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Messages - Indigo_Surprise

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16
Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 09, 2013, 07:06:25 pm »
I know how to mod creatures. I just prefer to adapt something someone else has already made than make my own. Not so good at coming up with new things, better at expanding on existing ones. Which is why I wanted to know which version gave nonstable ponies their own cutie marks.

I remember something about raiders having lots of different marks instead of just having one. Things like trampled berry vines, mutilated corpses.

17
Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 09, 2013, 03:14:05 am »
By the by, Ly, what version had other entities with multiple cutie marks? I'm making a custom entity that's a conglomerate of slavers, raiders, and wastelanders. I'm going to need other cutie marks for flavor within my own castes.

18
Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 08, 2013, 11:09:44 pm »
To answer your farming question, this is what I do. On embark I bring 9 seeds of every plant that isn't just dye or that you have to process to make edible. I then have my miners make However many 3x15 rows as there are plants for the Spring. As your fort gets bigger you'll expand into these empty spaces. My rows consist of 3x3 patches, which is why I bring 9 of each seed. Each row will focus on only one plant for the most part. You can't grow all plants year round, so pick a plant that grows in multiple seasons. Next row do the same until you're out of three-four season crops and fill up the blank seasons with other seeds.

This applies to underground crops as well, and be sure to floor off the ceiling of your surface farms and connect them directly to your food stockpile with up/down stairs (elevators) to minimize hauling. I'm the King of Crops, my forts always live on plants only like proper ponies, with the occasional bit of emergency meat. Also I tend to bring up to 80 cheap plants and drink to eat on until crop production gets going. Always embark with a farmer too.

19
DF General Discussion / Re: A more dangerous world, please?
« on: February 08, 2013, 10:56:02 pm »
The continually updated Fallout: Equestria mod is absolutely hellish.

20
Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 06, 2013, 03:47:32 am »
>I know that all mod programmers will bestuck working overtime just to bring their mod up to date when the next edition comes out, but I thought of a way to make this mod even cooler with the tree updates.
Instead of having just "salvage" logs, you could make skyscraper "trees" using the tree code that Toady assures us will be moddable. That way, our ponies could set up camp in an old skyscraper. You could even have them drop salvage as "fruit".

Habajagobija... YES! Although I don't know if we'll be able to embark on giant trees, or if they're intended only for Adventurer mode.

>This mod adds a "Cryopod Packager" workshop, a cryopod creature and some cryogel chemicals. You can currently freeze your ponies for 10, 20, and 30-year periods. The cryopod creature is only a modified spritebot, so if someone wanted to create a better one that would be great. Follow instructions on the DL page to install. Feedback and comments welcome!

!!!!!!!!!!!!!!!!!!!!

>It's a convenient way of removing heavily wounded, troublesome, or even excess citizens from the picture, eliminating their upkeep without actually killing them (Which runs the risk of angering your other citizens). It's also a great roleplay mechanic.

I've been wanting to turn those same types of ponies into statues for a long time. Huh........ Turn them into cryo creatures... Then.. PASTURE THEM! Fantastic!

21
Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 01, 2013, 02:22:27 am »
•   Unconverted slave ponies no longer need to eat or dink.

Indigo cancels typing, taken by strange mood.

22
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 30, 2013, 04:02:20 am »
No, I like the dust. Just wish it wouldn't force my camera to look at them when they spawn.

23
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 29, 2013, 01:46:57 pm »
Missed the point entirely. I was asking if dust storms have been replaced entirely with rad storms. I hated alerts for dust storms since they don't do jack shit.

24
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 29, 2013, 02:38:29 am »
Have dust storms been removed? Unlike the suicidal people, I don't play in savage or evil areas so I've never had to deal with radiation storms. So my last two embarks have all been in calm surroundings, and there've been rad storms. If dust storms have been completely replaced, fantastic. Now I don't have to go to the scarier areas and I don't have to be pissed about worthless dust storm alerts taking my attention away.

25
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 25, 2013, 03:08:07 am »
@ Pokon I approve of civilizing the strange cutie mark burning tribals.

26
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 16, 2013, 04:46:19 pm »

Also, the philosopher garden reactions just add flavor.

They train certain skills, what those skills are I don't know.

27
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 12, 2013, 01:22:36 pm »

> No, you see I want to salvage the flux converter for a personal mod and I want all ponies to be able to use it and survive.
In that case, all you need to do is remove one or both boulder products. ARCANA3_CONJURATION is the one that kills the earth ponies, while ARCANA_DRAIN puts unicorns to sleep.

http://www.youtube.com/watch?v=eYDkGJmSfy0

28
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 12, 2013, 01:11:55 am »
Prismatic Generator works flawlessly, but requires a Power Talisman, which are also used by Prismatic Smelters and Prismatic Forges. The building you're looking for is Flux Converter. I asked for it to be implemented as an early option to recharge batteries for people who don't luck out on Power Talismans. It is made cannon by Flim-Flam episode and the boat in Project Horizons.
Relevant files:
reaction_generator.txt (last reaction)
inorganic_arcane.txt (ARCANA_DRAIN to knock an UP unconscious for a week and debuff for another. ARCANA3_CONJURATION for poisoning)
I don't know how it kills EPs. Just use a Prismatic Generator when available. The Flux converter is meant to be a last resort when you absolutely need to recharge a few batteries.

No, you see I want to salvage the flux converter for a personal mod and I want all ponies to be able to use it and survive. I want to rig it to create spark batteries that can then be used as another fuel source in a custom workshop. Say take 30 idlers, send them off to be zapped and then there's fuel in a pinch.

29
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 11, 2013, 09:04:08 pm »
The Prismatic Generator maybe?

That, but I want to know everything about it.

30
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 11, 2013, 07:30:17 pm »
By the way Lycaeon, could you direct me to the gizmo that lets you fill spark batteries? Where it shows what effects it gives to which castes, why it knocks unicorns out and how it kills earth ponies.

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