(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:
- Generate a world through "design new world with advanced parameters" for proper experience (the thing, cybermancers, infected etc).
- NEVER mix different ranged weapon types in one squad, the people will be confused and pick wrong ammo. Assign proper ammo through the "m"ilitary screen, "f" key.
- Embark with "Mr. Gutsy" for early protection. Robots are tough and some have mounted plasma guns. Protectrons are even better. Put a pasture at your gate with some robots.
- Start by building scrapyards and scavenging Scrap piles (which replace most trees) and crushing rocks.
- Aboveground scrap piles (grow like trees) are a good source of different goodies, including pre-war crates and scrap metal.
- Find precious pre-war tech crates using scrapyard reactions and open them in "inventor's bench" workshop.
- Pre-war military crates may be a source of early guns and ammo, use it wisely.
- Get holodiscs/fuel rods from pre-war crates (low chance). Unlock new buildings in "Inventor's Bench".
- Remember that Scrap metal is your main source of metals, so surface scavenging nets a lot of metal.
- Normal trees are less frequent now, so if you have many scrap piles, keep some wooden logs in a separate stockpile/burrow to use them for sawmill/rifles.
- Sawmill can be very useful together with the new smelter reaction (5 wooden blocks into coal), because it gives you much more coal from trees. Useful for aboveground smelting/forging.
- Avoid bad weather. Rains and dust clouds can hurt your fort pretty well.
- Keep an internal water storage. Poisons and bad rains can contaminate outside water supplies (unless you have a running river).
- A few people with rifles (you can get some early from military crates) are the best early defense. Some animals are too tough in melee.
- Most of cave plants are unedible raw, so while cave fungi are great for making tea, bring some beets for eating.
- Milling wheat/albino wheat into flour and baking bread in the kitchen is a good source of food.
(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.
=====================================================================
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:
** Albatross
** Buzzard
** Eagle
** Falcon
** Hawk
** Parrot
** Pteradon
** Raven + giant raven
** Razorbeak
** Seagull
** Vulture
Canine:
DOOM monsters:
** Cacodemon
** Imp
** Lost soul
F.E.V.:
** Floater
** Centaur
** Evolved centaur
** Wanamingo
Herbivore:
** Armadillo/giant armadillo
** Bighorner
** Brahmin
** Grunt
** Horse
Humanoid:
** Behemoth mutant
** Bullymong
** Feral ghoul
** Glowing one
** Morlock
** Korg
** Mudman
** Sasquatch
** Strangler
** Yeti
Insect:
** ant
** giant ant
** fire ant
** bark scorpion
** cazador
** creeper/cave creeper
** mantis
** radroach
** radscorpion
** black radscorpion
** giant radscorpion
** sand antlion
** scyther
** synthcrab
** xenomorph
Megabeast:
** Gargantuan Pteradon
** Gorgotaur
** Hydra
Ocean:
** Crab/giant crab
** Frill shark
** Manta ray
** Narwhal
** Nautilus/giant nautilus
** Octopus/giant octopus
** Radshark
** Sponge
** Stingray
** Sunfish
** Tuna
** Whale
Outsider:
** chthonian
** deep one
** drell
** Leng spider
** nightgaunt
** starspawn
Reptile:
** Caustic gecko
** Deathclaw
** Desert tortoise
** Fire gecko
** Gecko
** Golden gecko
** Iguana
** Man-eater alligator
** Nightstalker
** Raptor
** Tortoise
Riverlake:
Robot:
** claptrap
** eyebot
** mr. Gutsy
** mr. Handy
** mr. Sturdy
** protectron
** robobrain
** securitron
Rodent:
** Giant rat
** Large rat
** Molerat
** Pigrat
** Radrat
** Radrabbit
Semimegabeast:
** Abomination
** Giant deathclaw
Snake:
** Anaconda
** Black mamba
** Python
** Viper
Plants:
Aboveground:
** Banana Yucca: edible raw/cooked.
** Barrel cactus fruit: edible raw/cooked, extract is a jam.
** Broc Flower: brewable (tea), edible cooked, millable into beige dye, extract is a syrup.
** Cabbage: leaves (edible raw/cooked).
** Cola Plant: brewable (cola), millable into purple dye.
** Cotton: produces thread, seeds can be pressed into oil (can be turned into soap).
** Dandelion: brewable, edible cooked, millable into yellow dye.
** Hemp: brewable, edible cooked, milled into flour, flour can be cooked into pancakes in kitchen, seeds can be pressed into oil.
** Maize: brewable, edible raw/cooked, milled into flour, flour can be cooked into bread, seeds can be pressed into oil (can be turned to soap).
** Mutfruit: brewable, edible raw/cooked, extract is a jam, millable into green dye.
** Prickly Pear Fruit: edible raw/cooked, extract is a jam.
** Punga Fruit: brewable, edible raw/cooked, extract is a jam, millable into blue dye.
** Radcurrant Berry: brewable, edible raw/cooked, extract is a jam, millable into red dye.
** Sliver Barb: brewable, millable into brown dye.
** Sugarcane: brewable, millable into sugar, sugar can be cooked into candy, extract is a syrup.
** Tumbleweed: brewable, millable into ochre dye.
** Wheat: brewable, edible cooked, milled into flour, flour can be cooked into bread
** Xander Root: brewable, edible cooked, mill is a powder.
** Yam: brewable, edible cooked, extract is a starch.
Underground:
** Albino Wheat: brewable, edible cooked, millable into flour (in bag), flour can be baked into bread in kitchen.
** Beet: Edible raw/cooked, milled into sugar, sugar can be cooked into candies in kitchen, extract is a sweet syrup (edible cooked).
** Blackmane Mushroom: brewable, millable into black dye.
** Bloodblain Mushroom: brewable, millable into red dye.
** Cave Fungus: brewable (tea), edible cooked, extract is a mushroom soup (edible cooked).
** Lettuce: leaves (edible raw/cooked).
** Soybean: brewable (soy milk),edible cooked,millable into flour (in bag),flour can be baked into bread,extract is a soy cheese,seeds can be pressed into oil(can be turned to soap).
** Starspawn Mushroom: brewable, millable into azure dye, extract is a syrup (edible cooked).
** Synth-Reed: brewable, produces thread.
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.
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.
[REACTION:PACIFICATION_AUGMENT]
[BUILDING:SURGICAL_TABLE:NONE]
[NAME:DART-3 Neuro Pacification Chip Implant]
[PRODUCT:7:1:BOULDER:NONE:INORGANIC:AUGMENT_PACIFICATION_SPREAD]
[SKILL:ALCHEMY]
[INORGANIC:AUGMENT_PACIFICATION]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:DART-3 Neuro Pacification Chip]
[SPECIAL]
[MATERIAL_VALUE:500]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Shoot flechettes]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:ARM]
[CDI:MATERIAL:INORGANIC:STEEL:SOLID_GLOB]
[CDI:VERB:shoot flechettes:shoots flechettes:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:45]
[CDI:MAX_TARGET_NUMBER:C:4]
[CDI:WAIT_PERIOD:20]
[INORGANIC:AUGMENT_PACIFICATION_SPREAD]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:DART-3 Neuro Pacification Chip]
[SPECIAL]
[MATERIAL_VALUE:500]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:9000]
[SYNDROME]
[SYN_NAME:DART-3 Neuro Pacification Chip]
[SYN_AFFECTED_CLASS:HUMANOID]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INGESTED]
[CE_DISPLAY_NAME:NAME:(Pacification Implant):chipped:chipped:START:0]
[CE_ADD_TAG:NOEMOTION:START:0]
[REACTION:REFLEX_BOOST_AUGMENT]
[BUILDING:SURGICAL_TABLE:NONE]
[NAME:Armacham Origin Reflex Booster Surgery]
[PRODUCT:7:1:BOULDER:NONE:INORGANIC:AUGMENT_REFLEX_BOOST_SPREAD]
[SKILL:ALCHEMY]
[INORGANIC:AUGMENT_REFLEX_BOOST_SPREAD]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:Reflexes Boosted]
[SPECIAL]
[MATERIAL_VALUE:500]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:9000]
[SYNDROME]
[SYN_NAME:Reflex Booster]
[SYN_AFFECTED_CLASS:HUMANOID]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INGESTED]
[CE_DISPLAY_NAME:NAME:(Armacham Origin Reflex Booster):augmented:augmented:START:0]
[CAN_DO_INTERACTION:SLOMO]
[CDI:ADV_NAME:s]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:activates bullet time:becomes incredibly agile]
[INTERACTION:SLOWMO]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:slowmo]
[SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:150:START:0:END:50]
[INORGANIC:AUGMENT_THERMOPTIC_CAMO_SPREAD]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:Subdermal camo installed]
[SPECIAL]
[MATERIAL_VALUE:500]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:9000]
[SYNDROME]
[SYN_NAME:Thermoptic Camoflauge Augmentation]
[SYN_AFFECTED_CLASS:HUMANOID]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INGESTED]
[CE_DISPLAY_NAME:NAME:(Glass-Shield Thermoptic Camoflauge System):augmented:augmented:START:0]
[CAN_DO_INTERACTION:THERMOPTIC_CAMO]
[CDI:ADV_NAME:THERMOPTIC_CAMO]
[CDI:USAGE_HINT:FLEEING]
[CDI:VERB:blend with surroundings:blends with surroundings:NA]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:100]
[CDI:FREE_ACTION]
[CAN_DO_INTERACTION:HIDE_EFFECT]
[CDI:ADV_NAME:Thermoptic Camo]
[CDI:VERB:blend with surroundings:blends with surroundings:NA]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:100]
[CDI:FREE_ACTION]
[INORGANIC:AUGMENT_MUSCLE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:SPARTAN Synth-Muscle Implant]
[SPECIAL]
[MATERIAL_VALUE:500]
[INORGANIC:AUGMENT_MUSCLE_SPREAD]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:SPARTAN Synth-Muscle]
[SPECIAL]
[MATERIAL_VALUE:500]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:9000]
[SYNDROME]
[SYN_NAME:SPARTAN Synth-Muscle Implant]
[SYN_AFFECTED_CLASS:HUMANOID]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INGESTED]
[CE_DISPLAY_NAME:NAME:(SPARTAN Synth-Muscle Modification):augmented:augmented:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:350:0:START:0]
[INORGANIC:AUGMENT_VISION_BOOSTER_SPREAD]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:Vision Boosted]
[SPECIAL]
[MATERIAL_VALUE:500]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:9000]
[SYNDROME]
[SYN_NAME:Vision Booster]
[SYN_AFFECTED_CLASS:HUMANOID]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INGESTED]
[CE_DISPLAY_NAME:NAME:(Argus Vision Booster):augmented:augmented:START:0]
[CAN_DO_INTERACTION:SUPERVISION]
[CDI:ADV_NAME:SUPERVISION]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:activates extravision:becomes incredibly perceptive]
[INTERACTION:SLOWMO]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:vision boost]
[SYNDROME]
[CE_SPEED_CHANGE:FOCUS_PERC:150:START:0:END:50]
[INORGANIC:AUGMENT_HEAT_SHIELD]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:Ymir Energy Absorbtion Shielding]
[SPECIAL]
[MATERIAL_VALUE:500]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:9000]
[SYNDROME]
[SYN_NAME:Ymir Energy Absorbtion Shielding]
[SYN_AFFECTED_CLASS:HUMANOID]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INGESTED]
[CE_DISPLAY_NAME:NAME:(Thermal Shielding):shielded:shielded:START:0]
[CE_ADD_TAG:FIREIMMUNE:START:0]
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.
[PERMITTED_BUILDING:AUTODOC]
[BUILDING_WORKSHOP:AUTODOC]
Still need ideas on how you want to implement this, Deon.
[REACTION:Undergo Autodoc Self Healing Procedure]
[BUILDING:AUTODOC:NONE]
[NAME:Autodoc Self Healing]
[PRODUCT:7:1:BOULDER:NONE:INORGANIC:AUTODOC_HEALING_SPREAD]
[SKILL:ALCHEMY]
[INORGANIC:Autodoc Healing Process]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:AUTODOC_HEALING]
[SPECIAL]
[MATERIAL_VALUE:500]
[INORGANIC:AUTODOC_HEALING_SPREAD]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:Autodoc Healing Process]
[SPECIAL]
[MATERIAL_VALUE:500]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:9000]
[SYNDROME]
[SYN_NAME:Autodoc Healing Process]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CLASS:HUMANOID]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INGESTED]
[CE_DISPLAY_NAME:NAME:(Autodoc Healing Process):healed:healed:START:0]
[CE_PHYS_ATT_CHANGE:RECUPERATION:2000:5000:START:0:END:1000]
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...
(http://2.bp.blogspot.com/-H9jAjVRRhj0/TyODJZtzwKI/AAAAAAAABhc/vT1U6lbpB5E/s1600/thing-2011-.jpg)
So lots of fun and fortress-ending possibilities ahead.
(http://3.bp.blogspot.com/-E3hSAWFqZeA/TxZEfrXMdSI/AAAAAAAABo8/WW8BLw4U4sY/s400/-1.jpg)
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:
(http://img.ie/f6u2z.png)
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.
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:
(http://img.ie/8dt71.png)
BELIEVE IN THE SYSTEM!
Fallout mod 1.6b
- Robot plasma bolts are no longer stored in stockpiles, they evaporate on landing.
I still have plasma bolts.
(http://img163.imageshack.us/img163/2122/bugagain.png) (http://imageshack.us/photo/my-images/163/bugagain.png/)
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?
Here's a quick summary of the best time to plant your crops with the new mode (assuming Deon didn't change anything).
Planting Season : Growing Seasons
Albino Wheat Spring : 2
Beet Spring : 2
Blackmane Mushroom Fall : 2
Bloodblain Mushroom Fall : 2
Cave Fungus Any : 3
Lettuce Spring : 2
Soybean Spring : 2
Starspawn Mushroom Summer : 2
Synth-Reed Spring : 2
Banana Yucca Spring : 2
Barrel Cactus Summer : 2
Broc Flower Summer : 2
Cabbage Spring : 1
Cola Plant Summer : 1
Cotton Spring : 2
Dandelion Any : 2
Dark Shard Fall : 3
Floss Clump Summer : 2
Hemp Spring : 3
Maize Spring : 2
Mutfruit Spring : 2
Potato Spring : 2
Prickly Pear Fruit Summer : 2
Punga Fruit Spring : 2
Radcurrant Berry Spring : 1
Sliver Barb Fall : 2
Sugarcane Spring : 2
Tumbleweed Summer : 2
Wheat Spring : 2
Worm Sphere Winter : 2
Xander Root Summer : 2
Yam Spring : 2
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.
(http://www.majhost.com/gallery/megafly19/MiscDF/qbeast.jpg)
How should I pronounce that?
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:
Dandelion : 0 Any : 2 : Above
Yam : 1 Spring : 2 : Above
Wheat : 1 Spring : 2 : Above
Sugarcane : 1 Spring : 2 : Above
Radcurrant Berry : 1 Spring : 1 : Above
Potato : 1 Spring : 2 : Above
Mutfruit : 1 Spring : 2 : Above
Maize : 1 Spring : 2 : Above
Lettuce : 1 Spring : 2 : Above
Hemp : 1 Spring : 3 : Above
Cotton : 1 Spring : 2 : Above
Cabbage : 1 Spring : 1 : Above
Banana Yucca : 1 Spring : 2 : Above
Xander Root : 2 Summer : 2 : Above
Tumbleweed : 2 Summer : 2 : Above
Prickly Pear Fruit : 2 Summer : 2 : Above
Floss Clump : 2 Summer : 2 : Above
Cola Plant : 2 Summer : 1 : Above
Broc Flower : 2 Summer : 2 : Above
Barrel Cactus : 2 Summer : 2 : Above
Sliver Barb : 3 Fall : 2 : Above
Dark Shard : 3 Fall : 3 : Above
Worm Sphere : 4 Winter : 2 : Above
Cave Fungus : 0 Any : 3 : Under
Synth-Reed : 1 Spring : 2 : Under
Soybean : 1 Spring : 2 : Under
Punga Fruit : 1 Spring : 2 : Under
Beet : 1 Spring : 2 : Under
Albino Wheat : 1 Spring : 2 : Under
Starspawn Mushroom : 2 Summer : 2 : Under
Bloodblain Mushroom : 3 Fall : 2 : Under
Blackmane Mushroom : 3 Fall : 2 : Under
can't sleep...decided to make more "FUN"
Introducing Robo-scorpions!:
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[CREATURE:roboscorpion]
========= Naming ========================================================================
[NAME:robo-scorpion:robo-scorpions:robo-scorpion]
========= Representation ================================================================
[CREATURE_TILE:'s']
[COLOR:7:0:0]
========= Pet information ===============================================================
[PET_EXOTIC]
[PETVALUE:600]
[TRAINABLE]
========= Biomes and population information =============================================
[ALL_ACTIVE]
[HOMEOTHERM:10070]
========= Abilities and disabilities ====================================================
[NOPAIN]
[NOBREATHE]
[NONAUSEA]
[NOEMOTION]
[NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[NO_DRINK]
[NO_EAT]
[NO_SLEEP]
[NOFEAR]
[NOBONES]
[NOSMELLYROT]
[NOSTUN]
[NOT_BUTCHERABLE]
[NO_GENDER]
[CREATURE_CLASS:ROBOT]
========= Personality ===================================================================
[PREFSTRING:electric stinger]
========= Body ==========================================================================
[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:TAIL:TAIL_STINGER:UPPERBODY_PINCERS:MOUTH]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[REMOVE_MATERIAL:MUSCLE]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[REMOVE_TISSUE:MUSCLE]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:METAL:FAT:HYDRAULICS]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
========= Body materials ================================================================
[TISSUE:GLASS]
[TISSUE_NAME:glass:NP]
[TISSUE_MATERIAL:GLASS_GREEN:NONE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[HEALING_RATE:2000]
[RELATIVE_THICKNESS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:HYDRAULICS]
[TISSUE_NAME:hydraulics:hydraulics]
[TISSUE_MATERIAL:INORGANIC:PLASTIC]
[MUSCULAR]
[VASCULAR:3]
[FUNCTIONAL]
[STRUCTURAL]
[HEALING_RATE:2000]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:METAL]
[TISSUE_NAME:metal:metal]
[TISSUE_MATERIAL:INORGANIC:IRON]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[HEALING_RATE:4000]
[RELATIVE_THICKNESS:3]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:CASING]
[TISSUE_NAME:casing:casings]
[TISSUE_MATERIAL:INORGANIC:IRON]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[HEALING_RATE:4000]
[RELATIVE_THICKNESS:10]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[USE_MATERIAL_TEMPLATE:ARC:FLAME_TEMPLATE]
[STATE_NAME:LIQUID:robo-scorpion arc discharge]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:electric shock]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INJECTED]
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:10:END:200]
[CE_PAIN:SEV:150:PROB:100:RESISTABLE:VASCULAR_ONLY:START:200:PEAK:400:END:1500]
[TISSUE_LAYER:BY_CATEGORY:EYE:GLASS]
[TISSUE_LAYER:BY_CATEGORY:BODY_UPPER:CASING]
[TISSUE_LAYER:BY_CATEGORY:BODY_LOWER:CASING]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[TISSUE_LAYER:BY_CATEGORY:STINGER:METAL]
[TISSUE_LAYER:BY_CATEGORY:PINCER:METAL]
========= Interactions ==================================================================
========= Attributes and skills =========================================================
[PHYS_ATT_RANGE:STRENGTH:2000:2000:2000:2000:2000:2000:2000]
[PHYS_ATT_RANGE:AGILITY:2000:2000:2000:2000:2000:2000:2000]
[PHYS_ATT_RANGE:ENDURANCE:2000:2000:2000:2000:2000:2000:2000]
[PHYS_ATT_RANGE:RECUPERATION:2000:2000:2000:2000:2000:2000:2000]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:2000:2000:2000:2000:2000:2000:2000]
[SWIMS_INNATE]
[SWIM_SPEED:2500]
========= Growth and procreation ========================================================
[BODY_SIZE:0:0:15000]
========= Attacks =======================================================================
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:sting:stings]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:ARC:LIQUID:100:100]
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:snatch:snatches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK_FLAG_WITH]
========= Body appearance modifiers =====================================================
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
========= Appearance ====================================================================
[SET_TL_GROUP:BY_CATEGORY:ALL:CASING]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:chitin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
========= Caste =========================================================================
[CASTE:CS]
[CASTE_NAME:robo-scorpion:robo-scorpion:robo-scorpion]
[DESCRIPTION:(Size 15) A dangerous insect with sharp pincers and a barbed tail, improved with a tough metal shell, a stinger wreathed in arcing electricity, and a combat logic circuit.]
and what good would they be without a way to manufacture them?
add to reaction_wasteland_robotics.txt
[REACTION:CREATE_ROBOSCORPION]
[NAME:create a robo-scorpion]
[BUILDING:ROBOTICS_BAY:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_ROBOT_FRAME:NONE:NONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:ROBOSCORPION_TRANSFORMATION]
[SKILL:CUTGEM]
add to inorganic_wasteland_materials.txt
[INORGANIC:ROBOSCORPION_TRANSFORMATION]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME:ALL:sparks]
[STATE_ADJ:ALL:sparks]
[MATERIAL_VALUE:1]
[NO_STONE_STOCKPILE]
[SYNDROME]
[SYN_NAME:robo-scorpion transformation]
[SYN_AFFECTED_CLASS:SCORPION]
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
[CE:CREATURE:robo_scorpion:CS]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:TRANCES:LIKESFIGHTING:START:0]
and lastly, add [CREATURE_CLASS:SCORPION] to anything you want to convert
oh...and you have to give you civ permission to use the reaction...bluh
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.!
I'm BADMAN!
(http://images3.wikia.nocookie.net/__cb20090211081302/gtawiki/images/archive/3/3c/20091114033446!RealBadman-GTAIV.png)
Such a rude boy, Deon. Dat sure clot move.
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.
[REACTION:ARC_QUARTZITE_SMELTING]
[NAME:smelt quartzite]
[BUILDING:ARC_FURNACE:NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:QUARTZITE]
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:GLASS_CLEAR:NONE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
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. :)
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.
[REACTION:ARC_QUARTZITE_SMELTING]
[NAME:smelt quartzite]
[BUILDING:ARC_FURNACE:NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:QUARTZITE]
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:GLASS_CLEAR:NONE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
Here's some Borax-based reinforced ceramics! :D
The reaction. Needs a borax boulder, two sulfur boulders, fuel. Done at an arc furnace.
[REACTION:ARC_REINFORCED_CERAMIC_SMELTING]
[NAME:smelt reinforced ceramic]
[BUILDING:ARC_FURNACE:NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:BORAX]
[REAGENT:B:2:BOULDER:NONE:INORGANIC:SULFUR]
[FUEL]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:REINFORCED_CERAMIC][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
The material itself, called reinforced ceramic.
[INORGANIC:REINFORCED_CERAMIC]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID: reinforced ceramic]
[STATE_NAME_ADJ:LIQUID:molten reinforced ceramic]
[STATE_NAME_ADJ:GAS:boiling reinforced ceramic]
[DISPLAY_COLOR:7:7:1]
[BUILD_COLOR:7:7:1]
[MATERIAL_VALUE:40]
[SPEC_HEAT:550]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:6750]
[LIQUID_DENSITY:5980]
[MOLAR_MASS:50350]
[IMPACT_YIELD:1700000]
[IMPACT_FRACTURE:1520000]
[IMPACT_STRAIN_AT_YIELD:520]
[COMPRESSIVE_YIELD:500500]
[COMPRESSIVE_FRACTURE:2020000]
[COMPRESSIVE_STRAIN_AT_YIELD:600]
[TENSILE_YIELD:505000]
[TENSILE_FRACTURE:520000]
[TENSILE_STRAIN_AT_YIELD:103]
[TORSION_YIELD:125000]
[TORSION_FRACTURE:290000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:125000]
[SHEAR_FRACTURE:570000]
[SHEAR_STRAIN_AT_YIELD:189]
[BENDING_YIELD:325000]
[BENDING_FRACTURE:500000]
[BENDING_STRAIN_AT_YIELD:173]
[MAX_EDGE:10000]
[REACTION_CLASS:WEAPON_METAL]
and the entity permission so a civilization can use it.
[PERMITTED_REACTION:ARC_REINFORCED_CERAMIC_SMELTING]
SS13! WOO!
Love this idea! Did you know we have a SS13 server here?
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:
reaction_wasteland_computer
[OBJECT:REACTION]
[REACTION:PLAY_ARCADE]
[BUILDING:ARCADE:NONE]
[NAME:Play action game]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:COORDINATION]
[SKILL:SITUATIONAL_AWARENESS]
[SKILL:CONCENTRATION]
[REACTION:PLAY_ADVENTURE]
[BUILDING:ARCADE:NONE]
[NAME:Play adventure game]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:NEGOTIATION]
[SKILL:CONCENTRATION]
[SKILL:SITUATIONAL_AWARENESS]
[REACTION:PLAY_RPG]
[BUILDING:ARCADE:NONE]
[NAME:Play role playing game]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEADERSHIP]
[SKILL:NEGOTIATION]
[SKILL:CONVERSATION]
[SKILL:JUDGING_INTENT]
[REACTION:PLAY_STRATEGY]
[BUILDING:ARCADE:NONE]
[NAME:Play strategy game]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MILITARY_TACTICS]
[SKILL:SITUATIONAL_AWARENESS]
[SKILL:LEADERSHIP]
[REACTION:TRAIN_ANIMALTRAINING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Animal training]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:ANIMALTRAIN]
[REACTION:TRAIN_ARMORSMITHING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Armorsmithing]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_ARMOR]
[REACTION:TRAIN_BEEKEEPING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Beekeeping]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BEEKEEPING]
[REACTION:TRAIN_BONECARVING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Bonecarving]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BONECARVE]
[REACTION:TRAIN_BONESETTING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Bone setting]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SET_BONE]
[REACTION:TRAIN_BREWING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Brewing]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BREWING]
[REACTION:TRAIN_BUTCHERY]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Butchery]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MINING]
[REACTION:TRAIN_CARPENTRY]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Carpentry]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CARPENTRY]
[REACTION:TRAIN_CLOTHESMAKING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Clothesmaking]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[REACTION:TRAIN_COOKING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Cooking]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:COOK]
[REACTION:TRAIN_DIAGNOSTICS]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Diagnostics]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:DIAGNOSE]
[REACTION:TRAIN_DYEING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Dyeing]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:DYER]
[REACTION:TRAIN_ENGRAVING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Engraving]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:DETAILSTONE]
[REACTION:TRAIN_FARMING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Farming]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PLANT]
[REACTION:TRAIN_FISHING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Fishing]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FISH]
[REACTION:TRAIN_FURNACEOPERATING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Furnace operating]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SMELT]
[REACTION:TRAIN_GEMSETTING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Gem setting]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:TRAIN_GLASSMAKING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Glassmaking]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]
[REACTION:TRAIN_GLAZING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Glazing]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLAZING]
[REACTION:TRAIN_HERBALISM]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Plant gathering]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:HERBALISM]
[REACTION:TRAIN_LEATHERWORKING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Leatherworking]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[REACTION:MASONRY]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Masonry]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MASONRY]
[REACTION:TRAIN_METALCRAFTING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Metalcrafting]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:METALCRAFT]
[REACTION:TRAIN_METALSMITHING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Metalsmithing]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_FURNITURE]
[REACTION:TRAIN_MINING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Mining]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MINING]
[REACTION:TRAIN_POTTERY]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Pottery]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:POTTERY]
[REACTION:TRAIN_SCAVENGING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Scavenging]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:TRAPPING]
[REACTION:TRAIN_SOAPMAKING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Soap making]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SOAP_MAKING]
[REACTION:TRAIN_STONECRAFTING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Stonecrafting]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]
[REACTION:TRAIN_SURGERY]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Surgery]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SURGERY]
[REACTION:TRAIN_SUTURING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Suturing]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SUTURE]
[REACTION:TRAIN_TEACHING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Teaching]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:TEACHING]
[REACTION:TRAIN_TINKERING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Tinkering]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CUTGEM]
[REACTION:TRAIN_WAXWORKING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Wax working]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WAX_WORKING]
[REACTION:TRAIN_WEAPONSMITHING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Weaponsmithing]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]
[REACTION:TRAIN_WEAVING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Weaving]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WEAVING]
[REACTION:TRAIN_WOODBURNING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Wood burning]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOOD_BURNING]
[REACTION:TRAIN_WOODCRAFTING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Woodcrafting]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]
[REACTION:TRAIN_WOODCUTTING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Woodcutting]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCUTTING]
[REACTION:TRAIN_WOUNDDRESSING]
[BUILDING:COMPUTER_TERMINAL:NONE]
[NAME:Manual - Wound dressing]
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CELL_CHARGED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:DRESS_WOUNDS]