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Poll

What should be the next primary goal?

Combat drugs, chemistry, venoms and antidotes
Domestic robots (healers, cleaners, cyberdogs, robobrain)
Overhaul of good areas (terraformed)
New semimegabeast and megabeast types
Secrets and mutations (vampires, pyromancy, telekinesis etc)
More minor races (slavers, treeminders, evil ghouls)
More industry (concrete factory, cryogenics, trading post)
Advanced adventure mode crafting
Post-war geology (concrete, debris, radioactive waste, stashes)
Dfhack (poisoned weapons, companion order, other plugins)

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Author Topic: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!  (Read 127471 times)

DVNO

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #765 on: July 16, 2014, 11:28:55 am »

like most mods here, when this updates is probably entirely dependent on whendfhack updates.
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Deon

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #766 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.
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Amuys

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #767 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?
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chronicpayne

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #768 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!
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Lobotomite

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #769 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?
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Deon

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #770 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.
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Amuys

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #771 on: July 27, 2014, 09:16:32 pm »

Don't abandon this mod please I like it a lot   :'(
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Aseaheru

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #772 on: July 27, 2014, 09:53:22 pm »

Hes not...
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Deon

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Re: [FALLOUT 2.7] || Post-apocalypse || A nuclear adventure!
« Reply #773 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 :).
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Amuys

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #774 on: July 28, 2014, 03:37:21 pm »

I can't sever Super Mutant limbs, no matter how much I try.
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UristMcDuck

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #775 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.
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Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #776 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.
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UristMcDuck

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #777 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.
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JediaKyrol

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #778 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.
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Amuys

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #779 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.
« Last Edit: August 06, 2014, 09:58:36 pm by Amuys »
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