Terry Lennox on March 01, 2013, 02:03:43 pm
I have a question regarding skills.  Do rifles, shotguns and antimaterial rifles use the crossbow skill or the misc. object skill?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.6b] - new poll to influence development
Post by: Deon on March 01, 2013, 02:14:59 pm
They use the "gunner" skill which is a renamed bow skill.

I will put up a new version with some amazing functionality additions soon.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 01, 2013, 03:32:30 pm
=======================================================
    Fallout mod 1.7
=======================================================
- Added 30+ new engraving symbols with multiple adjectives.
- Renamed "manager" noble to "foreman".
- Fixed emerald gem name.
- Nightkin and nightstalker hide effect take 10 times longer to "recharge".
=======================================================
- Harder farming (Plants take longer to grow, by PTTG).
- former "good" region special trees are now "evil" region trees.
- some common trees are mapped as good, they become green
- special grass becomes evil grass.
- meadow grass is good region only.
- new "lush grass" for good regions.

- former "good" region plants are now "evil" region plants (mutated):
-- floss clump, dark shard, worm sphere.

- new "good" region pre-war plants:
-- agave bush (desert, tropical savanna)
-- tomato (temperate, wetland)
-- cucumber (temperate)
-- vanilla (tropical)
=======================================================
- Aquifier token is left only on two clays and swamp type soils.
- Two new sand types: brown sand and quartz sand.
- Concrete factory takes into account different sand types
=======================================================
- Included new search, buildingplan, workflow, automaterial, zone, mousequery, resume and dwarf monitor plugins for dfhack.
- New DFHack functionalities:

-- Ctrl-shift-q quicksaves the game.

-- Added better mouse support
--- You can click on units/workshops/items etc with your mouse to bring up appropriate menus.
--- Right-click cancels selection.
--- When clicking on a ground next to a view edge, the camera moves.

-- You can pre-place not yet created furniture, it will wait for the items to be constructed.
--- To pre-place a furniture, press "p" before building it.

-- Added functionality to resume all suspended constructions and show overlay when paused:
--- Press Ctrl-R to resume all suspended constructions.
--- You can see all suspended constructions with a yellow X overlay.
--- You can see all unsuspended constructions which were suspended again with a red X overlay.
--- You can see all planned constructions with a green X overlay.

-- You can search for stuff in multiple menu
--- TAB lets you search for specific stuff in stocks menu.
--- s lets you to filter names/professions in unit menu
--- q/w lets you to filter items in trade menu.

-- Happiness and leisure time plugin
--- You can see current amount of unhappy/happy/content/ecstatic etc dwarves in your bottom left corner.
--- Press Ctrl-F to see Fortress Stats on all activity of your inhabitants.
=======================================================
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 01, 2013, 03:34:00 pm
Current notable DF Hack functions:

== Quicksave ==
-- [Ctrl-Shift-Q] quicksaves the game.

== Companion order plugin ==
-- [Ctrl-C] in adventure mode opens companion order menu, you can order them to drop equipped items, equip items from the ground, move, wait, follow, leave etc.

== Better mouse support ==
-- You can click on units/workshops/items etc with your mouse to bring up appropriate menus.
-- Right-click cancels selection.
-- When clicking on a ground next to a view edge, the camera moves.

== Construction planner plugin ==
-- To pre-place a construction, press [P] before building it. It will wait for the required items if you miss them.

== Resume suspended plugin==
-- Press [Ctrl-R] to resume all suspended constructions.
-- You can see all suspended constructions with a yellow X overlay while paused (SPACEBAR).
-- You can see all unsuspended constructions which were suspended again with a red X overlay while paused (SPACEBAR).
-- You can see all planned constructions with a green X overlay while paused (SPACEBAR).

== Advanced search plugin ==
-- [ TAB ] lets you search for specific stuff in stocks menu.
-- [ S ] lets you to filter names/professions in unit menu
-- [ Q ]/[ W ] lets you to filter items in trade menu.
-- Press [ Alt-Shift-N/R/T/Q ] on unit screen to sort by name/migration wave/profession/squad.

== Happiness and leisure time plugin ==
-- You can see current amount of [tantruning/unhappy/content/happy/ecstatic] dwarves in the bottom left corner.
-- Press [Ctrl-F] to see Fortress Info about activity of your inhabitants.

== Siege engine targeting plugin ==
-- Pressing [Alt-A] While "q" over a siege engine activates advanced targeting menu and allows to load custom objects into catapults.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: PTTG?? on March 01, 2013, 09:54:07 pm
Wow!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Mrhappyface on March 01, 2013, 10:21:03 pm
Hey Deon, got a question. Some of my militia got a bit beat up after a supermutant ambush. Is there any easy way to specifically feed specific guys cyro capsules?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Asra on March 02, 2013, 02:51:34 am
Hey Deon, do things like having a sixth toe or being albino have any mechanical effects?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 02, 2013, 04:09:35 am
Hey Deon, do things like having a sixth toe or being albino have any mechanical effects?
Some of them are just for flavor, some have really good advantages. And of course bullies are better at hard work and combat, and bright minds are better with more complex activities and social skills. There's also a caste which is prone to diseases, and one disease immune caste (strange blood type). And a rare caste of a "super" variant of a human, who may excel at everything.

It's more or less like DF Genesis dwarven castes, toned down.

Hey Deon, got a question. Some of my militia got a bit beat up after a supermutant ambush. Is there any easy way to specifically feed specific guys cyro capsules?

Build a cryo module near his bed, make sure there's nobody else in the room, tell someone to "put in cryo sleep" and lock the door so they don't leave.
It works like that: the operator uses the module, then looks around and if he sees another vault citizen, he turns him into a cryo pod. It may take a while, that's why I make inidividual patient rooms with lockable doors.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Findulidas on March 02, 2013, 04:03:38 pm
I noticed that the gutsys plasma arc is gone on all of my gutsy robots. It basically says:
Its plasma arc is burned
Its plasma arc's is gone

The only thing they have done is fireing on the crocodiles in the river, none of the crocodiles have yet to approach them (despite getting hit curiously).

Does this have to do with the plasma bolts having been changed?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Terry Lennox on March 02, 2013, 04:06:45 pm
Seconding this problem. My Mr. Gutsy hasn't fired a single shot as I just started a new fortress, yet I get the same message. No combat reports were seen.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Findulidas on March 02, 2013, 04:43:43 pm
Seconding this problem. My Mr. Gutsy hasn't fired a single shot as I just started a new fortress, yet I get the same message. No combat reports were seen.

Luckily they seem to do fine in combat though. One of the crocodiles decided to try its luck and wandered up. It was quickly blasted to bits.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: PTTG?? on March 02, 2013, 06:14:35 pm
Here's a quick summary of the best time to plant your crops with the new mode (assuming Deon didn't change anything).

Spoiler (click to show/hide)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Findulidas on March 02, 2013, 07:17:40 pm
Apparently lettuces are inedible, because I have three barrels of them and they refuse to eat them and cook them.

Luckily I got dogs to sustain me at the moment. Im glad my vegetarian girlfriend doesnt see whats going on in this game. ;)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 02, 2013, 11:27:15 pm
Ah, I see, when I "fixed" plasma bolts, I apparently made all plasma to boil away instantly, it's not a problem since the attack still attacks with the same material, but I will fix it, thank you.

Apparently lettuces are inedible, because I have three barrels of them and they refuse to eat them and cook them.

Luckily I got dogs to sustain me at the moment. Im glad my vegetarian girlfriend doesnt see whats going on in this game. ;)
That is weird, they are plants with leaves and should act the same way quarry bushes work in DF. I will check it.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Findulidas on March 03, 2013, 06:11:46 am
How can I identify someone infected with "the thing"? Is it like in df where they are pale, "looks like they are x years old" a.s.o.

Im asking because identifying a vampire can be pretty though in df even knowing the traits they usually possess. Here I have no idea what to look for.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 03, 2013, 06:36:56 am
Heh - I found in Adventurer Mode that all "outsider" type entities always, always had a flashing background for their graphics.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Bodyless on March 03, 2013, 08:10:14 am
Apparently lettuces are inedible, because I have three barrels of them and they refuse to eat them and cook them.

Luckily I got dogs to sustain me at the moment. Im glad my vegetarian girlfriend doesnt see whats going on in this game. ;)

I think you can process lettuces into 5 leaves each in the farmer workshop. Which means they give a lot of food, but you need bags to store it.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Findulidas on March 03, 2013, 08:27:43 am
I think you can process lettuces into 5 leaves each in the farmer workshop.

It was the bags. DAMN YOU BAAAAAAAGS!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 03, 2013, 09:07:08 am
I'm gonna try Fortress Mode sometime soon - anyone got any tips, suggestions, etc., for me?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Findulidas on March 03, 2013, 09:19:36 am
I'm gonna try Fortress Mode sometime soon - anyone got any tips, suggestions, etc., for me?

Read the game tips at page 1.

Iguanas are cats.
Have many farmers and many seeds, start growing stuff asap.
Start in a heavily forested area (for scraps, they grow as trees).

Despite what it says, dust clouds have been very weak for me.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 03, 2013, 09:23:12 am
I was looking more for recommendations in embark and such, but I'll go and read the tips for the...fourth time now. :P
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Findulidas on March 03, 2013, 09:59:55 am
I was looking more for recommendations in embark and such, but I'll go and read the tips for the...fourth time now. :P

Well I said forested. I thought that was all you needed.

Its not much diffrent than normal df after that. A river, clay, sand, warm, good zones, flux obviously metals and not savage or evil. I guess a volcano would be optimal as well, but I doubt you could find all of that and a volcano without working with the advanced world settings.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Terry Lennox on March 03, 2013, 10:02:19 am
I'm gonna try Fortress Mode sometime soon - anyone got any tips, suggestions, etc., for me?

Read the game tips at page 1.

Iguanas are cats.
Have many farmers and many seeds, start growing stuff asap.
Start in a heavily forested area (for scraps, they grow as trees).

Despite what it says, dust clouds have been very weak for me.

THIS! If you take tame silkworms or cavemoths for a silk industry, please for the love of god, relocate pet iguanas and salamanders to your egg layers pasture.  Iguanas will eat your tame silkworms. Particularly when they are pets of the dwarf that goes to gather the silk.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 03, 2013, 11:41:36 am
Ahh, those nasty things eating my silkmoths, yeah :).

Also it's not necesary to start in wooded area, it's just easier. You can always set up a "subterranean tree farm", scrap piles will start appear here and there too.

I personally think of it as of an easy to explain effect: stuff which was not noticed becomes obvious, like many legs or an occasional cave in revealing that there was a stash or something under a rock or a layer of soil.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Rumrusher on March 03, 2013, 12:16:25 pm
How can I identify someone infected with "the thing"? Is it like in df where they are pale, "looks like they are x years old" a.s.o.

Im asking because identifying a vampire can be pretty though in df even knowing the traits they usually possess. Here I have no idea what to look for.
also they tend to keep items of their kills so if they end up wearing LOADS OF HUMAN GEAR then take note that person might be a thing or a legendary person.
it's like a sea of bland boring forgettable people.
(http://www.truimagz.com/host/fortcrush2/folder16/Umbra-Waylip.png)
oh so I take it this wastelander was infected with Manliness and live with it.
ps: has a infected Tooth amulet which I guess is either A) Umbra killed an infected and not infected, or B) killed someone but used one of it's infecting attacks(or all attacks causes infection) and just murdered one of it's own.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 03, 2013, 12:30:53 pm
It's a typo, thank you. I fixed that.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 03, 2013, 04:13:32 pm
Oh - last adventurer I made was a Ghoul and apparently he/she never had to eat. I know their motabolism is pretty much screwed, but not THAT much.
Also, you know when you have a quest dialogue that goes along the lines of "he did X to Y!", well mine was:
"He took the tame Red Dog!"
"Anus McUnhappyFarmerGhoulGuy calms down." (and that's A-noose; my FO PnP ghoul character btw)
When I went to kill the dreaded beast - which was a human/shadow of the night, which are UP - nope, no red dog.
Also, is it on purpose that ALL Ghouls in Ghoul towns are Farmers and/or Herbalists?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Mrhappyface on March 05, 2013, 02:14:40 am
So what are the treeminders like?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 05, 2013, 03:03:39 am
Oh - last adventurer I made was a Ghoul and apparently he/she never had to eat. I know their motabolism is pretty much screwed, but not THAT much.
Also, you know when you have a quest dialogue that goes along the lines of "he did X to Y!", well mine was:
"He took the tame Red Dog!"
"Anus McUnhappyFarmerGhoulGuy calms down." (and that's A-noose; my FO PnP ghoul character btw)
When I went to kill the dreaded beast - which was a human/shadow of the night, which are UP - nope, no red dog.
Also, is it on purpose that ALL Ghouls in Ghoul towns are Farmers and/or Herbalists?
I will check, more profession types is easy to add, I don't remember why are there so few (maybe because I branched the entity off the DF elven entity :P).

So what are the treeminders like?
Oh, yeah, I should get on adding them soon. They will be like elves, with a tree quota, and wooden armor (but real guns).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: JediaKyrol on March 05, 2013, 09:37:15 am
Oh, yeah, I should get on adding them soon. They will be like elves, with a tree quota, and wooden armor (but real guns).

please oh please say their elders will grow rapid-fruiting trees from their bodies.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: toradrow777 on March 06, 2013, 09:46:11 am
I know it's probably been asked several times before, but I don't want to have to go through the whole topic to find the answer.  I'm new to the mod, so I have to ask, what would be a good place for a beginner to embark in the "Real World" map, and what skills and items should I embark with?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Aseaheru on March 06, 2013, 03:26:05 pm
I found a person  who's kind succumbs to the smallest illness who never gets sick... but this was in the version that i can still get at (dabm you .rar file readers!)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Bodyless on March 06, 2013, 03:36:54 pm
My bronze and iron boots and gauntlets are degrading incedibly fast!
I didnt know armor would degrade at all. But this was its almost impossible to keep my military armored.
I ddint try any other materials yet, but the boots and gauntlets i made were gone or at XX after a few months of use with no combat.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Mrhappyface on March 06, 2013, 05:23:59 pm
I can't imagine how scary the megabeasts will be thanks to Toady's simultaneous attack option!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Aseaheru on March 06, 2013, 05:27:14 pm
Now i want to play as one...
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 06, 2013, 06:30:47 pm
I know it's probably been asked several times before, but I don't want to have to go through the whole topic to find the answer.  I'm new to the mod, so I have to ask, what would be a good place for a beginner to embark in the "Real World" map, and what skills and items should I embark with?
The "Real World" is just a shape for continents, stuff changes around. Make sure there're all groups present. It's only fun if you want to adventure around here and there. Fortress mode right now is just one site, so it's more important to get all enemies/allies present than anything.

Also read "Game tips" in the first post, there's quite an info.

My bronze and iron boots and gauntlets are degrading incedibly fast!
I didnt know armor would degrade at all. But this was its almost impossible to keep my military armored.
I ddint try any other materials yet, but the boots and gauntlets i made were gone or at XX after a few months of use with no combat.
Are you fighting caustic geckos and there're pools of acid here and there? Or some acidic animals like xenomorphs? Only strong acid can cause it.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: toradrow777 on March 06, 2013, 09:50:48 pm
Also read "Game tips" in the first post, there's quite an info.

Read it.  Aside from embarking with a robot, it has no tips on a good embark profile.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Aseaheru on March 06, 2013, 10:14:09 pm
I go 2 miners, 1 doc, 2 woodcutters, a trapper and a mason. the trapper is the mechanic.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 06, 2013, 10:45:13 pm
You need a Recorder so you can determine how much food and drink you have. I don't know about a doctor; you'll get somebody eventually and if you don't do many crafts you have no fear of raids.
I'd stick with the 2 Miners, go 1 Woodcutter (IF the area has wood), 1 Mason, 1 Farmer, and the Overseer (has most of the administration skills; he'll be the trader) and a seventh member of your choosing.

Remember you can always repurpose Vault Dwellers that arrive to suit your industry and needs; and in the words of the wiki "Do not split your efforts yet."
Also, try taking enough food and drink to last until a caravan comes, and bring along a large bag filled with alcohol-making plants. Actually along those lines what is the best plant to use for booze making? I am quite partial to vodka so initially took along some yams and potatoes.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Aseaheru on March 06, 2013, 11:22:47 pm
I tell the doctor to be the general noble when we get there.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Ivan Issaccs on March 07, 2013, 05:34:49 am
Also read "Game tips" in the first post, there's quite an info.

Read it.  Aside from embarking with a robot, it has no tips on a good embark profile.

Generally speaking, anything that is good on a vanilla DF is good here.
Its actually easier in some regards as breaking scrap piles yeilds you most of the metals you will ever need and the sawmill allows you to mass produce coal from standard wood so even if you got shitty metal spawns you'll be good for industry.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Markus on March 07, 2013, 09:15:30 am
Quick question about this fine mod.

Do the Vault Dwellers need booze as much as Dwarves do? I can understand the depression of seeing the world around you go up in smoke, but these are normal humans, after all. . . Then again, most of the water is irradiated anyway.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 07, 2013, 09:21:37 am
Most of it is booze, but there is a "tea", and nuka-cola....
But Yes, you still need booze. My newest fortress took about 120 food and booze; lasted me until the caravan came when it came to the last drop of booze.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 07, 2013, 03:30:02 pm
Yep, the "booze" is actually an assortment of various alhocolic drinks, sodas, tea etc. I left ALCOHOL_DEPENDANT on purpose, because your vault citizens are used to fine beverages and purified drinks, and they don't like to drink "dirty" natural water "like those barbaric wastelanders".
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Aseaheru on March 07, 2013, 03:41:24 pm
perhaps there can be a option to "clean" the water so that they can drink it without qualms... perhaps a workshop that takes it from below and "processes" it into clean water.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: PTTG?? on March 07, 2013, 03:44:00 pm
Interesting. Maybe a robot that can be "milked" to produce "bottled water".
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Aseaheru on March 07, 2013, 03:47:40 pm
I was thinking of a workshop, but that might work.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: JediaKyrol on March 07, 2013, 04:06:00 pm
"Mr. Farmy"s make Sailent Paste which can then be processed into Sailent Green...which can be drank or used to make random food plants...Though I think Deon said he was scrapping that...so might suggest the purified water replacement?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Bodyless on March 07, 2013, 04:38:51 pm
My bronze and iron boots and gauntlets are degrading incedibly fast!
I didnt know armor would degrade at all. But this was its almost impossible to keep my military armored.
I ddint try any other materials yet, but the boots and gauntlets i made were gone or at XX after a few months of use with no combat.
Are you fighting caustic geckos and there're pools of acid here and there? Or some acidic animals like xenomorphs? Only strong acid can cause it.
[/quote]

No animals. i think they stayed inside most of the time. there may have been some supermutant thief, but no acid i can remember.
I am actually having the same problem in masterwork atm. Does orc blood count as acid? Otherwise i am really puzzled what i going on here.
Maybe it is some drink that is causing this?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Aseaheru on March 07, 2013, 05:04:24 pm
perhaps the mods are conflicting.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 07, 2013, 08:32:07 pm
Do you use multiple mods, Aseaheru? It won't work.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Aseaheru on March 07, 2013, 08:52:36 pm
No i am not. not here anyways.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 07, 2013, 09:35:54 pm
Yep, the "booze" is actually an assortment of various alhocolic drinks, sodas, tea etc. I left ALCOHOL_DEPENDANT on purpose, because your vault citizens are used to fine beverages and purified drinks, and they don't like to drink "dirty" natural water "like those barbaric wastelanders".

Doesn't stop them from trying to give thirsty friends water when there's no booze...
What about having Brotherhood of Steel caravans (if you have them) carry the Fallout 3 bottled water? Or have Wastelander caravans carry the same bottled water. It'd be one that you can't make yourself and can only buy from passing caravans.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Bodyless on March 08, 2013, 01:39:37 am
I am not using multiple mods at once, i just started a new fort in masterwork (orc fortress, in a region with a lot of orc blood rain).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Mrhappyface on March 08, 2013, 09:07:58 am
Doesn't the Underhive Settlement mod have a rather good water purification system?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 08, 2013, 09:19:45 am
Deon shouldn't enable vault dwellers to purify water - as they are upper class and prefer upper class drinks. Having drinkable water for them from caravans seems more likely, and lore-wise.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Maklak on March 08, 2013, 10:29:51 am
Would a workshop that needs a water talisman to be built, takes a barrel / pot and fills it with "pure water" work?

The Fallout: Equestria mod has a reaction to fill a bucket, but I don't see anything to fill a barrel with water. 

[REACTION:FILL_BUCKET]
   [NAME:fill water bucket]
   [BUILDING:FOUNTAIN:CUSTOM_F]
   [REAGENT:A:1:BUCKET:NONE:NONE:NONE]
      [EMPTY]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:4:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: JediaKyrol on March 08, 2013, 10:40:35 am
Deon shouldn't enable vault dwellers to purify water - as they are upper class and prefer upper class drinks. Having drinkable water for them from caravans seems more likely, and lore-wise.

Lore-wise...every vault has a water purification system and plain water IS the drink of the "upper class".  Only reason you needed to hire the water merchants in Fallout 1 was because Vault 13's water chip broke down (which was caused by the Chosen One walking through a time rift and pushing buttons they shouldn't have), and the BoS water caravan wasn't needed by the 101 residents...hell, even the Garys had purified water.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 08, 2013, 10:44:51 am
Yeah I know - but having the drink just any old water would make the idea of having the FO3 water included good at all.
Plus the Water Chips last like 100 years or so, and since you are a band of Vault Dwellers travelling to "build" an entirely new vault, you wouldn't have access to the chip in the first place.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: JediaKyrol on March 08, 2013, 01:33:33 pm
how about we compromise and ask Deon to put in water bottles that have a 10% chance of being anti-FEV treated that kills almost anything that drinks it! (i kid...i kid...unless...)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 08, 2013, 06:44:04 pm
By bottles, do you mean flasks?

Also there's a succession fort started, hop in.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 09, 2013, 12:47:58 am
Don't know if you've gone through FO3 Deon - but I'm referring to these two items:

http://fallout.wikia.com/wiki/Aqua_cura

http://fallout.wikia.com/wiki/Aqua_pura

That'd be the sort of water the traders should sell (Pura from BOS/Wastelanders and Cura from Ghouls), which could be coded as another "type" of booze like the tea and cola. Also noticed I made a few spelling and grammar errors in my last post. For shame.  :-[
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Mrhappyface on March 09, 2013, 06:40:51 pm
Hey Deon, is there any way to apply poisons?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Putnam on March 09, 2013, 11:49:29 pm
Hey Deon, is there any way to apply poisons?

Are there no SPATTER_ADD reactions in Fallout mod?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 10, 2013, 12:28:35 am
Nope, although I planned to make syringe/dart gun and some nasty anti-mutant poisons and general tranquilizers.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Mrhappyface on March 10, 2013, 08:00:20 pm
Nope, although I planned to make syringe/dart gun and some nasty anti-mutant poisons and general tranquilizers.
Just curious, how will that work? Will you use the poisons with a bolts to make a specific kind of bolt that causes that syndrome?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Aseaheru on March 10, 2013, 08:03:47 pm
I think its planned for the game as a whole... someday anyways...
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Putnam on March 10, 2013, 08:07:14 pm
Nope, although I planned to make syringe/dart gun and some nasty anti-mutant poisons and general tranquilizers.
Just curious, how will that work? Will you use the poisons with a bolts to make a specific kind of bolt that causes that syndrome?

Using add spatter reactions from DFHack to add the poison on top and have it work.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 10, 2013, 11:10:49 pm
Good news, Cataclysm Dark Days ahead starts to get tile support again. This and disappointment with Simcity 2013 are pushing me more towards modding, so hear, hear, give me your suggestions and tell me what you want to see, I should work on my mods more to raise my mood :).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Meph on March 11, 2013, 07:33:11 am
I want to see power-using workshops. :)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: b_knight286 on March 11, 2013, 10:41:27 am
I would like to see turrets, or robots that you can make yourself.  Turrets would be something that can't move on their own, but can still shoot.  When hauling animals to pasture, does the animal WALK or do the dwarfs/vault dwellers DRAG them?  Someone test if people can haul things like sponges to pastures, that's a sure way to see if turrets would work.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 11, 2013, 11:49:00 am
Yep, it's possible, I can just copy a securitron and stick IMMOBILE on it, and voila, a turret! :)

People actually DRAG creatures, a cow won't walk to its pasture if you just tell it to go there :).

I want to see power-using workshops. :)
Was an appropriate dfhack module released? I will go look.

Currently I am waiting with anticipation for the complete version of Putnam's "syndrome on armor" module, then we will be able to have power armor which increases strength, energy shields which reduce overall damage taken etc.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Meph on March 11, 2013, 11:52:32 am
Yep, Putnams plugin will be quite nice. Enchanted armors, cursed items, equipable flamethrowers, magic weapons that only work on specific castes... fun. :)

Quote
Was an appropriate dfhack module released? I will go look.
Nope. ^^
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 11, 2013, 12:19:50 pm
Deon...You've put me on the spot here, I'll have to have some time to think about what I want specifically in the mod...
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Putnam on March 11, 2013, 01:53:16 pm
Yep, Putnams plugin will be quite nice. Enchanted armors, cursed items, equipable flamethrowers, magic weapons that only work on specific castes... fun. :)

It's not a plugin, it's a script :P

But yeah, flamethrowers? Yes.

Specific castes??? I don't know about that. Now that you mention it, though, I should definitely get that working.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: KingofstarrySkies on March 11, 2013, 03:44:28 pm
personally, I'd like to see slavers.
And a slave mechanic, as I am a dirty slaver. Also, I recently bought fallout 3 and have been playing it, and DAAAAAMN its good. Perhaps we could have a fat man?
Oh dear lord, the !!FUN!! I could have with that....
eheheheheheheheeeeeh
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: PTTG?? on March 12, 2013, 12:24:03 am
This aught to have the North America (http://dffd.wimbli.com/file.php?id=7151) world map. If you're lucky, the north pole lines up with the cold side of the map and it looks really good. Plus, unlike the existing earth map, the single major continent ensures you'll always be in contact with all the other parties. (Unless you move to the peaceful paradise of Haiti. (Except for the time I had every single cannibal empire there...)) Anyway, it seems more fallout appropriate to me, too.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Meph on March 12, 2013, 02:13:42 am
Different castes are already supported by your ... plug-in script. Simply use syn_affected_creature:dwarf:caste-id-here, instead of male/female.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Mrhappyface on March 12, 2013, 07:18:46 pm
Damn this is crazy. What build are you guys doing?
I prefer sawmill-furniture-arc furnace-gunsmith-everything else
Also Deon, that concrete factory is flippin awesome!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Putnam on March 12, 2013, 08:23:53 pm
Different castes are already supported by your ... plug-in script. Simply use syn_affected_creature:dwarf:caste-id-here, instead of male/female.

I added those after you mentioned it in this topic :P
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: PTTG?? on March 13, 2013, 12:42:52 am
Damn this is crazy. What build are you guys doing?
I prefer sawmill-furniture-arc furnace-gunsmith-everything else
Also Deon, that concrete factory is flippin awesome!

I feel like going for the foundation first (generator, arc furance) then spreading out to the gunsmith and other things.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Markus on March 13, 2013, 11:19:53 am
Hm. . . so we won't be domesticating various mutants for a while?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Asra on March 13, 2013, 11:49:04 am
I don't really get Sawmill right away since I still end up making stone furniture most of the time. So for me it's usually, right now...

Arc-furnace > Biofuels > Chemistry > Gunsmithing > Everything else.

That and lots and lots of junk scavenging tend to get me enough guns for the start, so I usually just try to frame it based on the surroundings. I really dig the Concrete mixer, but I had to go through two areas to find some sand. (Nothing but Clay, even in the badlands, with my luck)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Mrhappyface on March 14, 2013, 08:37:21 pm
You still there, Deon? I don't want to go back to playing DOTA 2 because frankly, I'm terrified of your countrymen.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 14, 2013, 11:48:49 pm
Of course I am here, I am experimenting with new DFHack functions of release 3 (and let's playing some SS13), and of course Fallout mod community fort. Soon I will release an update and Middle-Earth mod.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Lycaeon on March 16, 2013, 08:16:25 pm
Hey Deon!

Drug...auto-injectors. :D

Use Putnam's material syndromes for an auto-injector armor piece adding a self-targeting interaction that triggers when the wearer is wounded (Add a SYN_CONTACT syndrome to the creature's blood).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: CptCrunchy on March 17, 2013, 02:25:24 am
I noticed an odd glitch earlier today.  I was making a powerfist, and the dwarf/vault dweller used a scrap wheelbarrow instead of copper wiring.  Obviously it's not the end of the world, I'd like to picture some guy running around with a wheelbarrow stuck to his powerfist
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Putnam on March 17, 2013, 02:27:00 am
Sounds like a typo in the tool reagent.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 17, 2013, 04:03:52 am
A scrap wheelbarrow you say? Sounds like he made a powerbarrow.
Now your enemies will cower in fear!

And auto-injectors...hmmmmm...what about making pre-war military bunkers and having a chance of containing that auto-injector system and a gruff voice that yells stuff like "get those commie sobs!"
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 17, 2013, 05:56:01 am
I noticed an odd glitch earlier today.  I was making a powerfist, and the dwarf/vault dweller used a scrap wheelbarrow instead of copper wiring.  Obviously it's not the end of the world, I'd like to picture some guy running around with a wheelbarrow stuck to his powerfist
Did you get a scrap powerfist in the end? Are you sure it was not a wheelbarrow with a bar in it?

Because I currently have
[REAGENT:A:150:BAR:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:WEAPON_METAL]
which should take a weapon-grade metal bar.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: JediaKyrol on March 18, 2013, 10:29:04 am
Robot maintenance doesn't seem to work too well on cyberdogs.  A Claptrap can go from broken arm to scratched a few minutes after hanging around my Mr. Sturdy...but a cyberdog with a "torn open" wound is just staying like that.  I also noticed that since it's just a basic recuperation boost, it can't restore missing limbs.  Any chance of having maintenance copying cryogenics and instead placing the robots in a "repair frame" for a period of time then popping back out with new limbs?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 18, 2013, 11:19:09 am
I thought about that, now when we have autosyndrome plugin we could make a Robot Repair Bay for that matter.

I want to keep Sturdy as it is. He's not supposed to turn any robot into a fully new one, it's both too cheap and hard to control.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: JediaKyrol on March 18, 2013, 01:21:05 pm
ah yeah...would end up with either invincible immortal army...or all of your bots always locked down in repair mode.  so...cruddy idea on my part.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: CptCrunchy on March 18, 2013, 03:00:01 pm

Did you get a scrap powerfist in the end? Are you sure it was not a wheelbarrow with a bar in it?

Because I currently have
[REAGENT:A:150:BAR:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:WEAPON_METAL]
which should take a weapon-grade metal bar.

The scrap wheelbarrow was definitely used as a reagent, there was no metal bar in the workshop.  It ended up being an iron powerfist.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 18, 2013, 03:08:24 pm
It only means that there was an iron bar inside of that wheelbarrow, there cannot be any other explanation (unless you can replicate this), because the resulting power fist is created of the same material which was initially used, so if it was a wheelbarrow, it would be a scrap power fist (it could not pull "iron" out of its ass, so there was an iron reagent).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: CptCrunchy on March 18, 2013, 04:46:12 pm
I just tried again with a Super Sledge, it used a siltstone pot (empty) instead of the wiring that time.  Also for the powerfist, the wheelbarrow replaced wiring, it did use an iron bar.  I think the issue is with the copper wiring.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Man of Paper on March 18, 2013, 04:54:44 pm
Playing the Fallout mod for the first time. Spawned with the Real World parameters (or whatever they were called) and this was the first person I spoke to.

Spoiler (click to show/hide)

How should I pronounce that?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Aseaheru on March 18, 2013, 05:00:40 pm
with a question on tanner? and Hello?. and then with a questioning thing. mothercarry is asking if it is good to see you.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Deon on March 19, 2013, 01:40:49 am
Oh, it's just a typo in the "beast" word.

I just tried again with a Super Sledge, it used a siltstone pot (empty) instead of the wiring that time.  Also for the powerfist, the wheelbarrow replaced wiring, it did use an iron bar.  I think the issue is with the copper wiring.
Thanks, I've found the source of a problem, I used ITEL_TOOL_WIRING instead of ITEM_TOOL_WIRING as a reagent >.<.

1.7b is released, it fixes tinkering reactions and ?beast.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: QuiteFranklyMyMaN on March 19, 2013, 03:43:24 am
This is very well done, like what you've done with it.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Deon on March 19, 2013, 05:47:48 am
There've been a small error with herbivore graphics, it's been fixed and uploaded (1.7c, graphical version only). If you don't want to re-download the whole thing, just open your /raw/graphics/graphics_wasteland_herbivore.txt and change [PAGE_DIM:6:7] to [PAGE_DIM:5:6].
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: QuiteFranklyMyMaN on March 20, 2013, 07:27:26 pm
Something strange is happening, whenever I let an animal die of starvation in my fortress, my butchers wont use the corpse of that animal, what gives???
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Putnam on March 20, 2013, 07:38:46 pm
This is normal DF behavior, AFAIK. I think they need to go to a refuse stockpile first.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: QuiteFranklyMyMaN on March 20, 2013, 07:57:54 pm
This is normal DF behavior, AFAIK. I think they need to go to a refuse stockpile first.

I thought that too, but even when I put them there the butcher refuses to use the corpse STILL. I've even tried moving and removing them around... I guess I'll keep trying...
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Deon on March 20, 2013, 11:19:54 pm
Guys, come take turns in our succession game (or get citizen'd): http://www.bay12forums.com/smf/index.php?topic=123357.0

We are currently surviving The Thing infestation :P.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7] - new poll to influence development
Post by: Big_James_B on March 22, 2013, 05:54:30 am
Playing the Fallout mod for the first time. Spawned with the Real World parameters (or whatever they were called) and this was the first person I spoke to.

Spoiler (click to show/hide)

How should I pronounce that?

I had a Ghoul Legendary Gunman/Gunfighter called "Magician Tempest". That was his first name - and he stayed with Boxcar Joe until the very end (see the Post-War Series "The Adventures of Boxcar Joe and his Ghoul Manservent Magician Tempest" now becoming a radio drama coming to a radio near you!)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: burchalka on March 23, 2013, 08:12:32 am
Just to share,after reading the succession fort story - I decided to park away my terrifying glacier remarkable on Genesis, and take a plunge at Fallout mod. So far so good,unlocked sawmill plans,and got 2 rifles out of military crates. Next is to get gunsmiths and breach the aquifer.

EDIT: 2 months after the caravan left we were working on breaching the aquifer - a single supermutant ambush squad wiped out my noob military (3 ranged and 6 melee) and proceeded pounding the rest of vault citizens.
That was fast and easy death. Wasteland is a harsh world to live in.

Somewhat amusing - when the supermutants were rushing to lay a killing blow to my underseer (last man standing) announcement "A kidnapper has made off with the Child Signum Sudolancea!"
Your strength has been broken.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Deon on March 23, 2013, 09:09:46 am
It will probably take a few days, but with new Warmist plugin Advfort and his changes I will make a very special adventure mode crafting system. You will be able to make a lot of buildings which do not exist in fort mode, some of them will be 1x1 so you will be able to customize your workplaces in any fashion.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Big_James_B on March 23, 2013, 10:25:09 am
With everyone discussing successful forts, I have to say I haven't really done very much in the way of sci-fi...
Yeah, I know its a little sad but hey, I'm planning on doing more stuff...
So I'm going to ask but is Vodka made from potatoes? I've been having a few brewers refuse to make vodka when I have quite a lot of pototoes lying around the Vault.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Deon on March 23, 2013, 10:26:40 am
There's different vodka: from potatoes, yam and something else.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Big_James_B on March 23, 2013, 10:28:59 am
Just so I know a few other recipes, do you mind telling me a few others? I haven't grown yams so dont have yam vodka.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Deon on March 23, 2013, 10:43:13 am
I should probably work on a manual similar to Genesis one, right? :D
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Big_James_B on March 23, 2013, 10:48:06 am
<_<
>_>
Genesis has a manual? This I did not know.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Deon on March 23, 2013, 11:23:47 am
<_<
>_>
Genesis has a manual? This I did not know.
It's in the first post in huge letters and I've spent quite a lot of time making it :).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Big_James_B on March 23, 2013, 11:32:30 am
Ah, I see it now. Never really played much of Genesis, and as I've probably said before I enjoy Adventurer Mode a lot more than Fortress mode - except for this one time I made a Dark Elven Gulag...oh that was fun.  :)
*ahem*
Now, back on topic...
;)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Deon on March 23, 2013, 11:35:08 am
If you enjoy adventure mode more than anything, Genesis is the most adventure mode based mod out there. I plan to make Fallout adv. mode centered too.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Big_James_B on March 23, 2013, 11:47:11 am
Heh, I've probably caught you in transit Deon. I'm pulling an all nighter myself.
Fallout is pretty Adventure Mode ready as it is, although it does very much capture the "rogue-like" style of gaming rather than the other mods I've played. I might go and give Genesis a try.

So, I'm playing Fortress Mode and every few migrant groups a Trader walks onto the map. A lone trader, and he just stands one square away from the edge of the map. Thing is, I think he has goods or something as I've seen some goods flagged as "don't touch" without me dumping them.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Deon on March 23, 2013, 01:30:32 pm
It's a vanilla bug, there's a DFHack to fix that, I might dig it up. Basically it's a migrant who thinks he's a merchant.

Fallout is not so much adventure centered yet. Yeah, Roguelike element is here, but you cannot mine/dig or build workshops yet. Wait until the next release of my mod.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Kamin on March 24, 2013, 03:30:08 am
This looks sick. Deon, you never cease to amaze me. I can't wait until I'll have the time to play this bad boy.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: burchalka on March 25, 2013, 02:32:58 pm
I have a question about long growing season for the plants: what is the right setup of season/growth?
Take wheat for example - it can be grown at Spring/Summer/Autumn.
So, if I want to grow it, I should set it to grow wheat on spring+summer+autumn and fallow on winter?
Or I must set it to grow on spring, and fallow rest of the year so now new sowing will occur in summer/autumn?

Thanks.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: Deon on March 25, 2013, 02:47:30 pm
There's no "sowing" until it grows, so you can fully dedicate farm plots. However if the plot is outside and it's cold/snowing in the winter, the plants will die during winter, so you should either make a greenhouse or plant them in the spring.

A new awesome version is coming up, let me upload it.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.7b] - new poll to influence development
Post by: PTTG?? on March 25, 2013, 03:24:40 pm
I have a question about long growing season for the plants: what is the right setup of season/growth?
Take wheat for example - it can be grown at Spring/Summer/Autumn.
So, if I want to grow it, I should set it to grow wheat on spring+summer+autumn and fallow on winter?
Or I must set it to grow on spring, and fallow rest of the year so now new sowing will occur in summer/autumn?

Thanks.

If a crop has a planting season of spring, it should ONLY be enabled during spring. In general, you should plant crops only on the season they become available, not after that.

Here's a breakdown:
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 25, 2013, 03:34:33 pm
Fallout mod 1.8
- Adventurers can now mine/chop/scavenge/build. Press Ctrl-X to bring up a menu.
- Adventure mode "action crafting" has been reworked to fit the new system.
- Press Numpad0 to skip a turn/wait.
- Adventurers can build just a few of fort mode workshops, but they have their own.
- Adventurers now can chop down scrap piles and scavenge them for necessary items.
- Scrap piles contain various useful items required for building and production of new custom workshops.
- Scrap piles may contain geo, medical, military and pre-war crates.
-- Geo crates have useful items, portable chemistry stations and scrap metal.
-- Medical crates have drugs.
-- Pre-war crates have items for tinkering and assembly line.
-- Military crates may contain flamethrowers, power armor, tactical helmets and grenades.

- Power armor now boosts strength and toughness.
- New helm: tactical helmet. Boosts skills when worn. Can be crafted in fortress mode in tinker's workbench or found in adventure mode.
- Four types of grenades: sticky, incendiary, napalm and smoke.
- When you wear power armor/flamethrower, travel 1 map square and walk a bit to get flamethrowing and armor boosts.

- New workshops for adventure mode only:
-- Assembly line: requires any building material, 1 toolbox, 2 mechanisms, 4 pipe sections and 5 wiring.
-- Carpentry workbench: requires any building material.
-- Concrete mixer: requires any building material.
-- Tinkering machine-tool requires any building material and a toolbox.

* Assembly line *
-- Make boots: requires 1 scrap metal.
-- Make combat armor: requires 3 scrap metal, 1 tanned leather.
-- Make power armor: requires combat armor, 2 screws&nails, 3 wiring, 1 computer parts.
-- Make leggings: requires 2 scrap metal.
-- Make military helmet: requires 1 scrap metal.
-- Make tactical helmet: requires 1 mil. helmet, 1 wiring, 1 computer parts.
-- Make drill: requires 1 scrap metal, 1 screws&nails, 1 wiring.
-- Make hacksaw: requires 1 scrap metal.
-- Make chainsaw: requires 1 hacksaw, 1 screws&nails, 1 wiring.
* Carpentry workbench *
-- Make wooden planks (5): requires 1 wooden log.
-- Make plank block: requires 1 plank.
-- Make plank barrel: requires 1 plank, 1 screws&nails.
-- Make plank bin: requires 1 plank.
-- Make plank bed: requires 2 planks, 1 screws&nails.
-- Make plank box: requires 2 planks, 1 screws&nails.
-- Make plank cabinet: requires 2 planks, 1 screws&nails.
-- Make plank casket: requires 2 planks, 1 screws&nails.
-- Make plank chair: requires 2 planks, 1 screws&nails.
-- Make plank hatch cover: requires 2 planks, 1 screws&nails.
-- Make plank table: requires 2 planks, 1 screws&nails.
* Concrete mixer *
-- Make concrete blocks (10): requires 1 boulder.
-- Make concrete pipes (2): requires 1 boulder.
* Tinkering machine-tool *
-- ammo handloading (50): requires 1 scrap metal, 1 gunpowder sealed container.
-- make cage: requires 1 scrap metal.
-- make computer parts: requires 1 scrap metal, 1 scrap glass.
-- make mechanisms: requires 1 scrap metal.
-- make pipes: requires 1 scrap metal.
-- make screws and nails: requires 1 scrap metal.
-- make wiring: requires 1 scrap metal.

- Robotics bay can build robot frames from 2 iron bars, 1 wiring, 1 screws&nails, 1 computer parts, 1 charged energy cells.
- You now only require a complete robot frame to make a robot at once.
- A lot of new robots can be made (not just cyberdogs anymore), they require an appropriate animal pastured inside of bay and it will work 100% of time:
-- Claptrap, requires iguana brain.
-- Eyebot, requires iguana brain.
-- Cyberdog, requires dog brain.
-- Protectron, requires brahmin or bighorner brain.
-- Robobrain, requires skag or yao guai brain.
-- Securitron, requires skag or yao guai brain.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 25, 2013, 03:37:43 pm
Note that bonuses from power armor, tactical helmet and flamethrowers work a bit weird. When you equip them it takes some turns for them to kick in.

To shoot the flamethrower, Travel after you equip it, or wait a bit. After a few steps (generally when you notice speed boost due to power armor str. bonus) you will get an interaction to shoot your flamethrower, it's in your x-> acquired power.

(http://img.ie/m7e6z.png)


Be careful with napalm grenades, their explosion radius is quite big.

(http://img.ie/9d5ry.png)
(The radius is encircled with yellow circle).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 25, 2013, 03:46:10 pm
A new general tip to everyone who plays adventure mode: if you think you've genned an interesting world, dedicate some of your time with one adventurer and build a base in easily accessible location.

Note that only lairs save all info about constructions and items, so find a creature lair next to a big city you know how to get to, and get crafting.

Build carpentry workbench, tinkering machine-tool and finally assembly line and you won't have to worry about tools and armor for your future adventurers: they will be able to come to your base with scrap and craft their own things.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: PTTG?? on March 25, 2013, 04:04:09 pm
How different are the init files? Can I just copy those over? (Saves, too- but my guess is that those won't cooperate with the new version very well...)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Aseaheru on March 25, 2013, 04:05:34 pm
Woo! I can play this without bugging people to unzip it for me!
Thank you!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 25, 2013, 04:09:46 pm
How different are the init files? Can I just copy those over? (Saves, too- but my guess is that those won't cooperate with the new version very well...)

interface.txt has a changed 'adventure mode - wait' button to Numpad0.
Saves are totally different. It should not bother you though, since it's mostly adventure mode update so you can keep playing the old version fort. The only good thing for fortress mode (well besides power armor and tactical helmets) is ability to make various robots.

Sorry for not including your North America map. I don't know what's wrong with me, I try to remember so many things I want to do for the next version that I tend to forget important ones :P

I will use your map in this succession game: http://www.bay12forums.com/smf/index.php?topic=123357.0
And I will add it for future versions.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: burchalka on March 25, 2013, 06:47:07 pm
Oh, a new version - just when I managed to survive my 3rd year. Now I must get those robots and Power Armor (the munchkin calling is irresistable)...
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: PTTG?? on March 25, 2013, 07:54:18 pm
If I were you I'd take a look at it. You might want to tweak the temperature and rainfall values a bit to make it more "wastelandy".
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 25, 2013, 11:29:56 pm
If I were you I'd take a look at it. You might want to tweak the temperature and rainfall values a bit to make it more "wastelandy".
Nah.

(http://img.ie/nz42d.png)

All those brown areas are deserts, there's a lot. And grassland/savanna are warm too, with dry vegetation. It's perfect, man.
There're also some swamps along the coast, which is amazing. You can find any creature you want from my mod.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: PTTG?? on March 25, 2013, 11:57:36 pm
Note that if there are any discrepencies in the topography, then it is due to nuclear war.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: CptCrunchy on March 25, 2013, 11:59:42 pm
Just got home from a 14 hour shift at work, and there's an update for this mod. Deon, you just made my day so much better
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 12:05:29 am
There will be another update soon, but only for adventure mode. It should make power armor and stuff work almost immediately as you wear it (it's already fine in fortress mode).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Big_James_B on March 26, 2013, 12:56:51 am
Im going to assume that the latest one updated has the extra stuff for adventurer mode? If not I'll just wait a while for it.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 01:10:12 am
Read the change log, James :).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Big_James_B on March 26, 2013, 01:13:13 am
I have but don't know if last Deon message corresponds with change log...
 :P

Is the "new" world meant to have so many rejects? 138 so far.
Heh - Wastelander of "Empire Shimmer".
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 02:02:41 am
It's actually "Empire of Shimmer", the adv. screen removes "of". My latest wastelander is from Empire of Metal.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Big_James_B on March 26, 2013, 02:15:49 am
Yeah I both thought and knew it would be like that, possibly with "The" in front. Gave me a good laugh.

Hmmmm, so far I've killed three things and seen two of them turn into things. my last thing kill was a boot to the head.
So when my char's name came up it was "portal" so I changed it to "Chell", who is know known as "Chell the Gleaming Woman" (Chell Womangleam).

-_-

Remind me not to make fun of the things anymore.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Big_James_B on March 26, 2013, 02:52:02 am
I'm thinking of starting a vault down in Australia - how does Mirthful and Joyous Wilds affect my Fortress?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 03:12:43 am
Are you sure there're enough races which have access there?

Good areas have more plant variety, better grass and some unique pre-war animals which are extinct everywhere else.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Big_James_B on March 26, 2013, 03:20:18 am
Well, apparently we're now all cannibals...
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 03:26:22 am
What do you mean? Oh... Just cannibals in Australia? :(
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: recluser on March 26, 2013, 05:02:58 am
Just cannibals in Australia? :(

"Aussies. Aussies never change"

On a side note its always nice to see Deon update one of his mods - it usually takes awhile but its always worth the wait.  ;)

Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 05:37:57 am
One? I work on ALL of them :D.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: recluser on March 26, 2013, 08:08:35 am
One? I work on ALL of them :D.

Granted, but you can't expect me to play all of them all of the time!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Big_James_B on March 26, 2013, 08:15:52 am
One? I work on ALL of them :D.

Granted, but you can't expect me to play all of them all of the time!


There's no harm in trying.  :D
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Vherid on March 26, 2013, 10:58:47 am
So how did you get grenades to work, is it like a spell or something?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 12:25:28 pm
It's Putnam's projectileExpansion script.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: mavj96 on March 26, 2013, 04:09:01 pm
May I ask what skill is alchemy?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 04:10:09 pm
It's called alchemy and it's not leveling up. It's just used for some special jobs, you can toggle it in other jobs, it's near cleaning and architecture.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: mavj96 on March 26, 2013, 04:49:35 pm
Thanks Deon, I've never used alchemy.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: shadowhunter10101 on March 26, 2013, 04:52:47 pm
Really sorry for this... But how, exactly, does one use the adventure mode crafting system? I hit CTRL X and it brings up a small menu in which I can press v or b in order to select my option... Now... How do I execute said option? Sorry again, especially if there are actual instructions which I missed.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Big_James_B on March 26, 2013, 04:56:31 pm
It was hold alt and a direction if I remember reading correctly.
There was a post earlier where Deon explained it - try looking back a page or two. Maybe on the first page too, but I checked and couldn't find something at a glance.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 05:03:06 pm
Really sorry for this... But how, exactly, does one use the adventure mode crafting system? I hit CTRL X and it brings up a small menu in which I can press v or b in order to select my option... Now... How do I execute said option? Sorry again, especially if there are actual instructions which I missed.
There's a manual in the first post of Genesis Reborn thread, it explains most of the adventure-fort stuff. I need to make one for Fallout mod too, and I will when I have time :).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: shadowhunter10101 on March 26, 2013, 05:07:04 pm
Thank you both, sorry 'bout that but it was driving me bonkers.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Big_James_B on March 26, 2013, 05:09:13 pm
Silly me it was the Genesis manual!
...I am tired.

Oh - I recently got an Albino Vault Migrant in my Gulag Vault. Just thought you should know.  ;D
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: shadowhunter10101 on March 26, 2013, 05:12:13 pm
No longer able to knap axes. Is that just me or a feature?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 05:14:47 pm
It's not genesis! You need to get a man with a hacksaw, then tell him to drop it. Or just start as a sawyer.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: burchalka on March 26, 2013, 05:28:19 pm
For some reason I get really fast slowdown on the 1.8 version of the mod.
Once I load the game it starts about 100 FPS, but after a hour or so it goes down to 50 and less.
It didn't happen in 1.7 - so could be something new?
The only different thing (for me) so far - is that one of migrants came with pet Securitron, which shoots plasma at passing by wild claptraps.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 06:45:15 pm
Try removing the line "itemsyndrome" from dfhack.init file before starting the game and load your fort, and please tell me if it fixes FPS issue. It may be the new itemsyndrome version.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: burchalka on March 26, 2013, 06:48:50 pm
I will try tomorrow - it's almost 2 AM here now.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Putnam on March 26, 2013, 06:58:56 pm
Try removing the line "itemsyndrome" from dfhack.init file before starting the game and load your fort, and please tell me if it fixes FPS issue. It may be the new itemsyndrome version.

Gee, I sure hope not. If it is, then that's an issue x2 combo.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 07:01:32 pm
It fires every 200 ticks, so it could be it.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Putnam on March 26, 2013, 08:01:55 pm
It should firing every 150 ticks; if I misunderstood the SC_WORLD_LOADED code, it could be firing every... 1 tick.

IIRC, this mod just kinda runs slower, though, so...
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: mavj96 on March 26, 2013, 08:15:11 pm
I'm having series problems trying to figure out what goes in which stockpile.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 08:26:53 pm
It's usually either tools or instruments, if it's parts.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: mavj96 on March 26, 2013, 08:31:25 pm
What about rods and 'unknown' containers?

Thanks for the reply btw!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 26, 2013, 08:37:26 pm
Instruments.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: mavj96 on March 26, 2013, 08:43:16 pm
I'd love to help with a wiki when I become more accustomed to the mod if you'd be interested.

I could type up a few sections.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: mavj96 on March 26, 2013, 09:52:16 pm
snip
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: burchalka on March 27, 2013, 07:11:09 pm
tried disabling itemsyndrome - still slows down after a while.
It's not that cumbersome to save/load once in a while - let's see whether someone else reproduces the issue (could be due to different embark biome?).
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: JediaKyrol on March 27, 2013, 09:02:16 pm
well...just met my first caustic gecko...  ... ... one of my soldiers now has no eyes...and the doctor that treated her?  his hands rotted off.  Guess I'd better build that cryo-bay.  FUN!

Edit: oh...and it looks like it got caught in a cage trap...should I tame it?...What's the worst that could happen?...other than it spitting on everyone and melting their faces off...
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: JediaKyrol on March 27, 2013, 10:31:38 pm
found a bug:  disassembling robot parts sometimes creates a "depleted holodisk".  Pretty sure it's the line
  [PRODUCT:80:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:DEPLETED]
that should be
  [PRODUCT:80:1:TOOL:ITEM_TOOL_CELL_DEPLETED:INORGANIC:LEAD]
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 27, 2013, 11:36:40 pm
Yep, I switched it from instrument to tool but forgot to tweak the reaction. Thanks a lot.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 27, 2013, 11:38:32 pm
well...just met my first caustic gecko...  ... ... one of my soldiers now has no eyes...and the doctor that treated her?  his hands rotted off.  Guess I'd better build that cryo-bay.  FUN!

Edit: oh...and it looks like it got caught in a cage trap...should I tame it?...What's the worst that could happen?...other than it spitting on everyone and melting their faces off...
Don't release them in a public. They have a bad habit of making people arouind them rot.

You could put it in a pit and throw random caged cannibals in.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: JediaKyrol on March 28, 2013, 12:10:12 am
can't sleep...decided to make more "FUN"

Introducing Robo-scorpions!:
Spoiler (click to show/hide)
and what good would they be without a way to manufacture them?
Spoiler (click to show/hide)

It's not Deon level...but it adds more to be horrible with!  And, yes...they are war-trainable...for science...

oh...this is a typical combat log from testing:

Robo-scorpion 1 stings Raptor 1 in the right paw, chipping the bone!
Robo-scorpion arc discharge is injected into the Raptor 1's raptor blood!
The Raptor 1 is completely paralyzed!
Robo-scorpion 1 snatches Raptor 1 in the head with its left pincer, tearing the muscle, fracturing the skull and bruising the brain!

...1,2,K.O.!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Big_James_B on March 28, 2013, 02:01:50 am
Caustic Geckoes...
So tell me, if peoples eyes and various appendages are rotting off - why do we eat their meat and/or internal organs?
Gonna make me look twice before doing that agan.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 28, 2013, 07:01:26 am
Their acid is in special sacks. The meat is actually tasty.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: tahujdt on March 28, 2013, 12:00:39 pm
Deon, can you credit me for the cryopod idea in the OP, please?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 28, 2013, 12:09:57 pm
Nah I'll pass, but thanks for offer.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: PTTG?? on March 28, 2013, 01:19:31 pm
OK, so how about an underground robot that wanders caverns (since it's a "mining robot") and which skitters away from humans, but is full of some valuable ore- (maybe it drops geo crates on death... or maybe it drops a pile of "mining robot debris" which can be broken down into robot parts and ore blobs). The genisis of the idea was the gold-ore-men mod for basic DF, which adds creatures with molten gold blood, perfect for making dwarves very wealthy and very dead.

Naturally, anything which can mine easily through deep hard rock is going to be tough enough to take some serious killing before you can feast on its delicious, delicious metal innards.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 28, 2013, 01:52:05 pm
Nice idea.

Deon, can you credit me for the cryopod idea in the OP, please?
I hope you don't get my previous answer seriously, you are in credits :D.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: burchalka on March 28, 2013, 02:21:23 pm
I can see this text in dfhack console while playing:
Fixing cloth stockpile handling (bug 5739)...
Patched 522647 bad references in 15705 materials.
Protecting 1 jobs.

Can it cause the FPS drain for me?

Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Putnam on March 28, 2013, 02:21:34 pm
no
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: burchalka on March 28, 2013, 06:39:59 pm
This is epic: Being invaded by 110 force of supermutants army. Including squad of gunners (lead by supermutant sniper), several war deathclaws, evolved centaurs with toxic saliva.
Currently I'm turtling in, hopefully they'll get away at some point.

EDIT: A season passed - they're still there. Observation: 1 drop of evolved centaur saliva (which is propelled from distance) is enough to incapacitate any citizen, they're winded, drowsy and in pain.
I will have to find a way to bring magma to them (didn't even breach cavern layer1, though).

Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 28, 2013, 11:03:34 pm
Try catapults.

Which reminds me... CATAPULTS SHOOTING NAPALM. I mean, now you can shoot anything with catapult. I will create custom blocks which explode in napalm when thrown for the next version.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: burchalka on March 29, 2013, 05:19:44 am
Targetable Catapults should work across z levels, right? Nice idea with napalm bombing though.
another question: can I have armor that will protect my men from inhaling centaur saliva fumes?  Something like HazMat suite? I'm asking since I've seen my military guys losing lungs/spleens/liver after being exposed.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Big_James_B on March 29, 2013, 08:32:25 am
In response to that - the HazMat should also be implemented into Power Armour since not only is it one enclosed suit but it does incorporate a breathing and filtration system.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Ganondworf on March 29, 2013, 12:26:31 pm
Hi there!

I wanted to thank you Deon and the other contributors for this awesome mod. It actually made me finally buy Fallout 3.  :) Keep up the good work!

I have a question about the happiness plugin though: Is it possible to use this plugin with an otherwise unmodded Dwarf Fortress? If the answer is yes, then what is that it I have to do?
I find that plugin highly useful, but I'm not sure what files to copy, or if just copying files is sufficient to make it work. Any help is appreciated :)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 29, 2013, 12:31:14 pm
Just get DFHack and activate it in dfhack.init.

About to release a new version if I manage to patch it up before I go to work (1 hour :(). If not, then I will release it tomorrow.

I've finally managed to make turrets (rocket turrets, plasma turrets, flamethrowers), added explosive/napalm blocks for catapults, added PTTG's USA mapscript and a bunch of other useful stuff.

I plan to make hazmat and power armor to make wearer to immune to creature syndromes like floater gas/centaur saliva by adding NOBREATHE to wearers and make those gases/poisons inhale-able only.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Ganondworf on March 29, 2013, 01:04:57 pm
Surprisingly easy. Thank you!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: CptCrunchy on March 29, 2013, 02:28:09 pm
Wouldn't adding NOBREATHE make the wearer immune to drowning too? Power Armor is OP enough as is :P
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: burchalka on March 29, 2013, 02:37:20 pm
Would "real" power armor allow underwater operations to its wearer? Like having a spacesuit?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 29, 2013, 03:41:27 pm
It is okay. PA scooba suit for adventurers, why not?

PA is OP you say? Did you actually try to melee a single supermutant while in PA? He will bend you like a tin can.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: jonveck on March 29, 2013, 04:54:49 pm
> added explosive/napalm blocks for catapults

Oh snap!  Have other people done this?  I dunno if I've been aware of it if they have, but this sounds absolutely awesome!  I've been playing with Meph's Kobold Camp for a bit, but I am definitely going to have to swing over to post-apocalyptia once you post the latest update.  (I swear, sometimes reading those changelogs is better than Christmas morning.)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Putnam on March 29, 2013, 04:56:33 pm
Oh snap!  Have other people done this?  I dunno if I've been aware of it if they have, but this sounds absolutely awesome!  I've been playing with Meph's Kobold Camp for a bit, but I am definitely going to have to swing over to post-apocalyptia once you post the latest update.  (I swear, sometimes reading those changelogs is better than Christmas morning.)

I kind of only recently made the script to allow that :V

BTW, Deon, it doesn't only work with material emissions; I think it'll also work with... anything thrown or shot.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 29, 2013, 05:18:38 pm
I know, I am adding fire arrows to genesis and delete securitron plasma shots with it un the next version. It is amasing.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Mrhappyface on March 29, 2013, 08:12:31 pm
Neat, you can add a CE_UNCONSCIOUSNESS tag to grenades. Can't wait for tear gas traps.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 29, 2013, 11:18:29 pm
Ugh, it's a bit more complex. I need to make a new material and then find out its ID number. Nice idea though, gonna work on it too.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Putnam on March 29, 2013, 11:31:21 pm
Ugh, it's a bit more complex. I need to make a new material and then find out its ID number. Nice idea though, gonna work on it too.

Nope. If you noticed, I included the method for the ID of the inorganic:

Code: [Select]
[REACTION_CLASS:DFHACK_SPECIFIC_MAT]
[REACTION_CLASS:COPPER]
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 29, 2013, 11:32:35 pm
I missed that, it's awesome.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Big_James_B on March 30, 2013, 03:12:41 am
I know, I am adding fire arrows to genesis and delete securitron plasma shots with it un the next version. It is amasing.

I'd actually like to see the raw for the fire arrows, see how they tick.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.8] - Grenades! Robot building! Adventure forts!
Post by: Deon on March 30, 2013, 04:30:08 am
Code: [Select]
[INORGANIC:FIRE_SPELL]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:fire]
[REACTION_CLASS:DFHACK_EXPLODES_FIRE]
[UNDIGGABLE]
[MATERIAL_VALUE:50]

Code: [Select]
[PRODUCT:100:5:AMMO:ITEM_AMMO_ARROWS:INORGANIC:FIRE_SPELL]
Then I just use Putnam's projectileExpansion script and check DFHACK_EXPLODES_FIRE variable in the matExplodesFire().

And then
Code: [Select]
if matExplodesFire(material) then
dfhack.maps.spawnFlow(projectile.cur_pos,7,0,0,50000)
projectile.flags.has_hit_ground=true
projectile.flags.to_be_deleted=true
end
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on March 30, 2013, 10:43:30 am
Fallout mod 1.9

- New synth-reed cloth, polyester, is fire immune.
- Synth-reed can be directly pressed into oil.
- Drug making reactions are more cost-efficient.
- All crafting components are moved from "instrument" to "tool" type (holodisks, blueprints, parts etc).


- Added explosive and napalm block making into chemistry lab (for catapults).
-- Explosive blocks (10) require a saltpeter, a sulfur and an ash bar.
-- Napalm blocks (10) require a barrel/pot/jug of oil and saltpeter.

- Radioactive rain causes fever. All cloud/dust storm types affect people only if inhaled.
- Reduced severity of toxin poisoning in chem lab accidents.
- Power armor protects from inhaled syndromes, dust storms, suffocation and radioactive rain.
- Power armor's in-built stimpacks protect from passing out from pain.
- You can make hazmat suits from synth-reed in chemical lab. They protect from inhaled syndromes, dust storms, suffocation and radioactive rain.
- Use hazmat suits to work in chemical lab and virology. Give them to scavengers to work under radioactive rain.
- You can find hazmat suits in military, geo and medical crates.

- Toes and fingers no longer stick out. No more finger chopping, but:
-- No more finger wrestling.
-- No more elite warriors passing out from broken toe.
-- No more silly deaths from nail infections.
-- Etc.



I need more time to finish turrets and stuff, I'm going to work soon. So expect something new tomorrow.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: burchalka on March 30, 2013, 01:02:26 pm
Must get the new version. Screw the old fortress.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: CptCrunchy on March 30, 2013, 02:38:31 pm
So are Anti-Materiel rifles better in all ways than normal rifles?
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on March 30, 2013, 03:11:20 pm
They are more than twice as heavy, but they shoot much better (more velocity/force).
Title: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Big_James_B on March 30, 2013, 03:40:44 pm
In my latest Vault (this is my Gulag Vault) I was "cleaning" up a small area of unwanted mountain - it was just a one-square high hill. After starting the job both of my miners get flung this-way-and-that when several cave-ins occurred; one five minutes after the first. One of the miners had a slight injury so I decided to put her into a makeshift hospital. I regret doing that now.
The first miner had a broken foot, while the second had a broken skull (which must have occurred sometime after seeing his comrade being injured since he was not injured before I made the hospital). They both were thrown onto the a bed and left there. While I waited for them to recover slightly, I built a few scrap buckets and my chief medical citizen went and cleaned the wounds every few days. Unfortunately I haven't had major injuries like this in my previous forts - I've had a cu-up foot in a drow fortress but it healed without the need for thread, something I needed now.
So there I was sitting there, wondering how I was going to do this. The seasons came and went, and I faced several problems in the building of my Gulag - the first was those goddamn buzzards stealing my potatoes! The second was soil. The third didn't occur until the caravans came - and then I remembered I hadn't built a Trading Depot! As I scrambled to build one, the caravan drivers decided to skip my Vault!

So if it wasn't bad enough that my two main miners are injured enough to live in beds (they are quite ecstatic about it), all the migrants I've had are wood workers of some kind (which in a way is good as I'm clear cutting the surrounding scrap forest), I've noticed that the miner with the injured foot seems to have caught an infection.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Aseaheru on March 30, 2013, 03:52:01 pm
GET THE SOAP.
Title: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Big_James_B on March 30, 2013, 03:54:28 pm
She's lasted until the first caravan, she'll last until the next. Or possibly forever.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on March 30, 2013, 05:06:33 pm
There are many ways to get soap in this mod, use any.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: CptCrunchy on March 30, 2013, 06:26:50 pm
Do saves from 1.8 not work with 1.9? I can't see an option to make hazmat suits or explosive/napalm blocks
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: burchalka on March 30, 2013, 07:05:21 pm
Made a new fort in 1.9 and I noticed that fps dropped significantly once a caravan brought 2 robots to the embark: claptrap and cyberdog.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Freshmaniscoolman on March 30, 2013, 11:28:50 pm
Another great mod by Deon. :)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on March 30, 2013, 11:35:37 pm
Made a new fort in 1.9 and I noticed that fps dropped significantly once a caravan brought 2 robots to the embark: claptrap and cyberdog.
Do you tend to have any mr. Sturdy? Maybe they are spamming repair robot interaction (check "r" combat logs), I plan to tweak that.

Do saves from 1.8 not work with 1.9? I can't see an option to make hazmat suits or explosive/napalm blocks
Yeah, new items and reactions require either a new world or memory hacking.


I am back from work, time to sleep and then finish turrets!
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on March 31, 2013, 02:12:27 am
Still haven't slept... I guess I should.

I've decided to make a new "Strike the earth" screen for the next version:

(http://img.ie/cyi9z.png)


(http://img.ie/uqznu.png)
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on March 31, 2013, 02:33:40 am
Holy crap.

That screen has a scroll bar???
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Ivan Issaccs on March 31, 2013, 05:10:25 am
Another great mod by Deon. :)

A wild Manadeel appears.
Title: Re: [0.34.11] ☢ FALLOUT ☢ [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on March 31, 2013, 08:01:27 am
Holy crap.

That screen has a scroll bar???
Yep, I was surprised myself. You could put a chapter from a book there.
Title: Re: Discontinued
Post by: Aseaheru on March 31, 2013, 03:32:21 pm
Is there a reason why this is named what this is now named?
Title: Re: Discontinued
Post by: IamanElfCollaborator on March 31, 2013, 03:37:51 pm
Hm. Deon, you COULD pass it on to others. I could host it on my account.
Title: Re: Discontinued
Post by: Aseaheru on March 31, 2013, 03:41:12 pm
Discontinued.

My wife found out I am modding instead of caring for family, so I have to wrap it up and delete my modding achievements so far. I promised her.
just saw this. Good luck and may you soon be able to work on this.
Title: Re: Discontinued
Post by: Putnam on March 31, 2013, 03:47:03 pm
Huh. This is... unexpected.
Title: Re: Discontinued
Post by: Spirit of Power on March 31, 2013, 04:05:56 pm
First reaction: Wait wat

Second reaction: Wait, did Deon get hacked or something?

Third reaction: Crap crap crap crap please be an early April Fool's joke please be an early April Fool's joke

Fourth reaction: Well, his mods are still up on DFFD... better download them now, just in case...
Title: Re: Discontinued
Post by: Fniff on March 31, 2013, 04:08:44 pm
Well... this is a surprise.
Title: Re: Discontinued
Post by: Gervassen on March 31, 2013, 04:13:29 pm
Wives are serious business, guys.

Deon, it was nice knowing ya. God have mercy on your soul.
Title: Re: Discontinued
Post by: Putnam on March 31, 2013, 04:20:42 pm
First reaction: Wait wat

Second reaction: Wait, did Deon get hacked or something?

Third reaction: Crap crap crap crap please be an early April Fool's joke please be an early April Fool's joke

Fourth reaction: Well, his mods are still up on DFFD... better download them now, just in case...

Not early... in Russia :P
Title: Re: Discontinued
Post by: Spirit of Power on March 31, 2013, 04:22:38 pm
First reaction: Wait wat

Second reaction: Wait, did Deon get hacked or something?

Third reaction: Crap crap crap crap please be an early April Fool's joke please be an early April Fool's joke

Fourth reaction: Well, his mods are still up on DFFD... better download them now, just in case...

Not early... in Russia :P

*checks*

...Huh. Did not know Deon was from Russia.
Title: Re: Discontinued
Post by: Aseaheru on March 31, 2013, 04:45:43 pm
anyone else have teleporting furniture stockpiles?
Title: Re: Discontinued
Post by: Big_James_B on March 31, 2013, 05:08:03 pm
First reaction: Wait wat

Second reaction: Wait, did Deon get hacked or something?

Third reaction: Crap crap crap crap please be an early April Fool's joke please be an early April Fool's joke

Fourth reaction: Well, his mods are still up on DFFD... better download them now, just in case...

Sort of the same as my reaction.

First Reaction: Dang.
Second Reaction (after seeing trollface picture): -_-
Third Reaction (after reading new posts): Let's see how this pans out...
Title: Re: Discontinued
Post by: Iceblaster on March 31, 2013, 05:14:28 pm
Lets hope this is a troll as it is april fools day in Russia(If I have my international date line correct)
Title: Re: Discontinued
Post by: burchalka on March 31, 2013, 05:53:21 pm
This got lots of folks confused. Can't wait to see it played out :)
Title: Re: Discontinued
Post by: Mrhappyface on March 31, 2013, 06:56:34 pm
Oh Deon, you master ruseman
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 01, 2013, 12:16:26 am
Here's the latest patch to fix some minor issues: download (http://www.youtube.com/watch?v=xhLxnlNcxv8)
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Ganondworf on April 01, 2013, 07:58:52 am
Got me twice  :o
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Aseaheru on April 01, 2013, 08:59:27 am
bad. very bad.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 01, 2013, 09:36:12 am
I'm BADMAN!
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Pokon on April 01, 2013, 12:11:52 pm
Oh, dang it Deon. There's a time when a AF joke is funny, and then there is that. :P
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Mrhappyface on April 01, 2013, 03:08:25 pm
I'm BADMAN!
Spoiler (click to show/hide)
Such a rude boy, Deon. Dat sure clot move.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 01, 2013, 03:14:56 pm
I'm BADMAN!
Spoiler (click to show/hide)
Such a rude boy, Deon. Dat sure clot move.
Nope.
Badman (Like Batman only worse) (http://www.youtube.com/watch?v=YpzKMr4fJwg&playnext=1&list=PLAEB286C039A1A25E&feature=results_main)
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Big_James_B on April 02, 2013, 01:40:42 am
Just a question without reading anything yet - what does the scrapyard do?

Ok - so I can have scrap turned into useful goodies in the scrapyard. Is that scrap logs and scrap dug from Earth?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 02, 2013, 01:54:10 am
It's scrap logs (from scrap piles) and it's the primary source of ALL mod goodies.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Big_James_B on April 02, 2013, 02:01:09 am
Ah so just the trees.
Hmmmm...that may be a problem. I use scrap for all my building needs; unless I can make a refined scrap so something, then I'll change over.

Also - are the Ants meant to be giant ants? Regular ants don't scare me, but a regular ant that can kill a baby giant iguana? Methinks 'twas a typo...
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 02, 2013, 02:04:08 am
Never use scrap for building, it's far too valuable :).

And ants are quite big (dog sized).
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Big_James_B on April 02, 2013, 02:06:57 am
That's probably why they think their small dining hall is legendary.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 02, 2013, 02:08:19 am
Yeah, I mean any scrap pile can have a crate in it, which can have stuff like anti-materiel rifles, tactical helmets, power armors, holodiscs with blueprints etc.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Big_James_B on April 02, 2013, 02:18:21 am
So once I do the scrapyard, where does the scrap metal go? Does it count as a block/bar or something else?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 02, 2013, 02:31:07 am
It's ore, just smelt it.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Big_James_B on April 02, 2013, 03:06:38 am
With the amount of gear I might get from these scrap logs, it might be the way to quickly get something for trade (I sort of have forgotten to keep crafting little trinkets for the caravans...).
I can imagine making houses out of scrap logs could be a bit like making brick walls, except every so often there's a crate or a sledgehammer or a holodisk poking out.

Also, I made an Inventor's Bench but as soon as the citizen walked up to it the game crashed. I tried it again upon reloading but nothing happened. It may have been something inside of DF itself but I thought I might mention it, just in case.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 02, 2013, 04:29:27 am
You don't ever need crafting trinkets if you scavenge a lot. All crafting components and trap parts are expensive.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Ivan Issaccs on April 02, 2013, 07:00:31 am
Indeed, scavenging tends to produce a lot of exceptional and master-work meat cleavers which can sell for 3000. Also charged energy cells are massively valuable. Its quite feasible to buy out every single caravan with the useless and excess materials gained from scavenging scrap.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 02, 2013, 07:54:41 am
And I wanted it this way. Get what you want while you live. Then supermutants come :D.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: burchalka on April 02, 2013, 04:50:54 pm
And sure they come - got me a 100+ force supermutant siege,complete with trained war deathclaws and riding evolved masters centaurs (with extremely toxic spit attack). Walled in until they've left.
To Deon, I think we should ask Plump Helmet Punk on youtube to get a fresh LP with current mod version - I enjoyed immensely his go at early Wasteland mod.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 02, 2013, 05:08:54 pm
I would love to see it, too bad he got bored with DF... Maybe, just maybe...

Did you try your napalm blocks on siegers? It's extremely satisfying :D.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: CptCrunchy on April 02, 2013, 09:05:12 pm
Is there any chance at a modified DF Therapist with the skill names changed to Gunner, Scavenger, etc?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: CptCrunchy on April 02, 2013, 09:39:54 pm
I also just noticed that my vault dwellers are just straight up stealing cloth from trading caravans.  Not that I mind the free stuff, but I feel like that is slightly morally wrong.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 03, 2013, 03:13:53 am
Did you put cabinets/chests to hospital by chance? Don't.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Maklak on April 03, 2013, 04:59:57 am
Is there any chance at a modified DF Therapist with the skill names changed to Gunner, Scavenger, etc?
Pretty simple to do. Just edit the file "deafult_gridviews.dtg" to replace all the names you want (they may be in more then one place, so search for strings to replace until you're done with them all) and recompile the source. It will only compile one file and re-link the executable, so it will be quick unless you did a "$ hg pull; hg update" or a "$ make clean" earlier.
I just made a version that replaced "Wood Cutting" with "Salvaging", but sharing compiled DT with others tends not to work due to various distributions having different libraries (I'm on x86_64 Mint 13), so just compile it yourself. It is straightforward enough.

EDIT: You can change a lot of other things (Hints, Tooltips) in "etc/game_data.ini" with a text editor, without the need to recompile, but the skill names in Grid views appear to be hardcoded.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: CptCrunchy on April 03, 2013, 03:08:30 pm
Awesome, thanks!
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Wrex on April 03, 2013, 05:36:56 pm
Quick question: When you press Ctrl-X, and that little menu comes up, how do you actually select the given skill? V and B let you navigate it, but pressing enter, space, or the like dosen't seem to do anything. Am I missing something obvious?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on April 03, 2013, 05:54:30 pm
Alt+Move. There's a manual, you know. Pressing ? also gives you instructions.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Big_James_B on April 04, 2013, 12:03:41 pm
I think my Vault has an infected/the thing entity within it. There's a citizen with a blue flashing background, and since I know from adventurer mode that its one of them...Also, was it a good idea to place them as my Militia commander?

On another note I embarked on a Hot area, and I think my citizens are sweating out blood. Everywhere is coated in someone-or-another's blood, but no injuries. It seems to multiply every time I load my save up though.
I told a friend and he believes that Khorne has found a backdoor into my computer.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: JediaKyrol on April 04, 2013, 02:06:26 pm
On another note I embarked on a Hot area, and I think my citizens are sweating out blood.

it is possible...I had a hot zone embark and everything was fine until i saved and reloaded...then all my pet giant ants melted (only wild animal that ever showed up...so I tamed them)...and people started oozing fat trails everywhere...think it's a vanilla DF bug tho.  at least I remember something similar in vanilla bug reports.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 04, 2013, 02:15:18 pm
Some areas may be too hot, it's really rare but can happen.

You can keep that thing as your militia commander, just you wait until it gets injured and manifests itself...
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: DwarfOfTheLand on April 04, 2013, 02:37:34 pm
Absolutely gorgeous.  First mod I'll ever use for DF. How do I use the mod?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 04, 2013, 02:38:31 pm
Download it and play. Also read the first post, there's a lot of info you may want to know. Or keep it open as a manual.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Pokon on April 04, 2013, 08:13:41 pm
Oh god, my first migrant wave had a Thing in it, and it murderkilled everything.

It was a nice starting spot, too.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: cibo on April 04, 2013, 10:38:43 pm
I don't know if it a bug.
In military screen, I create a archery group then choose a memeber.
When the highlight is on the right side that name list, press e then game crash.
I try to highlight at middle the group member list and press e, no crash and go to choose equipments list.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on April 04, 2013, 11:03:43 pm
I don't know if it a bug.
In military screen, I create a archery group then choose a memeber.
When the highlight is on the right side that name list, press e then game crash.
I try to highlight at middle the group member list and press e, no crash and go to choose equipments list.

All over the Masterwork thread. Download the newest version of falconne's utility plugins.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 04, 2013, 11:32:41 pm
Ah, thanks for mentioning it, I will release a new version with fixed dfhack plugins.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Meph on April 05, 2013, 03:08:59 am
yes, you need to update the mousequery plugin for the right-click crash, and the search plugin for the crash when pressing 'e' in the military menu.
Title: Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll to influence development
Post by: Dwarven War Boar on April 06, 2013, 08:05:54 am
Supermutants are only friendly to other supermutants from the same town. They will attack anyone else.
(This was said a while ago but I'm not going to read over 30 pages to see if there's been any discussion on this.)
Can I ask why this is? Even during the Master's era super mutants didn't just attack civilisations on sight and tended to just occupy areas and take prisoners without violence until the final stages of the FEV scheme. After the downfall of the Master they largely just carried on as any other sapient creature would, with at least two well documented instances of peaceful super mutant civilisations with alliances and trade routes etc., and were purely at the mercy of humans outside of that. They aren't a substitute for ogres, Bethesda just went full retard with their depiction of them in 3.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 06, 2013, 09:26:25 am
It's how DF handles high banditry (in adventure mode only!). I wanted supermutants to attack adventurers and raid cities, and LOCAL_BANDITRY does that (it also greatly increases sizes and frequency of ambush parties).
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Dwarven War Boar on April 06, 2013, 09:43:58 am
I see. Don't get me wrong, the mod looks brilliant, I'm just a long term Fallout fan and a huge canon whore so the evil super mutants just put me off a little bit.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Mrhappyface on April 06, 2013, 11:03:33 am
Hey Deon, how are you going to do the manual for the Fallout Mod? Just curious.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Rumrusher on April 06, 2013, 11:17:16 am
I see. Don't get me wrong, the mod looks brilliant, I'm just a long term Fallout fan and a huge canon whore so the evil super mutants just put me off a little bit.
He could just make another race of super mutants that are docile.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Mrhappyface on April 06, 2013, 11:23:41 am
Oh yeah, Deon. I did some research on glass for one of my reports. Since we have access to arc furnaces in this version of the game, we should be able to smelt quartzite into clear glass.
Spoiler (click to show/hide)

Another thing that I found out that was interesting is how ceramic armor plates are made. A bit dumbed down, but it could be done.
Borax is crushed into fine powder.
The crushed powder is mixed with sulfuric acid in an arc or high oxygen furnace.
The resulting compound (boron trioxide) is mixed with a source of carbon again in a high temperature furnace.
The resulting powder (boron carbide) is then put inside a kiln and superheated to 2200ºC.
Said powder is then pressed and cooled into a mold.
Now we have ceramic plates! Just don't drop them because they shatter easily.  :)
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Mrhappyface on April 06, 2013, 11:26:03 am
I see. Don't get me wrong, the mod looks brilliant, I'm just a long term Fallout fan and a huge canon whore so the evil super mutants just put me off a little bit.
Well most (not all) of the West Coast supermutants, even after the Master died knew that they were still mean, green (or blue), fighting machines compared to most of the inhabitants of the wasteland. So being nice wasn't exactly high on their list of priorities.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Dwarven War Boar on April 06, 2013, 03:04:43 pm
I see. Don't get me wrong, the mod looks brilliant, I'm just a long term Fallout fan and a huge canon whore so the evil super mutants just put me off a little bit.
He could just make another race of super mutants that are docile.
True.

I see. Don't get me wrong, the mod looks brilliant, I'm just a long term Fallout fan and a huge canon whore so the evil super mutants just put me off a little bit.
Well most (not all) of the West Coast supermutants, even after the Master died knew that they were still mean, green (or blue), fighting machines compared to most of the inhabitants of the wasteland. So being nice wasn't exactly high on their list of priorities.
No they didn't, during the course of Fallout 2 the majority of super mutants are friendly, with only a couple of bad eggs in the peaceful mutant town of Broken Hills. The "bad" super mutants in New Vegas under Tabitha were manipulated less intelligent Gen IIs, and even then they never left their mountain, and even this is relatively short-lived as before being brainwashed the settlement was peaceful as noted by the Brotherhood. To highlight the fact that this is unusual, another mutant is stationed nearby to warn humans away, and you also have Jacobstown. The only other "bad" super mutants in this era are the renegade nightkin who are few in number and purely victims of mental illness -- you're attacked by more humans for no reason during the course of all games on the West Coast than you are by super mutants.

As for "being nice" not being high on their list of priorities, Marcus points out multiple times that this actually *is* one of their highest priorities as demonstrated by his preference for non-violence when dealing with the mercenary ambush. The worry is that because they have this "mean, green" appearance, groups like the NCR do (and have) taken advantage of this "monster" image and use it to vilify and persecute them, something else which is noted and seen first hand (Marcus, and Mean-Son-Of-A-Bitch).
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on April 06, 2013, 05:16:54 pm
I think the ones that invade you are the Master's army anyway.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Guthbug on April 06, 2013, 10:01:31 pm
For some reason, this mod lags extremely badly for me. Generally I tweak the init file to get 600 FPS max, or set it in the Masterwork gui to do so. Here, even though I'm at 600 FPS max for a setting, I'm getting 79 FPS and it's before the first autumn!

Lots of cool features in here and I'd love to play more, but it's very frustrating to watch as everyone slow crawls to their workshops. Is there something I've done wrong in the setup or otherwise that's making it lag so much for me?

Usually I can play Masterwork with dwarves, kobolds, or orcs and go multiple YEARS before I ever even drop below 300 FPS.

Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on April 06, 2013, 10:32:27 pm
Yeah, what is the deal with that? Apparently, the Fallout mod just runs slower?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 06, 2013, 11:05:45 pm
I've offered to try to turn off itemsyndrome and see if it runs faster. I haven't done anything special to make it "lag", in fact it should probably run faster in some places due to generalized materials. My only guess is some weirdness with syndromes.

P.S. Could you upload a "slow" save so I would play around and see what can I do with it?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on April 06, 2013, 11:09:36 pm
I've offered to try to turn off itemsyndrome and see if it runs faster. I haven't done anything special to make it "lag", in fact it should probably run faster in some places due to generalized materials. My only guess is some weirdness with syndromes.

P.S. Could you upload a "slow" save so I would play around and see what can I do with it?

I haven't seen any complaints from any other mod, and that includes Masterwork, which advertises itself as faster.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Maklak on April 07, 2013, 05:04:10 am
Some people complained that FoE mod is slower after it went dfhack and itemsyndrome.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on April 07, 2013, 05:04:33 am
Ah. Makes sense.

Dammit.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Guthbug on April 07, 2013, 08:12:35 am
I've offered to try to turn off itemsyndrome and see if it runs faster. I haven't done anything special to make it "lag", in fact it should probably run faster in some places due to generalized materials. My only guess is some weirdness with syndromes.

P.S. Could you upload a "slow" save so I would play around and see what can I do with it?

Would love to. Where do I upload it to?

Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Maklak on April 07, 2013, 08:27:33 am
> Would love to. Where do I upload it to?

Anywhere. You can upload to Dwarf Fortress File Depot: http://dffd.wimbli.com/ Dropbox: http://db.tt/YxHpXR0Y or any other Megaupload or Rapidshare. All these require registration, but it should be pretty straightforward.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Guthbug on April 07, 2013, 09:47:20 am
Ok, got it up on the depot for you.

http://dffd.wimbli.com/file.php?id=7544

This is a great mod with some real sci-fi, post-apocalypse flavor and sticks close to the Fallout lore. I enjoy playing it up until the point where the lag crushes the gameplay. I'd love to find out that it's something I'm doing wrong.

Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: cibo on April 07, 2013, 11:57:52 am
I got the same problem.
Game was getting slower and slower.

http://www.mediafire.com/?396hpk86zet730v

Ok, got it up on the depot for you.

http://dffd.wimbli.com/file.php?id=7544

This is a great mod with some real sci-fi, post-apocalypse flavor and sticks close to the Fallout lore. I enjoy playing it up until the point where the lag crushes the gameplay. I'd love to find out that it's something I'm doing wrong.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Kazymir on April 07, 2013, 08:49:54 pm
I've had the same slowing problem, but it speeds back up after I close and reopen the game.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Guthbug on April 07, 2013, 09:01:49 pm
I've had the same slowing problem, but it speeds back up after I close and reopen the game.

I noticed that too. It lasts for about 20 minutes or so and then it starts slowing down again.

Think it could have something to do with the robot pets? I've noticed that on saves where I don't have any robots, the game doesn't slow down as fast.

Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 08, 2013, 12:21:02 am
It must be some dfhack scripts too. I've heard about this slowdown which you can fix by reloading the game in DFHack thread.

Sorry for the lack of updates btw, I'm out of PC-fixing jobs so I had to work shitty jobs like a janitor at local fastfood, a cargo hauler, a shop guard etc. for a while :D.
I need to earn a sum for a very good reason (I hope so). A few board games I was looking forward to has been released in russian language recently (Andor, Hobbit, a few others) and I promised my son to buy them asap :D. So it may be a little bit longer with days/nights at work, but then I will be back at full-scale modding again.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on April 08, 2013, 12:22:52 am
Hmm.

Maybe it has something to do with itemsyndrome, based on the symptoms. For now, I'll just see if I can do some run-of-the-mill optimizing.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Ivan Issaccs on April 08, 2013, 04:31:09 am
Indeed, I've gone from 150 fps with 50 pop to 60 fps with 20.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 08, 2013, 08:55:08 am
Did reloading fix it?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Geneoce on April 08, 2013, 09:25:49 am
Confirmed on the reloading fix :)

Back to building. That was very intolerable for awhile!
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Rumrusher on April 08, 2013, 05:18:36 pm
It must be some dfhack scripts too. I've heard about this slowdown which you can fix by reloading the game in DFHack thread.

Sorry for the lack of updates btw, I'm out of PC-fixing jobs so I had to work shitty jobs like a janitor at local fastfood, a cargo hauler, a shop guard etc. for a while :D.
I need to earn a sum for a very good reason (I hope so). A few board games I was looking forward to has been released in russian language recently (Andor, Hobbit, a few others) and I promised my son to buy them asap :D. So it may be a little bit longer with days/nights at work, but then I will be back at full-scale modding again.
lack of updates means I can continue scruggling to get old scripts to work so you can have a warp stone that summons low level mooks to murder. or what ever.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Dragonfly on April 09, 2013, 08:12:24 am
I am enjoying this mod. I have a couple of observations, comments, and questions.

Bug - when I built the chemistry lab and ordered a hazmat suit, it gave me 2000 of them. They sell for around 1000 - 5000, so I am buying everything from the traders... I looked in the RAW file for the reaction, but didn't notice anything amiss. Don't know where else to look.

Slow down - I had this issue too, and it would go away with a reload, but only for 30 minutes and would then return. I loaded the game without dfhack, and the problem completely disappeared. I will try running with an older version of dfhack tonight and see if that works.

Idea:
Scrap logs - I like the crates, it feels very right for this mod. However I now have more bins than I will ever need. Is there any chance that you could sometimes create a barrel or bag instead of bins? I suppose I could just melt down all the extras but I think it would fit the idea to sometimes get a barrel or bag instead of the bin.

Is there any way to heal/ fix a damaged robot? A robot hospital would be useful. You could use wire, computer parts, and scrap metal.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 09, 2013, 08:31:10 am
Holy shit, I think I should have added [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] on cloth... Thanks for the report.

Mr. Sturdy makes robots heal faster, but I plan to make a workshop which fully fixes robots.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Guthbug on April 09, 2013, 08:49:52 am
Interesting that you loaded it without DFHACK and the lag went away.

Does the game still function without DFHACK? I know there's a lot of scripts in some mods that depend upon it.

Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 09, 2013, 08:53:35 am
He did not load it without DFHack, he just reloaded it. The lag comes after a long time of play.

The game will work, but most scripts, weapons, custom buildings etc.  won't.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: JediaKyrol on April 09, 2013, 08:55:09 am
crates...well...those things do get everywhere...I think a reaction to break apart crates into panels (like the sawmill logs-to-planks reaction) would be a great way to deal with the excess.

robot repair I've been meaning to mention too...I built a simple version copying the cryo-lab reaction/interactions that only affects ROBOT creature type, and trying to make a learn-able adventurer skill...even though you can just read a book and learn how to turn corpses into cybernetic husks or plant monsters...somebody might want an army of clap-traps.  ...but it looks like Deon will have his own version in soon.

Oh, Deon  Is there a plan for the overseer's chair to do anything?  like a DFHack script for converting visitors to citizens or vise-versa?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Ivan Issaccs on April 09, 2013, 10:09:37 am
At the moment I seem to be getting a lot of crashes. I can't really be sure but it seems to be caused by incoming dust clouds.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 09, 2013, 04:19:31 pm
At the moment I seem to be getting a lot of crashes. I can't really be sure but it seems to be caused by incoming dust clouds.
Are you sure those are not military screen or search related due to those two dfhack plugins I have not updated? I haven't got a single crash but those (and none in succession games).
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Ivan Issaccs on April 09, 2013, 07:03:12 pm
I'm certain its not military related as its been happening long before I start to make a military, my basis for the clouds idea is that when it freezes I've always had the dust storm announcement on the bottom of the screen before the program gets closed down.
As for searches I'm not sure what your referring to so can't really answer.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Dragonfly on April 10, 2013, 10:21:11 am
He did not load it without DFHack, he just reloaded it. The lag comes after a long time of play.

The game will work, but most scripts, weapons, custom buildings etc.  won't.

Indeed - I just restarted a saved game without using dfhack, and I ran it for hours without a slowdown. I think most things worked - I was able to build robots! I was able to get blueprints, build buildings, and create all those cool objects. The robots were able to use their plasma weapons. Did I mention that I really like the robots! They are so cool!

I also tried running it with an older version of dfhack. I just replaced the files in the hack folder with old ones. That did not work, dfhack (old) ran and gave me several pages of report on how broken it was, and nothing in it worked - not even something simple like deramp or prospect.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Rumrusher on April 10, 2013, 01:38:56 pm
He did not load it without DFHack, he just reloaded it. The lag comes after a long time of play.

The game will work, but most scripts, weapons, custom buildings etc.  won't.

Indeed - I just restarted a saved game without using dfhack, and I ran it for hours without a slowdown. I think most things worked - I was able to build robots! I was able to get blueprints, build buildings, and create all those cool objects. The robots were able to use their plasma weapons. Did I mention that I really like the robots! They are so cool!

I also tried running it with an older version of dfhack. I just replaced the files in the hack folder with old ones. That did not work, dfhack (old) ran and gave me several pages of report on how broken it was, and nothing in it worked - not even something simple like deramp or prospect.
well that's because r2 doesn't have the lua coding or definitions needed to run r3. going back means you're locking yourself out of certain scripts that use eventful or autosyndrome.
there also the case of the scripts working for only vanilla. Chances are if the ingame error report spews out something then chances are Dfhack raw relative scripts will bug out aswell. as example advfort can't handle designating buildings that don't need a building item, due to how it was scripted for vanilla and not modded.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: burchalka on April 10, 2013, 04:33:42 pm
I've been trying to implement Deon's advice to use catapults for sieges - but soon found out that my initial design isn't conducive to it. I hoped to stick catapults on z+1 level, since on z I have contiguous palisade wall as fort's perimeter.
now as I tried targeting - found out that most likely areas can't be targeted. :(

Need design ideas...

BTW, waiting for updates on fallout community game.been a long time.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: JediaKyrol on April 11, 2013, 09:57:51 am
Think Deon got pulled away by Real Life Problems again...and the LP got delayed because the players asked him to tweak the save with some of the newer DFHack stuff...so it's gotten pushed back.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Raul on April 11, 2013, 11:51:27 am
I feel you guys, I'm still waiting to be citizen'd in the community game, but...

I need to earn a sum for a very good reason (I hope so). A few board games I was looking forward to has been released in russian language recently (Andor, Hobbit, a few others) and I promised my son to buy them asap :D. So it may be a little bit longer with days/nights at work, but then I will be back at full-scale modding again.

Yup, RL stuff. Oh well, hopefully Loverworks will be back eventually, much more awesome.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Rumrusher on April 11, 2013, 01:24:54 pm
I've been trying to implement Deon's advice to use catapults for sieges - but soon found out that my initial design isn't conducive to it. I hoped to stick catapults on z+1 level, since on z I have contiguous palisade wall as fort's perimeter.
now as I tried targeting - found out that most likely areas can't be targeted. :(

Need design ideas...

BTW, waiting for updates on fallout community game.been a long time.
I been waiting for the Community adventure mode game to start.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: JediaKyrol on April 16, 2013, 03:09:11 pm
It's that time again kiddies...JK's dumb ideas! 
slap this:
[EXTRA_BUTCHER_OBJECT:BY_TYPE:UPPERBODY]
     [EBO_ITEM:TOOL:ITEM_TOOL_ROBOT_PARTS:INORGANIC:IRON]
on all the robots and you can get scrap from domestic bots without the default pet corpse reverence and butcher jobs returning air.
(finally...a use for all those caged clap-traps...muahahaha!)
Now I guess could make emergency butcher drops for the all-too-common severed robot limbs, because normally they waste time being hauled to the shop and converted to air.

Next I'm going to try and make a "complete repair" reaction at the robotics facility to regrow all those severed robot limbs.

Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: tahujdt on April 16, 2013, 09:49:08 pm
Random funny story:
A friend of mine invited me to come visit the Kansas City Park University. What's really cool about it is that a good bit of the college is built inside of the limestone caves under the campus. I was joking with him about how it looked like a Vault, and then Whoa! I walked around a corner and there was this giant gear set into the wall.

It turned out to be a rotary club gear, but still...
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: werozzi on April 26, 2013, 09:55:57 am
I have played this mod for a while already, and i must say that is great, from fortress mode to adventure and with the new mechanics and creatures.
Last night, one of my adventurers single handed defeated a pack of ten or so bloatflies without a single scratch, until, when he gave the killing blow to the last one, she gave him a mortal wound to the heart! it was really fun, yet sad...

Anyway, i'm playing adventure mode, and while i took a while to figure out construction, i nailed it, yet i can't quite figure out how to craft stuff, even tough i searched on this topic and read genesis' readme.
Does anybody know how?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on April 26, 2013, 03:47:17 pm
Try typing "?" while in advfort mode.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: werozzi on April 28, 2013, 12:17:19 am
I did, and a already knew those controls, the thing is that i can't quite figure out what to do after i've entered the TAB menu and selected an item to craft, i press 5 but it interprets it as the currently selected job, if i have woodcutting, i select the item to craft and then i press any of the work commands and the game just tells me that i need a tree, so, am i doing anything wrong?
How'd you guys do it?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on April 28, 2013, 12:18:11 am
Oh, that? Just press . repeatedly. For woodcutting, you need to alt+move into a tree.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on April 28, 2013, 12:04:14 pm
It's not ".", it should be Numpad0 (unless I forgot to set that). Otherwise it's "."
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: werozzi on April 28, 2013, 02:07:36 pm
And, if i changed the command to "." , since my lap top does not have a numpad?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Rumrusher on April 29, 2013, 12:00:15 pm
Oh, that? Just press . repeatedly. For woodcutting, you need to alt+move into a tree.
well just started testing a companion Fort or a ComFort script for the citizens around sites to do fort mode jobs.
the results was a success but now you get to control 1 unit via a modified change adventurer script to do jobs. doesn't help you need to move said unit to the workshop and not the pointer/cursor.
hopefully this leads to being able to overseer a bunch of wastelanders into building a fort site.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Zioko345 on May 05, 2013, 02:03:31 pm
Love adventure mode. Just bought a figurine of my character from before who slaughtered towns of ghouls. Win.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Dragonfly on May 08, 2013, 10:26:36 am
I think I found a fix for the slowdown to crash issue some have reported in fortress mode

I tweaked the dfhack.init file from:
autoSyndrome
projectileExpansion
itemsyndrome

Replaced with:
load autoSyndrome         
load trueTransformation         
projectileExpansion

I just was looking for differences between the fallout mod file and the masterwork mod file. These was the only ones that seemed different.

The mod has run for hours without needing to restart or getting the weird slowdown/ jerky movement and crashing that happened before I made the change.

I don't really understand the dfhack commands to know what this does, but it works for me.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: burchalka on May 08, 2013, 02:54:12 pm
Thanks for suggestion Dragonfly. I will try it the next time I get to DF.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on May 08, 2013, 02:54:47 pm
Thank you, I will definitely use that fix! I didn't know it's that simple :).
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: JediaKyrol on May 08, 2013, 04:57:23 pm
wouldn't that be leaving out the itemsyndrome stuff needed for power armor to work?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on May 08, 2013, 05:07:53 pm
Heh, yeah, you are right. I missed that. Itemsyndrome is the thing which causes the slowdown which can be fixed by reloading.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on May 08, 2013, 07:39:06 pm
You can also mitigate it somewhat, I think, by using the "clean" DFHack command.

I need to figure out what's going on to make it... you know, slow down over time.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Spleenling on May 28, 2013, 07:59:17 pm
How do I get more Water In adventure mode?
I can't find any
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on May 30, 2013, 12:07:04 am
river
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Mrhappyface on June 01, 2013, 07:38:51 pm
You still there Deon? Or are you just waiting until the update?  8)
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on June 03, 2013, 03:31:54 pm
You still there Deon? Or are you just waiting until the update?  8)

I wouldn't :P
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: PTTG?? on June 03, 2013, 06:13:52 pm
Since all threads eventually devolve into inane feature requests, here's one: Add an ability for mister Handys to give haircuts.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Putnam on June 03, 2013, 09:36:28 pm
Since all threads eventually devolve into inane feature requests, here's one: Add an ability for mister Handys to give haircuts.

Haircuts are one of the features most wanting out of Dwarf Fortress; unfortunately, they are not in.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on June 04, 2013, 09:46:10 am
I haven't updated this for a while mostly because I work on Genesis, but it's quite feature-complete and does not have glaring bugs. If you have suggestions please free to share them.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Mrhappyface on June 04, 2013, 10:48:14 am
I haven't updated this for a while mostly because I work on Genesis, but it's quite feature-complete and does not have glaring bugs. If you have suggestions please free to share them.
Well since we have quartzite and arc furnaces, we should be able to smelt it.
Spoiler (click to show/hide)
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Fobeeyo on June 04, 2013, 08:20:36 pm
So, for some reason I cant open crates in the inventors table. I have alot of crates scavenged, but they wont do task, I tried moving the workshop, I tried making stockpiles, I even activated every labor on one of my people, Anyone have a solution?
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Aseaheru on June 04, 2013, 08:38:56 pm
Try alchemy? i think thats its labor...
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Deon on June 05, 2013, 06:15:03 am
I started to work on a tileset more. I plan to use SS13-style walls/floors:

(http://img.ie/8w036.png)

What do you think?
Suits better than medieval-style pavement IMHO :).

P.S. Here's a better view:

(http://img.ie/eetkp.png)
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Fniff on June 05, 2013, 07:51:47 am
Ooh! Neat looking.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Mrhappyface on June 05, 2013, 08:04:01 am
I started to work on a tileset more. I plan to use SS13-style walls/floors:

(http://img.ie/8w036.png)

What do you think?
Suits better than medieval-style pavement IMHO :).

P.S. Here's a better view:

(http://img.ie/eetkp.png)
Looks bretty good, makes the Vault look more authentic. Though sadly you can't rip up the floor tiling to throw at traitors or supermutants.
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Mrhappyface on June 05, 2013, 12:38:26 pm
Here's some Borax-based reinforced ceramics!  :D

The reaction. Needs a borax boulder, two sulfur boulders, fuel. Done at an arc furnace.
Spoiler (click to show/hide)

The material itself, called reinforced ceramic.

Spoiler (click to show/hide)

and the entity permission so a civilization can use it.

Spoiler (click to show/hide)
Title: Re: [MOD] FALLOUT [1.9] - Bombs!Hazmat suits!Robot building!Adv.mode forts!
Post by: Aseaheru on June 05, 2013, 01:58:25 pm
SS13! WOO!
Love this idea!
Spoiler (click to show/hide)
Title: Re: [MOD] FALLOUT [2.0] - New tileset and ceramic armor
Post by: Deon on June 05, 2013, 02:48:54 pm
Thanks for poking me, here's a new update. From now on I will work on the tileset more.


Fallout mod 2.0
- New tileset based on Phoebus with custom floors, walls and workshop elements.
- Reinforced ceramic is armor-grade metal which can be made into couple of things.
- Arc furnace: You can now make reinforced ceramic out of borax, sulfur and coal.
- Arc furnace: You can now smelt quartzite into clear glass.

(http://img.ie/hdd5u.png)
Title: Re: [MOD] FALLOUT [2.0] - New tileset and ceramic armor
Post by: Aseaheru on June 06, 2013, 03:49:50 pm
Beautiful.

Also, think we can get stonesense to have more sprites?
Title: Re: [MOD] FALLOUT [2.0] - New tileset and ceramic armor
Post by: Maklak on June 07, 2013, 04:09:06 pm
I like the new graphic pack. Hopefully someone will merge it into FoE mod.

Anyway, I made you a plant table using my script (http://www.bay12forums.com/smf/index.php?topic=126953):




Read 96 plants.

Dfhack # getplants commands for easy designating tree cutting and plant gathering:

Aboveground bushes: (only edible, cookable or brewable)
# getplants agave bush banana yucca barrel cactus broc flower cabbage cola plant cucumber dandelion floss clump hemp maize mutfruit potato prickly pear cactus punga fruit radcurrant berry sliver barb sugarcane tomato truffle tumbleweed vanilla wheat worm sphere xander root yam

Aboveground trees:
# getplants acacia alder birch cage vine cedar cypress feather tree fir hangman tree larch mahogany mangrove maple muscle tendril oak palm tree pine rubber tree saguaro spine pillar willow

Underground bushes: (only edible, cookable or brewable)
# getplants albino wheat beet blackmane mushroom bloodblain mushroom cave fungus lettuce soybean starspawn mushroom synth-reed

Underground trees:
# getplants root tree scrap pile



Aboveground crop table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
agave bush
 agave bush
2168Summer Autumn Winter NoNotequila (4) (Y)N/ABrew
banana yucca
 banana yucca
3168Spring Summer Autumn YesYesN/AN/ACook
barrel cactus fruit
 barrel cactus
3168Summer Autumn Winter YesYesN/AEXTRACT(Barrel): barrel cactus jam (15)
 
Cook
broc flower
 broc flower
1168Summer Autumn Winter NoYesbroc flower tea (1)DYE: broc dye (20)
 EXTRACT(Barrel): broc syrup (15)
 
--
cabbage
 cabbage
584Spring Summer NoPr.N/ALEAF: cabbage leaves (5)
 
Leaves
cola plant
 cola plant
384Summer Autumn NoNonuka-cola (4)DYE: purple dye (20)
 
Brew
cotton
 cotton
3168Spring Summer Autumn NoNoN/ATHREAD: cotton thread (3)
 OIL: cottonseed oil (5)
 SOAP: cottonseed soap (5)
 PRESSED: cottonseed press cake (1)
 
Thread
cucumber
 cucumber
2168Summer Autumn YesYespickle juice (1) (Y)N/ACook
dandelion
 dandelion
1168All yearNoYesdandelion wine (4)DYE: dandelion dye (25)
 
Brew
dark shard
 dark shard
7168N/A? Spring Autumn Winter NoNoN/ADYE: twinkling dye (50)
 EXTRACT(Flask): glistening oil (200)
 
--
floss clump
 floss clump
1252All yearNoNofloss juice (1)THREAD: floss clump thread (2)
 
Thread
hemp
 hemp
3252Spring Summer Autumn NoYesganja beer (3)THREAD: hemp thread (3)
 SUGAR: cannabis flour (20)
 OIL: hemp oil (5)
 SOAP: hemp soap (5)
 PRESSED: hemp press cake (1)
 
Thread
maize
 maize
3168Spring Summer Autumn YesYesbourbon (5) (Y)FLOUR: maize flour (15)
 OIL: maize oil (5)
 SOAP: maize soap (5)
 PRESSED: maize press cake (2)
 
Brew
mutfruit
 mutfruit
3168Spring Summer Autumn YesYesrot gut (3)DYE: mutfruit dye (20)
 EXTRACT(Barrel): mutfruit jam (15)
 
Brew
potato
 potato
3168Spring Summer Autumn YesYesvodka (8)N/ABrew
prickly pear fruit
 prickly pear cactus
3168Summer Autumn Winter YesYesN/AEXTRACT(Barrel): prickly pear jam (15)
 
Cook
punga fruit
 punga fruit
6168Spring Summer Autumn YesYesmoonshine (8)DYE: moon dye (30)
 EXTRACT(Barrel): punga jam (30)
 
Brew
radcurrant berry
 radcurrant berry
284Spring Summer Autumn YesYesred devil (3)DYE: radcurrant dye (20)
 EXTRACT(Barrel): radcurrant jam (15)
 
Brew
sliver barb
 sliver barb
2168Spring Winter Autumn NoNogutter cruor (1)DYE: sliver dye (20)
 
--
sugarcane
 sugarcane
3168Spring Summer Autumn NoPr.roentgen rum (4)SUGAR: brown sugar (20)
 CANDY: sugarcane candy (20)
 EXTRACT(Barrel): sugar syrup (20)
 
Brew
tomato
 tomato
3168Summer Autumn YesYesN/AEXTRACT(Barrel): tomato sauce (9)
 
Cook
truffle
 truffle
10168Spring Summer Autumn YesYesN/AN/ACook
tumbleweed
 tumbleweed
1168Summer Autumn Winter NoNowasteland gin (3)DYE: ochre dye (20)
 
Brew
vanilla
 vanilla
3168Spring Summer Autumn NoYesN/AFLOUR: vanilla powder (15)
 EXTRACT(Barrel): vanilla extract (15)
 
--
wheat
 wheat
3168Spring Summer Autumn NoYesgamma gulp beer (5)FLOUR: wheat flour (20)
 
Brew
worm sphere
 worm sphere
2168Spring Summer Winter NoYesN/ALEAF: worm sphere leaves (1)
 
--
xander root
 xander root
2168Summer Autumn Winter NoYesxander booze (3)FLOUR: medicine powder (20)
 
--
yam
 yam
3168Spring Summer Autumn NoYesyam vodka (5)FLOUR: yam starch (20)
 
Brew


Subterranean crop table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
albino wheat
 albino wheat
3168Spring Summer Autumn NoYespale beer (1)FLOUR: albino wheat flour (20)
 
Mill
beet
 beet
5168Spring Summer Autumn YesYesN/ASUGAR: brown sugar (25)
 CANDY: brown candy (20)
 EXTRACT(Barrel): ground beet syrup (15)
 
Cook
blackmane mushroom
 blackmane mushroom
2168Spring Autumn Winter NoNoblack grog (1)DYE: blackmane dye (20)
 
--
bloodblain mushroom
 bloodblain mushroom
2168Spring Autumn Winter NoNoblood brew (1)DYE: bloodblain dye (20)
 
--
cave fungus
 cave fungus
2252All yearNoYesfungal tea (2)EXTRACT(Barrel): mushroom soup (5)
 
--
lettuce
 lettuce
5168Spring Summer Autumn NoPr.N/ALEAF: lettuce leaves (5)
 
Leaves
soybean
 soybean
3168Spring Summer Autumn NoYessoy milk (2)FLOUR: soy flour (15)
 EXTRACT(Barrel): soy cheese (10)
 OIL: soybean oil (5)
 SOAP: soybean soap (5)
 PRESSED: soybean press cake (1)
 
--
starspawn mushroom
 starspawn mushroom
3168Summer Autumn Winter NoNostar liquor (5)DYE: starspawn dye (25)
 EXTRACT(Barrel): starspawn syrup (15)
 
Brew
synth-reed
 synth-reed
2168Spring Summer Autumn NoNosynthcola (2)THREAD: polyester (5)
 OIL: synth oil (5)
 SOAP: synth soap (5)
 
Thread Embark


Fake plant table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
N7
 rare plant
50N/A? NoneYesNoN/ATHREAD: hazmat (15)
 OIL: organic oil (5)
 SOAP: aroma soap (10)
 
Thread
M.R.E.
 MRE
50N/A? NoneYesNoN/AN/A--
buffout
 buffout
100N/A? NoneYesNoN/AN/A--
cryogel
 cryogel
100N/A? NoneYesNoN/AN/A--
jet
 jet
100N/A? NoneYesNoN/AN/A--
med-x
 med-x
100N/A? NoneYesNoN/AN/A--
mentats
 mentats
100N/A? NoneYesNoN/AN/A--
turbo
 turbo
100N/A? NoneYesNoN/AN/A--


Title: Re: [MOD] FALLOUT [2.0] - New tileset and ceramic armor
Post by: Deon on June 07, 2013, 04:17:35 pm
Thanks, it will be useful once I start working on the manual (in Genesis I already have a manual with plants, here I don't).
Title: Re: [MOD] FALLOUT [2.0] - New tileset and ceramic armor
Post by: Maklak on June 07, 2013, 04:37:04 pm
> Thanks, it will be useful once I start working on the manual (in Genesis I already have a manual with plants, here I don't).
Well, my point was not really to provide crop tables as such, but the script itself. It still has some issues, but when it's done, modders should be able to quickly produce crop tables after any alterations to their RAWs. For any single mod it is easir to do this by hand, but with multiple mods and multiple releases, the effort I put into this script should pay off for the community. While I wrote the script for FoE, Masterwork helped me make it more robust and other mods pointed out more bugs, so I guess you can expect v1.01 soon. Plus now I have a good basis for animal and item dumping scripts. 
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Kiberkiller on June 08, 2013, 05:36:00 am
I really like this mod. It's great fun in adventure mod (that's pretty much all I play in DF).

There are some small issues that I've noticed though:
1) As far as I understood, all ranged weapons use the Archery skill, right? I got confused by that and had to check the raws.
Maybe it would be a good idea to rename that skill to something else?

2) Scrap piles. I really like the idea of sifting through the trash in adventure mode in a Fallout setting but it seems like one requires an axe(?) to do so? That doesn't make any sense at all.
I realize that it's probably a modding quirk but maybe it would be possible to at least allow all weapons to "cut down" scrap piles.
Or make it possible to craft an axe (preferably one named "scavenging tools" or something, for more immersion) through the craft menu?
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Deon on June 08, 2013, 06:27:27 am
The axes are replaced by saws, so you need a hacksaw to scavenge which makes sense.

Marksmen use rifles, so skill naming is okay AFAIK.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: PTTG?? on June 08, 2013, 09:49:56 am
Just a note on the plants, most of them will only grow to fruition if they are planted in the _first_ season they are available, which is spring in most cases. Anything planted after that will not fully grow before the end of its growing season.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: FritzPL on June 08, 2013, 10:19:54 am
What do Claptraps do?
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Kiberkiller on June 08, 2013, 10:42:18 am
The axes are replaced by saws, so you need a hacksaw to scavenge which makes sense.

Marksmen use rifles, so skill naming is okay AFAIK.
Hmm, okay I can buy that. There still should be a way to craft a hacksaw in adventure mode though, IMHO.

In adventure mode there are only two skills related to ranged combat, "Archery" and "Crossbowman". Which one of them do rifles use?
EDIT: My bad, it seems like Vault Citizens just don't have that skill. All other races have "Gunnery".

By the way, great choice of main menu music. :)
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Jaso11111 on June 08, 2013, 11:03:41 am
Hey i have a question. What is the most powerfull (combatwise) robot?
Oh and great mod ;)
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: jocan2003 on June 08, 2013, 11:11:41 am
What do Claptraps do?
They smack faces with their little clap hand, and they are quite eeffective at doing so.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: JediaKyrol on June 08, 2013, 05:39:12 pm
What do Claptraps do?
They smack faces with their little clap hand, and they are quite eeffective at doing so.
They also try to clean animals and people near them (and used to love to flip switches but that got removed for...reasons)
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Mrhappyface on June 08, 2013, 09:16:14 pm
Hey i have a question. What is the most powerfull (combatwise) robot?
Oh and great mod ;)
Securitrons. Very good for defending against thieves.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Oyahbah on June 08, 2013, 09:44:25 pm
add criminals to fort if its big enough
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Putnam on June 08, 2013, 10:06:54 pm
add criminals to fort if its big enough

Anything with the word "if" in it probably isn't possible with modding.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Oyahbah on June 08, 2013, 10:14:39 pm
add criminals to fort if its big enough

Anything with the word "if" in it probably isn't possible with modding.

what about adding in a bar or saloon building that people can use to increase mood or get beverages, and that when people visit this building they have a chance to become a criminal job, which can start spawning contraband which is a list of strange items they shouldnt have.... i guess you cant mod in custom behavior then... but contraband could be rare weps or stuff, maybe they refuse to obey direct orders but can defend themselves or the base if they choose to.

DF HACK :O ?
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Putnam on June 08, 2013, 10:17:44 pm
Mood increase is based on thoughts, which can't be added. Custom behavior can't be modded, no. DFHack can only do so much practically.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Oyahbah on June 08, 2013, 10:20:19 pm
Mood increase is based on thoughts, which can't be added. Custom behavior can't be modded, no. DFHack can only do so much practically.
hummm well can the building give out drinks to effect thoughts?
can custom jobs be tagged onto people by having them using a structure?

can I make it a random chance to tag a job onto a creature or level it up by them visiting or using a building?

:O
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Putnam on June 08, 2013, 10:27:19 pm
Modding can't give thoughts in any way. Custom jobs can't be done, either.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Oyahbah on June 08, 2013, 11:25:10 pm
errrr my worlds keep spawning tons of pteradons and cloverfield monsters and hellions, and forgotten beasts, are forgotten beasts the stuff that mutated shortly after the fall?

also what is The Thing described as? looking for one in the history to send mah expedition out to see
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Putnam on June 08, 2013, 11:33:18 pm
The Thing is a curse.

Forgotten beasts are in vanilla DF. You could say that, hehe.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Oyahbah on June 08, 2013, 11:36:18 pm
The Thing is a curse.

Forgotten beasts are in vanilla DF. You could say that, hehe.

ahh ok so I wont know the thing because someone is hiding it??? errrrr
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Aseaheru on June 09, 2013, 05:41:56 am
i dont think it gens unless you use the advanced parrimiters...
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Oyahbah on June 09, 2013, 12:16:04 pm
i dont think it gens unless you use the advanced parrimiters...

wut u mean? i cant figur out who is dah thing!!!!
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Mrhappyface on June 09, 2013, 03:14:57 pm
The Thing is a monster inspired by John Carpenter's sci-fi horror movie, also called the Thing. It's basically a mutagenic horror that disguises itself as a normal sentient, but when threatened or wounded, turns into a horrifying mess of teeth and pointy limbs.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Deon on June 09, 2013, 11:12:24 pm
The axes are replaced by saws, so you need a hacksaw to scavenge which makes sense.

Marksmen use rifles, so skill naming is okay AFAIK.
Hmm, okay I can buy that. There still should be a way to craft a hacksaw in adventure mode though, IMHO.

In adventure mode there are only two skills related to ranged combat, "Archery" and "Crossbowman". Which one of them do rifles use?
EDIT: My bad, it seems like Vault Citizens just don't have that skill. All other races have "Gunnery".

By the way, great choice of main menu music. :)
I see, yeah, right now as an adventurer to make a hacksaw you need to build a structure (assembly line), and somehow get scrap metal and screws n' nails which are both scavenged from scrap piles. I guess you have to search for one, but it may be really hard, so I will make a way to get a drill/a hacksaw early.

Vault citizens don't have guns, and it's a needed limitation. If they could just "have" them, you would be able to forge guns and ammo from single bars of metal in fotress mode in the forge, because it's hardcoded. So I had to remove guns from them and make special reactions to make guns and ammo in the way I want.

Hey i have a question. What is the most powerfull (combatwise) robot?
Oh and great mod ;)
A securitiron, the second place is occupied by Mr. Gutsy.

Mood increase is based on thoughts, which can't be added. Custom behavior can't be modded, no. DFHack can only do so much practically.
hummm well can the building give out drinks to effect thoughts?
can custom jobs be tagged onto people by having them using a structure?

can I make it a random chance to tag a job onto a creature or level it up by them visiting or using a building?

:O
I actually want to make a Bar building (with big red B A R in its graphic) very much, I just haven't figured out what to do with it with DF mechanics :).
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: JediaKyrol on June 10, 2013, 09:20:52 am
I actually want to make a Bar building (with big red B A R in its graphic) very much, I just haven't figured out what to do with it with DF mechanics :).

maybe have it trade a few units of drink in exchange for the social skills the computer doesn't teach (Comedian, Conversationalist, Flatterer, Intimidator, Judge of intent, Liar, Negotiator, Persuader, and Consoler...I think)...though it would be strange to see one guy go to a bar by himself, get piss-poor drunk, and suddenly become a better conversationalist...unless you apply the RPG rule of "population cross section" where only a few of the actual people are visible...for example in Fallout 1, Vault 13 had roughly 1,000 people, but you only ever saw like 10 of them because showing the actual population would just be cluttered and redundant.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Blackdot on June 11, 2013, 04:57:20 pm
Great mod.

I need help. I can't figure out how to stock gunpowder sealed containers, i've tried making stockpile for tools and stockpile for almost everything, but gunpowder containers stay in scrapyard.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: PTTG?? on June 11, 2013, 05:21:16 pm
Have the bar produce a cloud with the effect of giving people who pass by a happy thought of some kind, when someone does the "tend bar" labor in it. You would build it near the drink stockpile to entertain drinkers.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Oyahbah on June 11, 2013, 05:49:55 pm
srsly frendz, how do i find The Thing in legends??? I see noting!!!! NOTING!!!
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Kazymir on June 11, 2013, 08:38:25 pm
srsly frendz, how do i find The Thing in legends??? I see noting!!!! NOTING!!!
The same way you find any cursed being in Legends Mode. Carefully reading through the list. I suggest you do the same thing to a dictionary.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Lukewarm on June 13, 2013, 11:45:05 pm
I've been using the sawmill to cut wooden blocks, but I'm not getting the option at the sawmill to turn them into delicious charcoal. I think I've got Alder blocks, if it means anything. Anyone else have this problem? Any advice on fixing it?
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Deon on June 14, 2013, 12:01:36 am
Did you check scrapyard?
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Lukewarm on June 14, 2013, 12:03:33 am
Yes. When I use the red " 5 wooden blocks to five coal" option, it gives me, if I recall correctly, need WOODEN_BLOCK or something of the sort.
Title: Re: [ FALLOUT ] - download and info (v. 2.0) || Post-apocalypse ||
Post by: Deon on June 14, 2013, 07:08:55 am
Ah, if it's red, it means there's a pathing issue or something, it's a not very frequent Dwarf Fortress bug where it cannot see paths to existing reagents for custom reactions.
You could try deconstructing and rebuilding the scrapyard.

If it does not work, here's a 100% solution: use the manager screen (q->m) to assign the task, and they will do it just fine.
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Deon on June 14, 2013, 07:13:32 am
Fallout 2.1

- civilized creatures do not have transparent background, so no more blue flashing historical figure which distracts and does not blend in (they still flash, just in a more tame way).
- new Obsidian Soul's minecart, weapon rack, grass and water tiles.
- new Obsidian Soul's upstairs/downstairs tiles which can be viewed as an elevator.
- animated grass!
- new scrap pile tile, fixes to some plant tiles.
- new sand tiles.
- addressed fortress-born size bug (all body sizes are static).
- dogs are bigger, mantises are smaller, bloatflies are smaller.
- ravens will try to steal from your food stockpiles.

(http://img.ie/jiwrz.png)

That grass is animated.
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Dregg on June 14, 2013, 09:22:08 pm
is each version save back wards compatible?

also, i noticed that on the gen worlds the sea is only HALF polluted now? is that intended?

200 years after fallout the sea is gonna stay jacked up for a looong time, longer than that. I always thought rust colored sea was right on for the most part.



ANOTHER THING, HOW DO I MAKE MY MR HANDY DO WORK OTHER THAN STAND AROUND AND DO NOTHING??? Says he can do construction but he is just a lazy git and watches we die by bears n shit!
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Aseaheru on June 14, 2013, 09:25:51 pm
He fixes bots. thats really about it.
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Deon on June 15, 2013, 01:43:06 am
is each version save back wards compatible?

also, i noticed that on the gen worlds the sea is only HALF polluted now? is that intended?

200 years after fallout the sea is gonna stay jacked up for a looong time, longer than that. I always thought rust colored sea was right on for the most part.



ANOTHER THING, HOW DO I MAKE MY MR HANDY DO WORK OTHER THAN STAND AROUND AND DO NOTHING??? Says he can do construction but he is just a lazy git and watches we die by bears n shit!
Of course some versions requite a new world, but the latest patch mostly addressed graphical stuff so it's compatible.

Mr. Handy actually does not fix bots, it's Mr. Sturdy. Robots are mostly for defence, they cannot work (yet).

What do you mean your sea is "polluted"?
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Blackdot on June 15, 2013, 06:12:23 am
The game crashes when you right click with workshop selected. Its mousequery bug. I've tried with newer version of mousequery and game doesnt crush.
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Deon on June 15, 2013, 08:05:09 am
Thanks! I will update it.
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Aseaheru on June 15, 2013, 10:09:03 am
Ah. i knew it was one of them...
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Fniff on June 15, 2013, 02:00:49 pm
How do I make an axe/something to cut down trees in adventurer mode? Also, how can I be "on a tree"?
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Putnam on June 15, 2013, 03:07:40 pm
Axe: just find one. Anything that uses the axe skill will work. To cut them down, alt+move into it.
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Deon on June 15, 2013, 05:08:25 pm
You want a hacksaw or a chainsaw, there're no axes.
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Corai on June 15, 2013, 05:23:59 pm
is each version save back wards compatible?

also, i noticed that on the gen worlds the sea is only HALF polluted now? is that intended?

200 years after fallout the sea is gonna stay jacked up for a looong time, longer than that. I always thought rust colored sea was right on for the most part.



ANOTHER THING, HOW DO I MAKE MY MR HANDY DO WORK OTHER THAN STAND AROUND AND DO NOTHING??? Says he can do construction but he is just a lazy git and watches we die by bears n shit!
Of course some versions requite a new world, but the latest patch mostly addressed graphical stuff so it's compatible.

Mr. Handy actually does not fix bots, it's Mr. Sturdy. Robots are mostly for defence, they cannot work (yet).

What do you mean your sea is "polluted"?

I believe he means only half of his sea is an evil biome and he's mistaking evil for pollution.
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Mrhappyface on June 15, 2013, 09:48:46 pm
The biofuel refinery "biofuel from alcohol" reaction seems to be bugged. The vault citizens take the barrel to the workshop, sit there for a while and then just leave it there without making any coke. Maybe it has to do with the amount of booze in the container?
Edit: It does have to do with the amount of booze within a container. Apparently, if it's less than 5 stacks, then they'll just sit there and do nothing. I guess the easy fix is to start brewing some more gamma gulp.
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Kazymir on June 16, 2013, 09:35:45 pm
Has anyone fixed the Hazmat suit bug? 1 cloth produces 1500 suits, and while I like trade goods as much as the next man, I don't like setting a reaction to repeat and finding out I have enough Hazmat suits to clothe every living creature on the planet, and most of the corpses.
Title: Re: [ FALLOUT 2.1 ] || Post-apocalypse || Animated grass!
Post by: Deon on June 17, 2013, 01:49:49 am
Derp, didn't I fix it already? How could I forget.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Deon on June 17, 2013, 01:55:31 am

Fallout mod 2.2
- Updated Falconne's plugins; no more crashes on right-clicks on workshops.
- Biofuel refinery now produces coke from any amount of booze in the barrel.
- Hazmat making now creates 1 suit properly (but it now requires synth-reed cloth AND computer parts to make them).
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Mrhappyface on June 17, 2013, 11:16:20 am
Has anyone been able to get the computer/arcades to work correctly?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Aseaheru on June 17, 2013, 03:47:41 pm
I never got to that point.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: RickRollYou2 on June 17, 2013, 09:47:20 pm
Would it be too much to ask for a modloader, much like Genesis does? It IS a little irksome to have to set everything manually every time a new version comes out  :P
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Deon on June 18, 2013, 07:18:42 am
I plan to do it, I will hurry it then :). I just had my son's birthday yesterday so it will take a few days to unravel and test all new board games and toys, but then I will be modding at large again.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Meph on June 20, 2013, 10:52:51 pm
Hey, thanks for the hint about your wavy-grass with alt_tiles. Might I use them in my tileset? I made a test, it looks really nice, I just have to get the colors right. :)
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Deon on June 21, 2013, 12:45:23 am
What do you mean "might I"?
 You know all mine is yours etc. It's how this works :).
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: RogueArchivist on June 21, 2013, 11:27:03 am
Loving this mod. Found a small typo in robotics bay reactions though. In the securitron entry it calls the reaction robobrain.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Mrhappyface on June 21, 2013, 11:45:56 am
It seems that there's an error when it comes to assigning power cells to the terminals, arcades, and cyrogenic workshop. Most likely the reaction.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Meph on June 22, 2013, 03:07:20 am
Well, yes, I know that we both pretty much operate open-source, but I still think its nice (although obsolete) to ask. ;)
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Aseaheru on June 22, 2013, 09:48:47 am
Anyone else get a crash when you open StoneSense?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Lukewarm on June 22, 2013, 08:41:07 pm
When salvaging scrap, I get announcements that many things have stopped production. From the looks of it, everything that can be produced by salvaging has stopped production. I still receive items though. I did get wood block to charcoal done, though.
EDIT: After further investigation, I have found that this only happens when salvaging scrap or prospecting rocks is suspended.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Aseaheru on June 23, 2013, 07:51:54 am
why would you suspend those anyways?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Lukewarm on June 23, 2013, 12:28:36 pm
Prospecting rocks, when placed on repeat, seems to suspend itself despite that I have rocks everywhere. Scavenging scrap seems to do the same, though I'm not sure it's as immediate as prospecting rocks. Using the job manager seems to work though.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: JediaKyrol on June 26, 2013, 03:06:23 pm
Prospecting rocks, when placed on repeat, seems to suspend itself despite that I have rocks everywhere. Scavenging scrap seems to do the same, though I'm not sure it's as immediate as prospecting rocks. Using the job manager seems to work though.

I think that's one of the vanilla glitches, at least I think I saw it in the bug reports. Setting a job in the shop itsself sometimes has them look immediately around it, then give up.  Setting it in job manager has them scour the entire map. 
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: FestusRising on July 06, 2013, 12:02:24 am
I'm wondering if tactical helmets are working as designed?

I am 4 for 4 adventurers now who have gone blind within 1 game-day of being created.  After reviewing the curses/viruses/infections and not being able to identify any obvious blinding factors, I am left with the conclusion that the tactical helmet I recently created might be the culprit.

From the inorganic_wasteland_materials (abbreviated):
Code: [Select]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:180:START:0:END:160]
[CE_ADD_TAG:EXTRAVISION:START:0:END:160]


If the wiki is correct, this then has a 180% chance of setting your perception to 0% (the blinding affect) WHILE simultaneously granting the Extravision tag (negating the blinding affect).  I can confirm that the blinding works, with the infinite "missed" combat entries in my log as testament. However, the Extravision tag does not appear to be having any affect whatsoever.  If my summary is true, I have no idea how to fix it.  If I'm reading this wrong, then back to square one for going blind.

As a minor note, the reaction to create a tactical helmet is actually creating a military helmet of tactical material, as opposed to the defined tactical helmet:
Code: [Select]
[REACTION:MAKE_TACTICAL_HELM_ADV]
[NAME:make tactical helmet]
[BUILDING:ASSEMBLY_LINE:NONE]
[REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[REAGENT:B:1:TOOL:ITEM_TOOL_WIRING:NONE:NONE]
[PRODUCT:C:1:TOOL:ITEM_TOOL_COMPUTER_PARTS:INORGANIC:COPPER]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:INORGANIC:TACTICAL]
[SKILL:FORGE_ARMOR]
 

Changing the last product line to [PRODUCT:100:1:HELM:ITEM_HELM_TACHELM:INORGANIC:TACTICAL] is probably what was intended.

Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Deon on July 06, 2013, 12:52:13 am
Holy hell, the skill roll adjust on that helmet is wrong. It sets not perception, it sets ALL SKILLS to 0. I am gonna fix it ASAP once I come from work, thank you :D.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Hostialan on July 06, 2013, 07:35:24 pm
Does dwarf therapist work with this mod?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Putnam on July 06, 2013, 07:53:22 pm
No reason it shouldn't.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Hostialan on July 06, 2013, 07:59:14 pm
No reason it shouldn't.

It does, thanks :D
Also, What job does it take to scavenge scrap?
I cannot find it and it isn't listed here.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Deon on July 06, 2013, 09:03:11 pm
It's trapping, and there's a huge list of new reactions in the first post and skills they require.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: JediaKyrol on July 08, 2013, 10:26:56 am
We should have a party the 1,000th time Deon explains Scavenging...
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Aseaheru on July 08, 2013, 04:09:24 pm
Lets see, everyone free Friday?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Terry Lennox on July 21, 2013, 10:52:27 pm
I have a question regarding the latest release.  I have found that most of the games I have started, drop into low 40s and 50s FPS before the first caravan arrives.  Has anything changed?

Also the plasma bolts remaining on floor tiles after it misses still happens.  Don't know if the citizens will try to store it as fat as they did on version 1.8.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: JediaKyrol on July 22, 2013, 09:05:16 am
I have a question regarding the latest release.  I have found that most of the games I have started, drop into low 40s and 50s FPS before the first caravan arrives.  Has anything changed?

Also the plasma bolts remaining on floor tiles after it misses still happens.  Don't know if the citizens will try to store it as fat as they did on version 1.8.

The FPS seems to be hit or miss with me sometimes, but a save and load will sometimes clear it up for a while...so it has to be something with scripts hitting infinite loops or just stacking. 
Plasma bolts sometimes disappear, sometimes don't...but they always clear at season change and I haven't had anyone try and pick up a glob of hot burning death in a long time.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Mrhappyface on July 25, 2013, 02:43:23 pm
Well now that there will be underground passages in the next update, it would be cool to get a metro installed.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Deon on July 28, 2013, 01:53:07 am
Yeah, FPS drops comes from the script which allows us to have buffs on armor, items etc.
Dark Fortresses connected with underground passages will surely work as skyscrapers connected with metro system :).

(http://img.ie/ust5z.jpg)
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Aseaheru on July 28, 2013, 05:46:46 am
Whats that image? It looks good.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Meph on July 28, 2013, 07:28:19 am
The new Shadowrun game. Not DF related. ;)
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Deon on July 28, 2013, 11:22:28 pm
Yeah, I am mapping a new Shadowrun campaign, just plugged that image of my subway station here, that's all :D.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: JediaKyrol on July 30, 2013, 09:11:07 am
I knew Deon was going to play with SR:R toolkit.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Deon on August 01, 2013, 01:12:56 pm
If only it was not so limited... I would definitely make a few total conversions. But you will have to enjoy just a campaign of Genesis Shadowrun, or something.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Mrhappyface on August 07, 2013, 04:33:00 pm
We mutants now!
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Mrhappyface on August 08, 2013, 07:42:54 am
Figured out what maybe wrong with the arcade/computer reactions.
For your generators, it's
   [REAGENT:A:1:TOOL:ITEM_TOOL_CELL_DEPLETED:INORGANIC:LEAD]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:INORGANIC:LEAD]
but for your computers/arcades it's

   [REAGENT:A:1:TOOL:ITEM_TOOL_CELL:INORGANIC:CHARGED]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_CELL:INORGANIC:CHARGED]
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Aseaheru on August 15, 2013, 01:12:06 pm
As far as I can tell, nothing. Heck, even on a 8 year old laptop it still seems to be fine.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Mrhappyface on August 15, 2013, 03:16:30 pm
You can turn off weather. Or go into the weather reactions and remove it.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: Mrhappyface on August 23, 2013, 10:35:54 am
Wow, I just finished reading Book of the New Sun. It goes quite well with this mod.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || Fixes for hazmat suits and mousequery.
Post by: JediaKyrol on September 28, 2013, 09:54:14 am
So when Toady gets the new version ready...we totally need giant garbage towers like in Wall-e (or Idiocracy) that fall down and crush everyone when "chopped down".
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Etherdrinker on October 19, 2013, 03:54:23 pm
Greetings, I reading the OP and some comments here (not all) but this mod seems like only for Adventure mode?

Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on October 19, 2013, 04:12:45 pm
Nope. Its fun to have a fortress.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Etherdrinker on October 19, 2013, 04:16:38 pm
Glad to read, I only like Fortress mode : :D
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on October 19, 2013, 04:39:37 pm
Club to join.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Deon on October 19, 2013, 07:18:55 pm
So when Toady gets the new version ready...we totally need giant garbage towers like in Wall-e (or Idiocracy) that fall down and crush everyone when "chopped down".
This reminds me of "I have no mouth and I must scream".

Greetings, I reading the OP and some comments here (not all) but this mod seems like only for Adventure mode?


There's a lot of cool stuff for adventure mode, but as any of my mods, it's tailored for the fortress mode. Research and discovery system, debris and pre-war technology to scavenge, robot manufacturing and upgrades, mutant sieges and enclave spies - it's all for the fort mode.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Mrhappyface on November 03, 2013, 09:57:27 pm
Will you make a desert civ?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Deon on November 04, 2013, 02:04:07 am
What do you mean by "desert civ"?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on November 04, 2013, 06:50:27 am
Probably something like Dune?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Deon on November 04, 2013, 07:45:23 am
Are we talking about Fallout universe? :D

Because Dune and Fallout are totally exclusive.

I mean, what are you guys even talking about? A bit more explanation than a line from each of you would be nice!
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Fniff on November 04, 2013, 07:51:48 am
I think they were talking about a civilization that lives on rocky parts of the desert and hunts sand worms or something... Personally, I think a Bedouin style desert civ would make more sense. Wandering guys who are very tough to survive in the desert and primarily hunt in order to survive in the desert. It'd make more sense in-universe then a Dune civ.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Deon on November 04, 2013, 07:54:23 am
I see what you mean. Currently deserts are mostly inhabited by super mutant bases and ghoul camps.


P.S. Guys, can you see images in the first post? Img.ie for some reason is unavaliable to me, and all mod info pictures are invisible. I hope you can see them.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Arbinire on November 04, 2013, 09:29:20 am
I see what you mean. Currently deserts are mostly inhabited by super mutant bases and ghoul camps.


P.S. Guys, can you see images in the first post? Img.ie for some reason is unavaliable to me, and all mod info pictures are invisible. I hope you can see them.

The images are there for me
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on November 04, 2013, 02:53:31 pm
I see them.

I wonder if there was any real way to have some sorta Nuclear Winter going on in the game. But I think thats allready done with in the games.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Deon on November 05, 2013, 01:40:50 am
Patrolling the Mojave almost makes you wish for a nuclear winter.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on November 05, 2013, 03:51:21 pm
you want -80 degree weather i most places?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on November 05, 2013, 06:22:31 pm
It's a line from NCR soldiers in Fallout: New Vegas
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on November 05, 2013, 08:06:52 pm
Ah. I dont really know much about the game.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: KingofstarrySkies on November 07, 2013, 09:47:16 pm
Patrolling the Mojave almost makes you wish for a nuclear winter.
Damn right. Now, why aren't you trying to clear out this town?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Mrhappyface on November 20, 2013, 11:35:42 pm
I meant guys like the Desert Rangers from Wasteland (and Fallout as well). Tough-as-nails independent warriors that depend mainly on trade and mercenary work.  Maybe there would be a tundra dwelling equivalent?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: daxp on November 24, 2013, 11:37:30 pm
What do I need to do to plant maize? I have an above ground farm, tried with and without irrigating, and maize won't show up as an option in any season. Does it need a particular biome or is it under a different name?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Iceblaster on November 25, 2013, 05:13:40 am
Patrolling the Mojave almost makes you wish for a nuclear winter.
When I got this assignment I was hoping there'd be more gambling.

Anyway, enough with the fun(:P)

Redownloading in hopes of having fun after watching Plumphelmetpunk play osme of it, albeit and early version.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Deon on November 27, 2013, 11:22:46 am
If this mod picks up some interest again, I will swing back and add new spawnunit and lots of other DFHack functionalities, to make proper Robot manufacturing as well as a bunch of other things.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Kazymir on November 28, 2013, 04:33:22 am
Once the new DF version is out and this mod is updated, I'll be on it like white on rice in a glass of milk on a paper plate in a blizzard.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Mrhappyface on November 28, 2013, 02:59:32 pm
Well this is only version of DF I play now. All hail the almighty Autarch, Master of Torturers, Grand Lictor, the Concillator Deon!
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Iceblaster on November 29, 2013, 04:29:42 pm
If this mod picks up some interest again, I will swing back and add new spawnunit and lots of other DFHack functionalities, to make proper Robot manufacturing as well as a bunch of other things.

Yay.

If anything, I'd like robot building, however if you don't have the time/enthusiasm to work on it, I won't force you :P
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Doctor Blood on November 30, 2013, 06:55:48 pm
Can I get some assistance on installing the mod to my DF game. I am running a mac so... I don't know what to do.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on November 30, 2013, 06:59:56 pm
if you just have a folder with all the DF things in it you just drop it in the right one.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Doctor Blood on November 30, 2013, 07:02:09 pm
What exactly do I drop? I mean there are a lot of folders in the folder I am looking in. The readme doesn't help any.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Doctor Blood on November 30, 2013, 07:10:12 pm
Actually I think I got it working... but I skipped out on a lot of stuff...?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Doctor Blood on November 30, 2013, 07:42:26 pm
It is Crashing?
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on November 30, 2013, 08:09:23 pm
Right, there should be folders with the same name. Add those to those.

Actually, I think the folder is just all the files needed. So you just shove the download somewhere and use that.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: daxp on November 30, 2013, 10:55:20 pm
I've never really used a mac, so this is going to be guesswork but it might work! Go ahead and just redownload DF and the mod. Unzip them both and you should have your normal dwarf fortress folder that has lots of files and folders in it, and the mod folder which should also have lots of files and folders. Then just select EVERYTHING in the mod folder and drop them in the Dwarf Fortress folder. It should ask if you want to overwrite some stuff, say yes to all of that. If it worked right you should be able to just start dwarf fortress up normally.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Deon on December 01, 2013, 02:03:59 am
You need /data/art/, /data/init/, /data/sound/, /data/speech/, /data/dipscript/ folders.
Also remove your /raw/ folder and paste the mod's one.
I have no idea if there's a Mac DFHack version somewhere. If there is, download it, then drop the /hack/ folder into your game folder too. If there is not, don't bother. You will only miss robot building/upgrades, poisons, hazmat suits, power armor, tactical helmets, cryogenics, virology and a few other things.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Mrhappyface on December 03, 2013, 09:17:50 pm
Can you put in the computer/arcade fix? It's just the reaction is written wrong, because it says for all of them it needs

[REAGENT:A:1:TOOL:ITEM_TOOL_CELL:INORGANIC:CHARGED]
when it actually needs
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:INORGANIC:LEAD]
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Deon on December 04, 2013, 11:31:30 pm
Oh, it's been a while since I changed CELL tool type, and it is where I missed the change? Thanks a lot!
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Mrhappyface on December 06, 2013, 01:57:05 pm
One more thing: Geo crates seem to dump a disproportionally large amounts of sulfur and saltpeter compared to the other ores.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Mrhappyface on December 07, 2013, 03:29:01 pm
Another weird thing: The vault citizens won't equip boots and armguards.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Deon on December 08, 2013, 01:53:04 pm
Are you sure you set your armor preferences to replace clothing, not go over it? Otherwise common shoes and gloves will make them unable to wear them.
High saltpeter and sulfur drops are for ammo making.
Title: Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Mrhappyface on December 09, 2013, 01:03:42 pm
Yes, I want to uniforms and pressed r to replace and even went as far as indivudally assigning boots and armguards.
I think that geo crate is a bit of misnomer, because you'll get positively buried with the amount of saltpeter and sulfur with one or two other rocks occasionally. It should be renamed gunpowder raw material crate then.
Title: Re: (PLEASE UNSTICKY) [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Deon on December 23, 2013, 08:37:43 am
Yes, I requested a personal board way back when there was no mod subforums, so Masterwork, LFR, Putnam's mods, many other cool mods and my mods too were buried under heaps of questions and requests. Now I see why Masterwork needs its own sub-board because it's basically a huge compilation of everything possible with tons of playable races, however I think I would get more feedback in the main subforum. I will ask Toady if he has time to solve it.
Title: Re: (PLEASE UNSTICKY) [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
Post by: Stirk on December 23, 2013, 07:25:07 pm
Quote
High saltpeter and sulfur drops are for ammo making.

Do they use black powder in Fallout? I always thought they used smokeless powder, considering the ammunition in most games is based of off real-world ammunition that is smokeless. I just ask from a lore perspective, it would probably be a lot more difficult from a game play perspective to get all the nitro-whatevers it takes to make smokeless powder.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on December 23, 2013, 08:04:31 pm
Yep, of course it's simplified! Thanks for noting though, I will see if it's possible to make it look less like blackpowder and more like gunpowder without overcomplication.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: eggthief on December 27, 2013, 06:18:46 pm
Hi, I got a small problem.

I recently decided to play this mod once again but for some reason I can't seem to open any crates. My Inventor's Bench gives me the option to open one or more of the several crate types but when selected, my trapper still has 'no job' and eventually the option for opening the crate turns red again while it still remains as an active job to be done.

Any clue on what went wrong?
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on December 27, 2013, 10:43:31 pm
Trappers are for finding crates, not opening. Need an alchemist for that.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on December 28, 2013, 07:52:15 am
This should not be the case... Let me check the raws.

Oh yeah, trapping is just for operating the scrapyard. The inventor's bench requires "alchemy" labor enabled which is used for most of "science" reactions.
You can check the first post, there're a lot of new reactions explained (including skill required). Not sure if 100% is there, I could miss some info from the latest updates, but it should guide you good enough to understand how to do things.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Meph on December 28, 2013, 05:08:47 pm
Since I added ingame skill-hints, these type of questions literally disappeared for MDF. I added a reaction without hotkey, skill and reagent, and NAME:======SKILL TANNER====== (or whatever fits), to all the custom workshops. This way people open the workshop and directly see ingame which skill they need. Even works with several skills, if you sort them correctly. :)

Dont know if you want to adopt this system, but it helped me a lot.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: RavenZ on December 29, 2013, 05:40:48 am
As a fan of Fallout - great mod. I played previous versions and the new one but with the recent one i have problem. Game crashes randomly (i dont see a pattern of crashing). I dont know what to do, could you help? Or someone else who is good at fixing problems? I assume i need to post error logs - which one and where i can find it?
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on December 29, 2013, 07:54:16 am
Does it happen during worldgen? Or fortress mode? Or adventure mode? DF crashing is a very big problem because it usually does not crash as soon as it finds a problem, it keeps going as long as it can and it crashes ONLY when something is totally FUBAR. Which means it's pretty hard to debug stuff. Especially if the crash comes from some DF vanilla bug reinstated by a mod, not by modding error. Do you have save files which crash for you?
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: RavenZ on December 29, 2013, 10:41:36 am
I got it during playing dwarf fortress... After some more time of testing i think maby it is something to do with migrants and/or thieves apeearing on map (im not sure)... Why im thinking that this is the cause... Well i dont know, you know... Intuition... When i started the game after 5 minutes it crashed - then i started once (same world) again and i quicksaved (thanks to DFhack) in about 4-4:30 minutes and few secs later - migrant wave. Or maby it is because of my PC? I got multicore Win 7 could be it... Maby i need to check 2dasync in init (or d_init - dont remember wihch one)
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on December 29, 2013, 11:21:04 am
Any saves?
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: joeymax23 on January 22, 2014, 08:55:10 pm
Greets good deon,
i'm wondering, if i were to write up a quick tutorial for this, like i did for putties fortbent, if you would use it?
i really like this mod, and it seems p easy to explain, once you get it. i just wouldn't want to write it and have it drown in the recesses of the thread. also, who is that sultry voice who i unceasingly jam to as i start up the game?
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Fniff on January 22, 2014, 09:13:17 pm
Louis Armstrong, singing "A Kiss To Build A Dream On"
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: cyberTripping on January 24, 2014, 12:34:29 pm
I looked around but couldn't find anything on it, but I get tremendous amounts of slowdown in adventure mode when in the wilderness. I think it might have to do with scrap piles.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Urist_McDrowner on January 26, 2014, 11:34:25 pm
Seconded Cyber's point. I go at a perfectly reasonable speed in towns, but the wilderness crawls like molasses. My current adventurer "Mack", profession "The Knife" has to go all the way around what I assume is the St. Lawrence River on his quest to Greenland and Vault Civilization because swimming it would take an eternity.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Nat on January 30, 2014, 08:47:54 am
I also got massive amounts of lag in the wilderness of the North America worldgen map... I was also finding huge amounts of living things compared to normal worlds.

Also, I tried to set up in the first cave I found. Unfortunately it was full of about 500 enclave losers. Fortunately I picked super mutant and am very slowly working through them... 126 kills. I have to wait 5-10 seconds between every action though so it's going to take a very long time.

I tried using a different worldgen preset, the 129x129 one at 100 years. So far things are much smoother. Maybe it's just the North America worldgen preset doing something weird?
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: PTTG?? on January 30, 2014, 12:02:01 pm
It could be that the very large livable land area is encouraging huge populations if nothing else.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Urist_McDrowner on February 02, 2014, 12:26:30 pm
Oh, and both Gunsmith's forge and Generator use capital G.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Enemy post on March 24, 2014, 06:37:28 pm
How did you make the world look like earth?
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on March 25, 2014, 02:17:45 am
Oh, and both Gunsmith's forge and Generator use capital G.
Thanks, I will fix it eventually :).

How did you make the world look like earth?
You can tweak map settings to create custom maps in DF.

I also got massive amounts of lag in the wilderness of the North America worldgen map... I was also finding huge amounts of living things compared to normal worlds.

Also, I tried to set up in the first cave I found. Unfortunately it was full of about 500 enclave losers. Fortunately I picked super mutant and am very slowly working through them... 126 kills. I have to wait 5-10 seconds between every action though so it's going to take a very long time.

I tried using a different worldgen preset, the 129x129 one at 100 years. So far things are much smoother. Maybe it's just the North America worldgen preset doing something weird?
I was actually waiting for the new DF release, because scrap piles growing items (new tree functionality) and a lot of other stuff sounds fantastic for the mod. But since it's a long lasting issue, I will review creature populations. I think making 2 sets of raws for fortress and adventure would be not a bad idea. Currently the creature numbers are increased dramatically to increase fortress mode fun. It was supposed to increase creature variety in adv. mode as well, but maybe it's a bit too much and people with weaker CPU/lower memory might experience issues with it.

Just to make sure that it's not some bug in DF causing it and a real performance issue, what are your system specs (a question meant for guys experiencing slowdown in wilderness)?

Greets good deon,
i'm wondering, if i were to write up a quick tutorial for this, like i did for putties fortbent, if you would use it?
i really like this mod, and it seems p easy to explain, once you get it. i just wouldn't want to write it and have it drown in the recesses of the thread. also, who is that sultry voice who i unceasingly jam to as i start up the game?
I am sorry that I missed your proposition, I really appreciate that you like the mod :). I was just away from modding for some time and now I am coming back, I just needed a time away from DF to desire playing/modding it again.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: TheCoolSideofthePIllow on March 31, 2014, 09:59:37 am
Is there a Soundsense pack specifically for this mod?
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Talvieno on April 07, 2014, 07:52:49 am
I downloaded it to give it a go, and it runs at 5 fps or so on embark, when I usually get 100+ with vanilla DF, and only hit 5 fps after year 20 or so. Any tips on making it run at a playable speed?

Edit: Nevermind. :-\ Oddly enough, everything sped up after I'd played through a tedious week or two ingame.

Hi, I got a small problem.

I recently decided to play this mod once again but for some reason I can't seem to open any crates. My Inventor's Bench gives me the option to open one or more of the several crate types but when selected, my trapper still has 'no job' and eventually the option for opening the crate turns red again while it still remains as an active job to be done.

Any clue on what went wrong?
I'm getting this issue too, though. I have alchemists available, as well as unopened crates, but the job list remains red.

reedit: Figured it out. The problem was, I had the inventor's bench encompassed by a burrow. Deleting it solved the issue.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Terry Lennox on April 07, 2014, 09:20:27 pm
Is there a list with all the mod specific items and the categories they get sorted to?

I'm having an impossible time making stockpiles because I can't find the categories I want.

I.E.: where do I put saltpeter, sulfur, computer parts, wiring, prewar crates, etc.

I'm trying to make a specific stockpile to keep all the techie things in their own pile.  Scrap logs go to pile which feeds the Scrapyard which should then feed its output to a stockpile that feeds the Tinkerer's Bench and the Gunsmith's forge.

Also, the FPS for this mod seem to be really low.  I'm getting 60s and sometimes 40s with less than 50 dwarves.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on April 08, 2014, 12:01:30 am
That FPS drain could be caused by DFHack scripts which provide item effects, I will take a look at that if you want.

I haven't created a full list of all added items, but most of tech stuff is in tools.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Terry Lennox on April 08, 2014, 06:01:20 pm
If it'll help you, I'll be glad to post the save. 
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on April 09, 2014, 03:01:42 am
Could you just try to start the save temporary removing dfhack.init from the root folder? Don't forget to put it back because it is required for many things, but let me know if launching the game without DFHack initialized speeds it up.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Meph on April 09, 2014, 03:32:00 am
Hey deon, have you seen the things that IndigoFenix wrote for the Gnomes in MDF? Tesla coils and dynamos, yes/no/and/or integers for traps and dwarfputing, automated furnaces and conveyor belts, electricity... many things that fit the more scifi regions of your mod here. :)

Maybe you can use some of the scripts yourself. :)
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on April 09, 2014, 12:00:01 pm
I missed so much lately, thank you for heads up!
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Terry Lennox on April 10, 2014, 05:35:04 pm
Could you just try to start the save temporary removing dfhack.init from the root folder? Don't forget to put it back because it is required for many things, but let me know if launching the game without DFHack initialized speeds it up.

Yep, this added at least 30fps to the game.  It used to run at least at 50~60fps and after removing dfhack.init, the FPS climbed and stayed at ~90 fps.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on April 11, 2014, 12:13:18 am
Thanks, I guess I will have to make some scripts optional for the next release. Itemsyndrome which allows power armor actively checks alive creatures for equipment and syndromes on equipment, so I guess in wilderness and with many units it slows everything down.

You can put dfhack.init back but open it with text editor and remove the line called "itemsyndrome". You may have to use some advanced text editor like Notepad++ if regular notepad cannot separate lines properly.
It will get rid of some stuff like power armor giving strength bonus/tactical helmets increasing skills etc, but everything else will work.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Putnam on April 11, 2014, 12:20:43 am
With r4, itemsyndrome shouldn't be slowing down stuff much at all...
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on April 11, 2014, 02:40:11 am
Yep, I need to update it then, thank you Putnam!
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on April 23, 2014, 02:43:08 pm
Yo guys, anyone still playing this? :)

I am currently remaking major parts of the mod for better experience, balance and functionality.

Right now in my dev version I have changed:
Quote
Changes
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 and tactical helm assembly.
 - 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 ) Wiring can be made from aluminum, copper, gold and silver.
9) 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.
10) Added mr. Handy creation. Mr. Handy upgrades (to mr. Farmy, mr. Gutsy or mr. Sturdy) are more reliable now.
11) New adventurer "starting packs": exterminator, specialist, survivalist.

Fixes
1) Tweaked some big animal populations.
2) New itemsyndrome plugin version by Putnam (to apply effects from weapons/clothing) which causes much less CPU load.
3) Tactical helmets now properly boost skills (2x skill roll 50% of times).

I feel like the current chemistry/virology are not that fun to play with and not varied enough to be effective/useful. If you've played this mod for some time, please leave a feedback regarding that. I would be happy to consider all your good suggestions in the update.

P.S. I plan to make a "heavy pickaxe" a default mining tool, and make it extremely heavy and cumbersome. The "drill" will be an assembly line tool which will be much lighter and thus a better mining tool (since we cannot change the speed of mining through tools otherwise).

I've yet to add pre-war stashes, some of them could be deactivated robots which come to life when you dig out the stash.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on April 23, 2014, 06:01:28 pm
Yesss.... I am awaiting update.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on April 23, 2014, 06:47:59 pm
Oh hi, I remember you were playing this :). Did you get do do anything with virology/chemistry or was it too obscure and "not worth it to care"?
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on April 23, 2014, 07:47:14 pm
I did abit of chem, but have never really gotten far, in any game. Only once in about a year have I gotten a barony for instance.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on April 24, 2014, 01:05:38 pm
I played with the viruses for a bit...usually in a backup save because I tend to kill everyone...
My big problem is the immediate release.  If it could create a breakable object that contained the virus so you could say load a minecart with smallpox vials and launch it at invaders (or use as grenades in adventure mode) I would put more use into it.  Sadly...engine limits...

Chems however...my guys were making Buffout and eating it like candy!
...and of course...Sailent Green...savior of the low food supply.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on April 24, 2014, 02:36:30 pm
Well you could make blocks which explode into smallpox clouds when shot from catapult with projectileExpansion plugin. So I will take a look at that!
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on April 24, 2014, 03:32:39 pm
ooh...that would be nasty-awesome!  ...though with my luck I would accidentally load up FEV and turn a band of raiders into super-mutants...
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: tahujdt on April 25, 2014, 12:22:28 am
I fail to see the downside.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Splint on April 25, 2014, 01:25:48 am
Wouldn't it just turn raiders into centaurs?
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: tahujdt on May 01, 2014, 07:16:25 am
No; FEV generally deceases the subject's intelligence.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Meph on May 01, 2014, 10:26:47 am
Well you could make blocks which explode into smallpox clouds when shot from catapult with projectileExpansion plugin. So I will take a look at that!
Yeah that works. I made warpstone ammo that explodes into clouds of syndrome bearing gas. :)
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Splint on May 01, 2014, 03:16:23 pm
No; FEV generally deceases the subject's intelligence.

I fail to see how raiders suddenly getting a survival instinct is a bad thing. I also fail to see how them losing the ability to use firearms is a bad thing too... Could always have a crapshoot chance with the FEV making them...

A. A super mutant. Unlikely, but still narrowly possible I'm sure. Second lowest chance to happen.
B. Centaur. Can't fight with man-made weaponry anymore. Might still be a hassle in melee though. Highest or second highest chance to happen.
C. Catastrophic Mutant. Uncontrolled mutations, crazy strength, and either berserk or [OPPOSED_TO_LIFE], lasting a month max before a self targeting interaction causes them to succumb to their runaway mutations in some manner: Explode, sudden bleed out, necrosis followed by bleed out, things of that nature. Highest or second highest chance to happen.
D. Killed outright. Self-explanatory. (Un)lucky victims are killed outright by the FEV, the sudden changes to their DNA being too much to handle at once. Probably lowest chance to happen.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on May 02, 2014, 12:50:52 pm
Like I said...I am very unlucky...I once lost an entire squad to a very angry cow.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Terry Lennox on May 02, 2014, 10:28:12 pm
Yo guys, anyone still playing this? :)

I am currently remaking major parts of the mod for better experience, balance and functionality.

Right now in my dev version I have changed:
Quote
Changes
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 and tactical helm assembly.
 - 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 ) Wiring can be made from aluminum, copper, gold and silver.
9) 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.
10) Added mr. Handy creation. Mr. Handy upgrades (to mr. Farmy, mr. Gutsy or mr. Sturdy) are more reliable now.
11) New adventurer "starting packs": exterminator, specialist, survivalist.

Fixes
1) Tweaked some big animal populations.
2) New itemsyndrome plugin version by Putnam (to apply effects from weapons/clothing) which causes much less CPU load.
3) Tactical helmets now properly boost skills (2x skill roll 50% of times).

I feel like the current chemistry/virology are not that fun to play with and not varied enough to be effective/useful. If you've played this mod for some time, please leave a feedback regarding that. I would be happy to consider all your good suggestions in the update.

P.S. I plan to make a "heavy pickaxe" a default mining tool, and make it extremely heavy and cumbersome. The "drill" will be an assembly line tool which will be much lighter and thus a better mining tool (since we cannot change the speed of mining through tools otherwise).

I've yet to add pre-war stashes, some of them could be deactivated robots which come to life when you dig out the stash.

I love this mod.  Did you fix the fps problem about the dfhack scripts causing a general slowdown?
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Raul on May 02, 2014, 10:31:42 pm
I love this mod.  Did you fix the fps problem about the dfhack scripts causing a general slowdown?
2) New itemsyndrome plugin version by Putnam (to apply effects from weapons/clothing) which causes much less CPU load.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Splint on May 02, 2014, 10:33:36 pm
Like I said...I am very unlucky...I once lost an entire squad to a very angry cow.

Now, to be fair these are vault dwellers pretty much, and they come off and pretty damn incompetent in a fight as general rule and only really exceptional people really seem to last more the one run in with anything nastier than a rat...
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: KingofstarrySkies on May 03, 2014, 03:42:37 pm
I forgot about this mod. I should play it again.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Flare on May 06, 2014, 11:10:43 am
Yo guys, anyone still playing this? :).

I've just started. Gotta say that the incredibly slow fps kinda ruins a lot of the fun though. Played a total of 5 hours but still in first year. Greatly anticipating the fix.

Also, is there a way to deactivate dfhack without shutting off df itself?
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 06, 2014, 01:51:43 pm
I will upload a new version soon, I still need to do something interesting with the chemistry/virusology and it will be up.

Just remove the line about itemsyndrome from dfhack.init and it will be it.
Title: Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
Post by: Flare on May 06, 2014, 11:29:54 pm
Thanks for the quick reply Deon :P

Working like a charm now!
Title: Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 07, 2014, 02:46:36 am
(http://i.imgur.com/FSEN6XF.png)

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).
Title: Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
Post by: Kazymir on May 07, 2014, 03:07:59 am
Deon, you are a veritable Saint.
Title: Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
Post by: Flare on May 07, 2014, 05:29:57 am
Cool! You timed it perfectly with my decision to start a new game :D.

Can't wait to get my robot army up to snuff.
Title: Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 07, 2014, 06:46:03 am
Uh oh, I think I forgot to set up building materials for the Assembly Line, so it's free to build. Enjoy a free building I guess! I just didn't complete the whole production chain with a new design in mind, but everything else works as intended. If you find anything strange or incorrect, let me know and I will quickly fix it.
Title: Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
Post by: Flare on May 07, 2014, 08:53:15 am
Dwarf Therapist can't seem to find the new renamed df it seems.
Title: Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 07, 2014, 11:42:43 am
It's a possibility... For now use the new in-built DFhack therapist replacement and I will find out how to deal with it!
Title: Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
Post by: Splint on May 07, 2014, 11:55:35 am
If it wasn't for the fact I'm sure there'll be some fixes in the next couple days I'd start a new fort. Would really like to try building a small robot army myself.

You may want to do something with the raiders and enclave though. Their civs don't seem to like surviving worldgen past the 50 year mark.
Title: Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
Post by: Putnam on May 07, 2014, 12:56:50 pm
Changing the title of the game's window breaks Therapist, so don't do that.
Title: Re: [FALLOUT 2.5] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 07, 2014, 01:23:14 pm
If it wasn't for the fact I'm sure there'll be some fixes in the next couple days I'd start a new fort. Would really like to try building a small robot army myself.

You may want to do something with the raiders and enclave though. Their civs don't seem to like surviving worldgen past the 50 year mark.
Noted!

Changing the title of the game's window breaks Therapist, so don't do that.
Thanks Putnam, I wondered what could it be. I'll fix it!
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 07, 2014, 02:06:39 pm
I will no longer take ages to make a lot of changes and will release reported requests/fixes as fast as I can :).

So here you go.

Fallout mod 2.6
- Changed DF window name back to "Dwarf fortress" for Dwarf Therapist to work.
- Fixed adventure mode reaction to craft power helmet (used to use old tactical helmet material).
- Renamed months to January-December.
- Renamed quivers to bandoliers.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 07, 2014, 02:26:46 pm
Also I've found a new soundtrack for the mod for future updates:
http://www.youtube.com/watch?v=uH_JPswPOA8
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on May 07, 2014, 03:34:54 pm
Also I've found a new soundtrack for the mod for future updates:
http://www.youtube.com/watch?v=uH_JPswPOA8

...kinda grows on you 45 minutes in.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Flare on May 08, 2014, 10:02:58 pm
Played this for just over a year and a half, crashed unfortunately when autumn set in :P.

Started out in a desert, but got scrap enough to roll two blueprints and material to make a generator and an arc furnace. I'm probably going to go for a biofuel one next time.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 09, 2014, 05:09:19 am
If there are crashes they may be related to some dfhack functionality. Do you have seasonal autosave? I suggest to turn that on. I will investigate any existing issues as they come, so if you could provide me with a save which crashed or something it would be great.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Flare on May 10, 2014, 12:50:12 am
Crashed again last night.

I'm not sure what it is I did, as I usually do a lot of stuff at once. The last crash quite a ways into Autumn and on my retry the crash did not take place again.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 10, 2014, 03:41:11 am
Well if you have a reproduceable crash then I should definitely take a look at it. Then it will be possible to find out what caused it. Keep seasonal autosave on :).
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Flare on May 10, 2014, 12:51:28 pm
The charged cells don't seem to be recognized for computer and arcade terminals.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 10, 2014, 02:25:44 pm
Thanks for the heads up, replace the contents of the reaction_wasteland_computer.txt both in /raw/objects/ and /data/save/region*/raw/objects/ with this:

Spoiler (click to show/hide)
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Iceblaster on May 12, 2014, 02:56:24 am
If I don't find the answer then I must ask...

Where do I grow maize?

I can't find it in the aboveground or below ground farm menu.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Splint on May 12, 2014, 09:29:03 am
May not be in the right biome for it. I ran into that issue with rye and millet once. My best guess is it's grown in temperate and tropical grasslands.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Terry Lennox on May 14, 2014, 09:37:26 pm
I'm getting a weird crash.  The game was running perfectly and suddenly it stops responding and then crashes.  I reloaded the save and the crash happened again but at an earlier point.  What's weird is that there is nothing happening that would stress the game, no siege, no merchants on the trade depot...

I took a look at the error log but I can't make sense of what the messages in there mean.

DOUBLE TAGGED ITEM: Store Item in Stockpile, Finished Goods Bin (aluminum) <#12>
DOUBLE TAGGED ITEM: Store Item in Stockpile, Finished Goods Bin (aluminum) <#12>
DOUBLE TAGGED ITEM: Store Item in Stockpile, Finished Goods Bin (aluminum) <#12>
DOUBLE TAGGED ITEM: Store Item in Stockpile, Finished Goods Bin (aluminum) <#12>
DOUBLE TAGGED ITEM: Store Item in Stockpile, Finished Goods Bin (aluminum) <#12>
DOUBLE TAGGED ITEM: Store Item in Stockpile, Finished Goods Bin (aluminum) <#12>
DOUBLE TAGGED ITEM: Store Item in Stockpile, Finished Goods Bin (aluminum) <#12>
DOUBLE TAGGED ITEM: Store Item in Stockpile, Finished Goods Bin (aluminum) <#12>
DOUBLE TAGGED ITEM: Store Item in Stockpile, Finished Goods Bin (aluminum) <#12>
DOUBLE TAGGED ITEM: Store Item in Stockpile, Finished Goods Bin (aluminum) <#12>
DOUBLE TAGGED ITEM: Store Item in Stockpile, Finished Goods Bin (aluminum) <#12>
DOUBLE TAGGED ITEM: Store Item in Stockpile, Finished Goods Bin (aluminum) <#12>

Edit: ok, so it's a problem with Dwarf Fortress itself.  I can live with that.  I'll just embark on a different site and try again.  That was a pretty cool game, my 3 Mr. Gutsies were savager than goblins...and watching the combat message: The Stray War Robobrain grabs the raider with its left hand by her phallus, just kills me.  Apparently one of the "female" raiders was sporting extra plumbing.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Putnam on May 15, 2014, 01:40:36 am
That's game oddity that AFAIK modding can't really deal with.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on May 15, 2014, 10:17:42 am
seems like the crash is happening on merchant arrival and migrant wave events, and sometimes on preparing for embark (I open up each character up to see what starter job would best fit them, occasionally opening one will cause a crash)  It could be an error in one of the castes (is IT still in the game?) that is causing this.  Seems to be happening whether or not DFHack is running...

I'll bore through everything on humans looking for anything strange...just wish the error logger would catch it and give a clue.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Flare on May 15, 2014, 03:15:56 pm
I had a similar hunch that it was something coming in from outside of the map that was causing the crash as well. I really couldn't think of anything that I did similarly prior to each of the crashes, and most of them seemed to take place while I was just surveying the dwarfs working.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Terry Lennox on May 16, 2014, 11:30:09 pm
Weird, I'm having the ultra-low FPS problem again.  Just 7 dwarves and FPS on the low 30s.  Its weird, its a sparsely populated savannah, there aren't many animals or trees.  Pretty weird. 
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 17, 2014, 06:15:49 am
Is it an issue of this embark only? You could have crazy stuff happening underground. Normally I have around 150-200 FPS on starting embarks.

By the way, does increasing the game speed help with fps?
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Splint on May 17, 2014, 12:54:19 pm
Weird, I'm having the ultra-low FPS problem again.  Just 7 dwarves and FPS on the low 30s.  Its weird, its a sparsely populated savannah, there aren't many animals or trees.  Pretty weird.

Most likely got some crazy shit happening underground you can't see. Like a horde of crundles or something similar.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Terry Lennox on May 17, 2014, 03:00:50 pm
Is it an issue of this embark only? You could have crazy stuff happening underground. Normally I have around 150-200 FPS on starting embarks.

By the way, does increasing the game speed help with fps?

Edit: could be the embark, because other more busy sites have higher FPS.  I haven't pierced the caverns yet. It's a flat savannah with only two mountains.  About 20 carps and other water creatures.  I set FPS at 200 but the game seems to stabilize at 60, the same with the FPS set at a 100.  Really weird. 

Edit2: It was the embark.  I went to a different site and I'm getting solid 130 fps.  The only problem is that the game is very crashy when migrants or merchants arrive. 

Edit3: Yep, dunno what to do as the game is basically unplayable for me.  Reinstalled the mod from the site and still get a crash when the second batch of migrants arrive.  Was getting decent FPS too. 
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 22, 2014, 12:17:52 am
That's a bit sad, because I've managed to play to year 5 twice without any crashes. Does playing without DFHack cause the same crash?
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on May 22, 2014, 05:52:53 pm
I'm pretty sure my crashes are immigrant related, but cant isolate it.  My best guess is Albinos and Super-humans, as they have such a low chance of appearing.  Do either of them call DFHack scripts? If so, it might be something wonky with my computer messing up DFHack.  I'm going to try genning a world with those two removed and see how long I can force migrant arrival until it crashes.
EDIT: nope...still crashes after 4-5 migrant waves even with those castes removed...maybe it's something they're bringing with them?  A pet or item?  blugh, wish the errorlogger would catch it.

I also noticed that while Raiders and Enclave have all of the fleshing-out extras for the other castes...only standard male and female are initialized, so that's all that get spawned.

Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Terry Lennox on May 22, 2014, 09:05:28 pm
I think you are onto something Deon.  I removed the dfhack.init file and reloaded the game that would definitely crash at the first immigrant wave and was able to play onto the next season.  Its really odd.  I'm not sure if my problem is the same as JediaKyrol but they seem related.  I would suggest you try removing the dfhack.init file  and see if the game runs longer without it.  Its really odd. 

FPS-wise, I think I nailed what the problem is: I was embarking on sites that had major rivers running which caused massive FPS loss.  The map I'm currently running only has a small stream on it.  Also my current map is kind of small, the first cavern layer is Z-10 down and magma is down at -40. 

Do you know which category does gunpowder containers fall under?  Its stuck in my Scrapyard after salvaging some scrap.  Lastly I think I may have found an omission, I accidentally bought a cave crocodile blood barrel and its stuck at the trade depot even though I have a a food stockpile that accepts all animal extracts (except milk).
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 23, 2014, 07:06:08 am
The issue is that it works for me without crashes, so it seems to be system-specific to what dfhack does %).

Can you provide a save just before the crash or close to it so I could test it on different computers in virtual lab at work?

I will check the last 2 questions when I come back home.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Eclectic Wizard on May 23, 2014, 07:50:02 am
I got a problem with advfort, asked in the advfort thread and they didnt answer me.
I made the carpenters workbench and I tried to make my adventurer craft some planks,
however, all he does is pick up the logs and go to the workbench, then the timer goes -1 for a turn and nothing happens, the log is still there and some weird object that you cant pick up called the same as the kind of wood the log is made of is created. You cant pick it up as in its not showing up in your menu at all.

I must add that I am not at a lair or anything.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on May 23, 2014, 09:04:40 am
I got a problem with advfort, asked in the advfort thread and they didnt answer me.
I made the carpenters workbench and I tried to make my adventurer craft some planks,
however, all he does is pick up the logs and go to the workbench, then the timer goes -1 for a turn and nothing happens, the log is still there and some weird object that you cant pick up called the same as the kind of wood the log is made of is created. You cant pick it up as in its not showing up in your menu at all.

I must add that I am not at a lair or anything.
sounds like the reaction is borked...you'd prolly get more help in the general modding threads if noone is looking at advfort anymore.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Eclectic Wizard on May 23, 2014, 09:21:59 am
I got a problem with advfort, asked in the advfort thread and they didnt answer me.
I made the carpenters workbench and I tried to make my adventurer craft some planks,
however, all he does is pick up the logs and go to the workbench, then the timer goes -1 for a turn and nothing happens, the log is still there and some weird object that you cant pick up called the same as the kind of wood the log is made of is created. You cant pick it up as in its not showing up in your menu at all.

I must add that I am not at a lair or anything.
sounds like the reaction is borked...you'd prolly get more help in the general modding threads if noone is looking at advfort anymore.

Like.. make a thread?
Also plant gathering is broken too, tried to gather some mutant plants, all I got was that the plants were removed and I got nothing at all.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on May 23, 2014, 11:12:28 am
wait...are you mixing advfort files with wasteland ones?  That could cause all sorts of wonkiness.  Last I checked adventure mode herbalism worked fine for wasteland...I'll double check.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Terry Lennox on May 23, 2014, 06:09:49 pm
I got a problem with advfort, asked in the advfort thread and they didnt answer me.
I made the carpenters workbench and I tried to make my adventurer craft some planks,
however, all he does is pick up the logs and go to the workbench, then the timer goes -1 for a turn and nothing happens, the log is still there and some weird object that you cant pick up called the same as the kind of wood the log is made of is created. You cant pick it up as in its not showing up in your menu at all.

I must add that I am not at a lair or anything.
sounds like the reaction is borked...you'd prolly get more help in the general modding threads if noone is looking at advfort anymore.

Like.. make a thread?
Also plant gathering is broken too, tried to gather some mutant plants, all I got was that the plants were removed and I got nothing at all.

Plant gathering does not guarantee success. The higher the skill, the higher the chance your guys will get something.  Sometimes they get 1 x bush, at high skill they sometimes get 2x or 3x.  At 0 skill its very common to get bupkis.  I'll try uploading a save from summer before the first migrant wave.

edit: here is my save, its at summer before the first wave arrives. https://www.dropbox.com/s/7c5yj7tb0k3d34e/region1-sum-351.7z
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Eclectic Wizard on May 23, 2014, 07:05:55 pm
I got a problem with advfort, asked in the advfort thread and they didnt answer me.
I made the carpenters workbench and I tried to make my adventurer craft some planks,
however, all he does is pick up the logs and go to the workbench, then the timer goes -1 for a turn and nothing happens, the log is still there and some weird object that you cant pick up called the same as the kind of wood the log is made of is created. You cant pick it up as in its not showing up in your menu at all.

I must add that I am not at a lair or anything.
sounds like the reaction is borked...you'd prolly get more help in the general modding threads if noone is looking at advfort anymore.

Like.. make a thread?
Also plant gathering is broken too, tried to gather some mutant plants, all I got was that the plants were removed and I got nothing at all.

Plant gathering does not guarantee success. The higher the skill, the higher the chance your guys will get something.  Sometimes they get 1 x bush, at high skill they sometimes get 2x or 3x.  At 0 skill its very common to get bupkis.  I'll try uploading a save from summer before the first migrant wave.

edit: here is my save, its at summer before the first wave arrives. https://www.dropbox.com/s/7c5yj7tb0k3d34e/region1-sum-351.7z

I'm talking about adventure mode!
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: BlackFlyme on May 23, 2014, 07:45:14 pm
Plant gathering does not guarantee success. The higher the skill, the higher the chance your guys will get something.  Sometimes they get 1 x bush, at high skill they sometimes get 2x or 3x.  At 0 skill its very common to get bupkis.

I'm talking about adventure mode!

Not guaranteed in adventure mode either. Until you gain a few levels in herbalism, your success rate won't be very high. Just keep trying, and you'll get something eventually.

I'm not quite sure what's wrong with the job you are trying to do. Normally a job won't be stopped once started unless the adventurer is very hungry, thirsty, or tired, or something happens that disrupts advfort's script, such as accidentally moving your adventurer when you should be waiting.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 24, 2014, 03:14:17 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.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Eclectic Wizard 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.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 24, 2014, 07:43:15 am
Any fuel, which means coke (fuel) or charcoal.
Title: Re: [FALLOUT 2.6] || Post-apocalypse || A nuclear adventure!
Post by: michal-05 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.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Deon 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.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Eclectic Wizard on June 01, 2014, 08:33:46 am
Did you remove the [FUEL] tags too?
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Deon 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.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: naner 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.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol 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?
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: naner 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?
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Amuys 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.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol 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.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Iceblaster 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.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Deon 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.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on July 09, 2014, 12:27:10 pm
Only Deon would take a vacation in a place completely inhospitable to human life...
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on July 09, 2014, 08:40:35 pm
What, you mean like the people who live in desserts or tundras?
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Steforian on July 09, 2014, 10:48:25 pm
Anyone have any good screenshots of this mod? I would love to see them!
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Hibgolz98G on July 10, 2014, 02:52:47 am
Hey! any plans on adding the new r5 of df hack to your mod? I messed around with getting it working with the new stonesense.

(http://i.imgur.com/GuAqNu7.png)

There was some errors of course dunno why, but it DOES work! although now I need to figure out how to add custom artwork to everything... especially the scrappiles.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Deon on July 10, 2014, 07:35:18 am
Only Deon would take a vacation in a place completely inhospitable to human life...
Hey, it's my wife's birthplace!

@Aseaheru Well they have modern 1-2 store houses now but the place is still a wasteland and many people are quite poor and work as herders and own old car, so the villages look just like Junktown/ Hub from Fallout 1. I love This place.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on July 10, 2014, 12:51:59 pm
Looking at pictures...yeah, it is kinda pretty. (...but has some of the ugliest deer  I've ever seen...
http://en.wikipedia.org/wiki/Saiga_antelope )

And it looks like it honestly would have made a better filming location for the new Mad Max movie than Namibia...
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Deon on July 10, 2014, 02:04:27 pm
Saigas are unfortunately mostly extinct. When ussr went down there were a lot of outlaw hunters killing them just for horns. They put a wire across the steppe and were running saigas into the wire on motorbikes by thousands

This is what it looks like in the spring though:
(http://virtune.ru/wp-content/uploads/2013/01/Kalmikiya-600x331.jpg)

And This is what it looks like now:
(http://s52.radikal.ru/i137/1404/46/ce57c2e2f4f7.jpg)
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on July 11, 2014, 02:03:00 pm
ok, I farted around a little bit more...had to replace the speed and swim_speed tokens with the new gait tokens to get everyone to walk/fly/swim,  only had to change two plants (cabbage and worm sphere) to get the new DF to recognize them, made two kinds of scrap piles (a large wide "garbage dump" type and a "tower"...like from Wall-E and Idiocracy), and Toady's completely changed the personality tokens again so I just stripped out all the ones that weren't recognized. 
... ... ...I'm just making it run...not run good...but...well...it doesn't explode in my face, and I can make my vault dwellers pull down 3-story tall scrap piles...so...good enough for now. 

...I need to learn more about all the new stuff...I'm bound to be doing everything the hard way.   

Lot of promise with this new version to make a better "funner" wasteland. (if only we could harvest from "trees" then you could make scrap piles rarer, but have your scavengers crawl all over them picking through the garbage for treasure...)
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on July 11, 2014, 04:44:53 pm
That might be an idea, have scrap cut to nothing but have "fruits" that can be dealt with like the log was.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on July 11, 2014, 08:42:57 pm
Yeah, I was looking at the new feather tree and Toady put a note about creating non-standard "fruit" and that made me think about trash-pickers. 
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Deon on July 12, 2014, 04:36:45 am
Toady already told us it's possible to grow anything including items (and creatures once dfhack spawnunit is updated).
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: StupidElves on July 12, 2014, 01:33:49 pm
PTW

I will be interested in playing this, as it has the ultimate monster. Deathclaws.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Flare on July 15, 2014, 09:02:10 pm
Only Deon would take a vacation in a place completely inhospitable to human life...
Hey, it's my wife's birthplace!

She must be built tougher than a legendary dwarf wrestler :o.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Iceblaster on July 15, 2014, 11:05:21 pm
They are from Mother Russia. (http://tvtropes.org/pmwiki/pmwiki.php/Main/MotherRussiaMakesYouStrong)
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Deon on July 16, 2014, 06:46:05 am
She's not russian, her heritage goes back to tribes of Genghis Khan. So she is lean and flexible, not "tough built" >: (
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Lobotomite on July 16, 2014, 11:24:21 am
Hey Deon, any Fallout for 0.40.03?
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Iceblaster on July 16, 2014, 11:24:42 am
She's not russian, her heritage goes back to tribes of Genghis Khan. So she is lean and flexible, not "tough built" >: (

Ah.

Apologies then!

:)

EDIT:

Hey Deon, any Fallout for 0.40.03?

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.

In less vague terms, from what I can infer, he's prooobably going to update when he's done vacationing :)
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: DVNO on July 16, 2014, 11:28:55 am
like most mods here, when this updates is probably entirely dependent on whendfhack updates.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Deon on July 17, 2014, 04:59:28 am
Not really, I will update anything I can and release it, and patch in dfhack-related stuff like explosives, catapult aiming and robot creation later. I am back to steppes from the seas and peaks. A pretty eventful vacation: I've been a steppe nomad, a sea sailor and a highlander (mountains were 3 km tall, but being in clouds is still awesome). I will be back to my rainy St.-Petersburg on 21st and I will start updating this and rebuilding new Genesis mod ASAP.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Amuys on July 17, 2014, 12:45:54 pm
The assembly line wasn't printing circuit boards correctly since the product was set to 80. I fixed it to 100.
[REACTION:PRINT_CIRCUIT_BOARD]
   [BUILDING:ASSEMBLY_LINE:NONE]
   [NAME:print circuit board]
   [REAGENT:A:1:TOOL:ITEM_TOOL_WIRING:NONE:NONE]
   [REAGENT:C:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NONE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_CIRCUIT_BOARD:INORGANIC:COPPER]
   [SKILL:MECHANICS]

Also, there seems to be no way of making plasteel power armor since before it was steel bars to plasteel power armor. Now it needs plasteel but there's no way of getting it. Perhaps remove plasteel power armor and replace it with adamantine or make some way to synthesize plasteel?
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: chronicpayne on July 18, 2014, 07:12:27 am
Not really, I will update anything I can and release it, and patch in dfhack-related stuff like explosives, catapult aiming and robot creation later. I am back to steppes from the seas and peaks. A pretty eventful vacation: I've been a steppe nomad, a sea sailor and a highlander (mountains were 3 km tall, but being in clouds is still awesome). I will be back to my rainy St.-Petersburg on 21st and I will start updating this and rebuilding new Genesis mod ASAP.

Excellent!
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Lobotomite on July 18, 2014, 10:11:50 am
Deon, how are trees going to look like in the next update? Is scrap going to be removed or will trees be more scarce on the map?
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Deon on July 18, 2014, 03:13:08 pm
Last day on vacation here so I am currently too drunk to write a comprehensive reply, but I am going to keep trees and scrap as multi-tile stuff and grow scrap-related fruit on scrap piles.
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Amuys on July 27, 2014, 09:16:32 pm
Don't abandon this mod please I like it a lot   :'(
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on July 27, 2014, 09:53:22 pm
Hes not...
Title: Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
Post by: Deon on July 28, 2014, 02:20:04 am
Hey, I'm back to modding. I've already released the mod which changes adventure mode to make it funnier to play. That's a start! I will never abandon this :).
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Amuys on July 28, 2014, 03:37:21 pm
I can't sever Super Mutant limbs, no matter how much I try.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: UristMcDuck on August 03, 2014, 03:57:30 pm
What are the chances of diversifying types of salvageable "scrap"?  I tried the My Little Pony Fallout mod on a lark and found some of its added depth to be really welcome, like finding a half-buried Nuka-Cola machine for instance.  Plus, while plenty of it would be far too cutesy, some of the Ministry of [blank] items found amongst salvage could add a lot of flavor -- especially with all of the hyper-patriotism prior to the Great War of 2077.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on August 03, 2014, 04:04:41 pm
As soon as fruits are salvageble in fort mode, those will be real scrap items on scrap piles.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: UristMcDuck on August 03, 2014, 05:23:26 pm
That's great!  And nice to hear that tree-borne items are not actually salvageable, because I was worried that I was simply thick for not figuring out how to do it when I tried the new vanilla!  I'm not sure what precisely you have in mind, but it would be quite hilarious to come across a Nuka-Cola machine that, come harvest time, spits out a half-dozen cans for Wastelanders to collect.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on August 04, 2014, 09:16:32 am
I'm not sure what precisely you have in mind, but it would be quite hilarious to come across a Nuka-Cola machine that, come harvest time, spits out a half-dozen cans for Wastelanders to collect.

*bottles

... ... ...sorry...my Fallout-nerd-itis was flaring up again.

But yeah...could be all sorts of "seasonal" junkpiles...like a munitions press that occasionally spits out a handful of bullets, or you can "chop" it down for a chance to get parts used in making the munitions workshop!   ... ... ...and totally need to make the spine column and pipe-growth drop bones and metal.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Amuys on August 05, 2014, 05:06:43 pm
Can Vault Citizens enter a martial trance? They get chewed up by supermutants rather easily that's why.
Cave Adaptation as well.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on August 07, 2014, 10:52:34 am
They should have cave adaptation...but I don't think they get trances because they are supposed to be the squishiest of the squishies...Look at the Fallouts, every time a Vault is opened...99% of them die.  They are just not meant for life where you have to struggle to live.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Amuys on August 09, 2014, 05:18:38 pm
Yeah now I think about it, you're right. I wouldn't say they were all weak though. Nellis and Vault City are some good examples.
Deon, a poster wrote up some implant stuff earlier in the thread. Will it be added in the update?
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on August 09, 2014, 06:01:22 pm
I couldn't Ctrl-F any "implant" info, what are you talking about?
If you could link me it would be great.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Amuys on August 09, 2014, 06:22:22 pm
Augmentations. Happy face wrote them
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Amuys on August 10, 2014, 09:01:11 am
Plasteel is currently unforgeable.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: EuchreJack on August 10, 2014, 03:15:50 pm
They should have cave adaptation...but I don't think they get trances because they are supposed to be the squishiest of the squishies...Look at the Fallouts, every time a Vault is opened...99% of them die.  They are just not meant for life where you have to struggle to live.

The other 1% kick everyone's @ss, aka the main character in the first game.

Also, the Vaults are suppose to have better technology/infrastructure and sometimes weapons than the Wasteland.  That is one of the reasons they all come under attack when they open up.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Amuys on August 10, 2014, 08:39:12 pm
Any way to coat ammo with toxins or vius?
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: KingofstarrySkies on August 11, 2014, 03:14:05 am
Then again, the Vaults were never meant to save anyone.

Look at Vault 11 in New Vegas. They all killed themselves, except one. I wish you could meet him.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Amuys on August 11, 2014, 08:10:07 am
Yeah there were only 7 control vaults.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: KingofstarrySkies on August 11, 2014, 08:15:07 am
Because Vault-tech were assholes.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: StupidElves on August 11, 2014, 09:02:44 am
Because Vault-tech were assholes.

Vault-tech didn't even think that a war would happen, they were just spreading out propaganda.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: KingofstarrySkies on August 11, 2014, 09:10:16 am
And setting up essentially labs to do DWARVEN amounts of !!SCIE-

oh sweet jesus we're vaulttech
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Splint on August 11, 2014, 09:23:59 am
Because Vault-tec were assholes.

Best summary of them ever.

I always imagine the vault you come out of in this mod to build a settlement was one with a severe crowding issue due to an enforced culture of "have as many little bastards as you damn well please and fie on the consequences," whereas others seemed to try and keep it at a manageable rate.

On Cave Adaptation: They spent their lives underground; those are conditions they're used to so it wouldn't really make sense for it to mess them up too badly beyond that initial blindness of hitting sun for the first time.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Amuys on August 11, 2014, 11:12:31 am
cave adaptation wouldnt be that bad. It just causes nausea and dizziness, which isn't unrealistic.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: jocan2003 on August 11, 2014, 12:51:37 pm
Man i cant wait to play fallout mod on the latest version... i have been somewhat playing and testing it out but thats about it. This mod and the defense fortress was the only mod i was playing XD.

Keep it up Deon :D
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Amuys on August 11, 2014, 04:17:59 pm
I wrote some weapons since there could be more variety imho.
http://pastebin.com/vwbkuEev
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Xerberus on August 11, 2014, 10:21:16 pm
can't wait for this mod to update and implementing the new features in an post-apocalyptic way.....f*ck skyrim :D.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: StupidElves on August 12, 2014, 10:47:49 am
What does Skyrim have to do with this?
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Splint on August 12, 2014, 10:51:29 am
What does Skyrim have to do with this?

I'm guessing he's saying he dislikes Skyrim either because of the fantasy theme or the lack of firearms and science-run-amok mutants.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on August 12, 2014, 10:54:17 am
Or he simply plays Skyrim to spend his time before mods are updated to DF2014.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Iceblaster on August 12, 2014, 12:19:09 pm
But that would make sense!
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on August 13, 2014, 02:07:23 pm
I made sense once...It was horrible...

...Meanwhile...Waiting for Toady to fix plants and trees...(found new "fun"...if you make a plantable crop flower in one season and fruit in another, auto-harvest cuts them all down when they flower, and you get no food! ... ... ...or I may have screwed up while making it...it grows in the wild fine though.)
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on August 16, 2014, 05:56:44 am
Awesome! 40.09 will have  worldgen preset for the location of the pole! It means no more frozen Caribbean and hot Alaska for Fallout mod.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Amuys on August 17, 2014, 09:57:25 pm
Not to sound like a butt, but is there an estimated release date?
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on August 18, 2014, 02:10:31 am
I am done with nations and trees/plants, but I'm yet to port animals and create new ones. Afterwards there will be a release :).
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: jocan2003 on August 20, 2014, 12:49:51 am
I am done with nations and trees/plants, but I'm yet to port animals and create new ones. Afterwards there will be a release :).
That news made my day :D
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: StupidElves on August 20, 2014, 01:33:16 am
Soon, the Deathclaws will come.

Can they be tamed?
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on August 20, 2014, 07:58:54 am
Sorry for the delay in the updates. I just have a few hours every day after job to check this out :). Yesterday I've managed to port the plants to the new version, so they have proper grains/leaves/growths/fruits/roots etc which can be threshed/processed/separated for eating, cooking and brewing. I am not really sure that it was important, the old plant RAWs worked as they were but I am sometimes carried away with new features and this happens :).

If anything, you will be able to collect corn, separate actual existing cobs, get the seeds out, then press them into oil or brew into booze etc. Or observe the broc flowers blooming in the spring, or thresh wheat to get grain and then decide whether you want to re-plant the seeds or mill them into flour or brew them...

This new plant system has added more complex micromanagement to the food situation handling, but still it's just a few new reactions which you will want to check. I plan to make  fruit separation/threshing automatic so you would not have to manually queue them.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: JediaKyrol on August 22, 2014, 03:16:00 pm
It's ok, Deon...Toady is still cranking out hotfixes like crazy...probably best to wait for him to settle down.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on August 27, 2014, 09:42:21 pm
So I have created a new thread for a new Wasteland mod. I still need to rework and add a lot of stuff (like night creatures and the new industry/research system as I see it), but the barebones and major races and creatures are already there.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on August 27, 2014, 10:17:00 pm
Your mods link is broke.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on August 28, 2014, 03:22:55 am
What do you mean?
0.34.11:
http://dffd.wimbli.com/file.php?id=6106
http://dffd.wimbli.com/file.php?id=6117
0.40.10:
http://dffd.wimbli.com/file.php?id=9543

I can open them all just fine.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Aseaheru on August 28, 2014, 09:22:01 am
cheetyman, changing the broke without accepting the broke.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on August 28, 2014, 12:16:56 pm
Oh, did you mean the signature links? Yeah, thanks for reminding me :).
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Megaman_zx on August 28, 2014, 11:58:25 pm
does this mean *sob* postponing a new genesis  :'(

curse your genius cuz either way i'll be playing your mods.... but.... genesis... oldgen 40.1 just isn't the same (jk, it's actually really awesome)
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on August 29, 2014, 02:31:10 am
I am not in a position where I can sit down and code a proper 0.40 Genesis version. Knowing me you know that I like to go into details and rework most of the things when I create a mod for a new version because I suddenly get new ideas ("πάντα ῥεῖ"). And I spend most of the time at work now, so I can only work on one mod at a time. Maybe it's for the best though, because Toady still did not finish a lot of big and small things for the new release yet, and I would definitely want to use the dfhack scripts for Genesis (which are still mostly for the old version).
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Bosse323 on February 04, 2015, 11:03:08 pm
I really enjoy this mod. Taming Deathclaws in Fortress mode and using them as attack animals really help.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Terry Lennox on February 14, 2015, 06:03:51 pm
I have a question, are there any plans to update DF Fallout with the new release 40.24 release?
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Jefthefirst on February 17, 2015, 08:35:54 pm
Do Supermutant/Cannibal seiges and ambushes ever spawn with fliers?
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: magnum2016 on April 05, 2015, 05:22:54 am
So i have encountered a little bug,

I made a cryo chamber rather early on and i only have 12 people however twenty minutes later i check again and i have 8 turns out four of them have turned into pet cryo chambers but they are capable of moving around?
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on April 05, 2015, 05:48:35 am
I think in 0.34.x IMMOBILE tag was not working as expected.

I have a question, are there any plans to update DF Fallout with the new release 40.24 release?
There were none so far because I am working on a totally new mod. However I was away from modding for like a few months, so it may change soon :).
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: magnum2016 on April 05, 2015, 01:37:27 pm
Ahh so best to keep away from the chambers?
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on April 05, 2015, 04:12:53 pm
Ahh so best to keep away from the chambers?
What do you mean? Are you sure you did not activate "put in cryo sleep (...)"  reaction? It would give the user an interaction to turn nearby vault citizens into cryo capsules. It's used to regenerate citizens who have lost limbs/have spine damage.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: magnum2016 on April 08, 2015, 07:01:27 pm
I never activated it, i build it and before i knew what was happening i had four people turned into "Pets"
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Amuys on May 19, 2015, 09:32:40 am
Can I try and update this to 40.24? Do I have to mess around with DFHack?
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 19, 2015, 04:36:34 pm
You can go ahead and do what you want, I am never against it. The advanced stuff like power armors, tactical helmets and of course incendiary weapons and all spawning reactions need dfhack scripts to be updated.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: mcolombe on May 19, 2015, 10:56:47 pm
Amuys buddy, if you can pull off updating this mod, well done to you i say.
Title: Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
Post by: Deon on May 21, 2015, 10:08:54 am
For those looking for similar gameplay experience, my fantasy mod The Fall is going to have the same content as Fallout, just with unique flavor and in different setting.