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Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 16, 2013, 10:19:36 pm »
Workshops and Industries
Guidelines
Setting up your salvage industry should be your main priority, as the items gained from salvage will aid greatly in both early survival and the later development of advanced technology.
Numerous buildings require toolboxes. It is recommended you bring a number of these upon embark, though they can also be made at the metalsmith's forge and salvage yard.
Large quantities of coiled wiring are used by both buildings and reactions, and can be made from copper bars at the smelter should you run low.
Powered buildings require power talismans, which may be found in Ministry or Industry crates. They are rare, however, so use them wisely.
Advanced buildings require terminals, which can be constructed at the Electronics Bench.
Workshops that upgrade creatures (Indicated by parentheses in the reactions) require you to pasture or station that creature adjacent to the workshop before running the reaction.
o Don't pasture/station them inside the workshop, or they may become stuck when the reaction is run.
o Large workshops require the creatures to be pastured closer to the position where the reaction is run.
Due to bugs in the DF stockpiling system, workshops will only recognize reagents in stockpiles/workshops that are nearby and not in a different burrow. Plan your layouts accordingly.
All salvage and technology items are classified as either tools or toys in Finished Goods, with item-specific material designations located under stone types in the stockpiles.
Setting up your salvage industry should be your main priority, as the items gained from salvage will aid greatly in both early survival and the later development of advanced technology.
Numerous buildings require toolboxes. It is recommended you bring a number of these upon embark, though they can also be made at the metalsmith's forge and salvage yard.
Large quantities of coiled wiring are used by both buildings and reactions, and can be made from copper bars at the smelter should you run low.
Powered buildings require power talismans, which may be found in Ministry or Industry crates. They are rare, however, so use them wisely.
Advanced buildings require terminals, which can be constructed at the Electronics Bench.
Workshops that upgrade creatures (Indicated by parentheses in the reactions) require you to pasture or station that creature adjacent to the workshop before running the reaction.
o Don't pasture/station them inside the workshop, or they may become stuck when the reaction is run.
o Large workshops require the creatures to be pastured closer to the position where the reaction is run.
Due to bugs in the DF stockpiling system, workshops will only recognize reagents in stockpiles/workshops that are nearby and not in a different burrow. Plan your layouts accordingly.
All salvage and technology items are classified as either tools or toys in Finished Goods, with item-specific material designations located under stone types in the stockpiles.
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Salvage Processing
Resources
Training
Conventional Weapons and Armor
Prismatic Manufacturing
Robotics
Arcane Sciences
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Resources
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Training
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Conventional Weapons and Armor
Spoiler (click to show/hide)
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Prismatic Manufacturing
Spoiler (click to show/hide)
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Robotics
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Arcane Sciences
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It's easy to forget at times that every unfortunate migrant pulled down by a ghoul is a living, breathing pony, and that the last thing she sees is a rotting, snarling face tearing into her flesh. 