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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 90664 times)

Deon

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[0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« on: February 05, 2013, 10:04:29 pm »





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.



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)





Adventure mode:
> Explanation about power armor, grenades and flamethrowers <
- 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.




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:


- 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.
« Last Edit: July 28, 2014, 07:15:58 am by Deon »
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Deon

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #1 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.
« Last Edit: March 25, 2013, 03:33:58 pm by Deon »
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Deon

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #2 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.
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Putnam

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #3 on: February 05, 2013, 11:17:29 pm »

ptw

smakemupagus

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #4 on: February 06, 2013, 12:03:57 am »

Nice!  Congratulations on the new release :D

Deon

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #5 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.
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sackhead

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #6 on: February 06, 2013, 01:33:33 am »

i love the fallout 1/2 vibe.
to bad you cant make a GECK
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Demonbutter

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #7 on: February 06, 2013, 02:02:25 am »

I'm really excited for this :]. PTW
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Findulidas

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #8 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.
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Deon

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #9 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.
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Fniff

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #10 on: February 06, 2013, 10:03:45 am »

This is great. Watching this with a close eye.

DarthBoogalo

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #11 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.
« Last Edit: February 06, 2013, 12:23:07 pm by DarthBoogalo »
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Deon

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #12 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).
« Last Edit: February 06, 2013, 12:45:54 pm by Deon »
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Findulidas

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll
« Reply #13 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.
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Deon

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Re: [0.34.11] ☢ FALLOUT MOD ☢ [1.0] - new poll to influence development
« Reply #14 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.
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