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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 126932 times)

Deon

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #645 on: December 23, 2013, 08:04:31 pm »

Yep, of course it's simplified! Thanks for noting though, I will see if it's possible to make it look less like blackpowder and more like gunpowder without overcomplication.
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eggthief

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #646 on: December 27, 2013, 06:18:46 pm »

Hi, I got a small problem.

I recently decided to play this mod once again but for some reason I can't seem to open any crates. My Inventor's Bench gives me the option to open one or more of the several crate types but when selected, my trapper still has 'no job' and eventually the option for opening the crate turns red again while it still remains as an active job to be done.

Any clue on what went wrong?
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Aseaheru

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #647 on: December 27, 2013, 10:43:31 pm »

Trappers are for finding crates, not opening. Need an alchemist for that.
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Deon

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #648 on: December 28, 2013, 07:52:15 am »

This should not be the case... Let me check the raws.

Oh yeah, trapping is just for operating the scrapyard. The inventor's bench requires "alchemy" labor enabled which is used for most of "science" reactions.
You can check the first post, there're a lot of new reactions explained (including skill required). Not sure if 100% is there, I could miss some info from the latest updates, but it should guide you good enough to understand how to do things.
« Last Edit: December 28, 2013, 07:56:26 am by Deon »
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Meph

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #649 on: December 28, 2013, 05:08:47 pm »

Since I added ingame skill-hints, these type of questions literally disappeared for MDF. I added a reaction without hotkey, skill and reagent, and NAME:======SKILL TANNER====== (or whatever fits), to all the custom workshops. This way people open the workshop and directly see ingame which skill they need. Even works with several skills, if you sort them correctly. :)

Dont know if you want to adopt this system, but it helped me a lot.
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RavenZ

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #650 on: December 29, 2013, 05:40:48 am »

As a fan of Fallout - great mod. I played previous versions and the new one but with the recent one i have problem. Game crashes randomly (i dont see a pattern of crashing). I dont know what to do, could you help? Or someone else who is good at fixing problems? I assume i need to post error logs - which one and where i can find it?
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Deon

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #651 on: December 29, 2013, 07:54:16 am »

Does it happen during worldgen? Or fortress mode? Or adventure mode? DF crashing is a very big problem because it usually does not crash as soon as it finds a problem, it keeps going as long as it can and it crashes ONLY when something is totally FUBAR. Which means it's pretty hard to debug stuff. Especially if the crash comes from some DF vanilla bug reinstated by a mod, not by modding error. Do you have save files which crash for you?
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RavenZ

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #652 on: December 29, 2013, 10:41:36 am »

I got it during playing dwarf fortress... After some more time of testing i think maby it is something to do with migrants and/or thieves apeearing on map (im not sure)... Why im thinking that this is the cause... Well i dont know, you know... Intuition... When i started the game after 5 minutes it crashed - then i started once (same world) again and i quicksaved (thanks to DFhack) in about 4-4:30 minutes and few secs later - migrant wave. Or maby it is because of my PC? I got multicore Win 7 could be it... Maby i need to check 2dasync in init (or d_init - dont remember wihch one)
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Deon

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #653 on: December 29, 2013, 11:21:04 am »

Any saves?
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joeymax23

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #654 on: January 22, 2014, 08:55:10 pm »

Greets good deon,
i'm wondering, if i were to write up a quick tutorial for this, like i did for putties fortbent, if you would use it?
i really like this mod, and it seems p easy to explain, once you get it. i just wouldn't want to write it and have it drown in the recesses of the thread. also, who is that sultry voice who i unceasingly jam to as i start up the game?
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Fniff

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #655 on: January 22, 2014, 09:13:17 pm »

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cyberTripping

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #656 on: January 24, 2014, 12:34:29 pm »

I looked around but couldn't find anything on it, but I get tremendous amounts of slowdown in adventure mode when in the wilderness. I think it might have to do with scrap piles.
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Urist_McDrowner

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #657 on: January 26, 2014, 11:34:25 pm »

Seconded Cyber's point. I go at a perfectly reasonable speed in towns, but the wilderness crawls like molasses. My current adventurer "Mack", profession "The Knife" has to go all the way around what I assume is the St. Lawrence River on his quest to Greenland and Vault Civilization because swimming it would take an eternity.
« Last Edit: January 27, 2014, 12:48:14 am by Urist_McDrowner »
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Nat

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #658 on: January 30, 2014, 08:47:54 am »

I also got massive amounts of lag in the wilderness of the North America worldgen map... I was also finding huge amounts of living things compared to normal worlds.

Also, I tried to set up in the first cave I found. Unfortunately it was full of about 500 enclave losers. Fortunately I picked super mutant and am very slowly working through them... 126 kills. I have to wait 5-10 seconds between every action though so it's going to take a very long time.

I tried using a different worldgen preset, the 129x129 one at 100 years. So far things are much smoother. Maybe it's just the North America worldgen preset doing something weird?
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PTTG??

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Re: [FALLOUT 2.2] || Post-apocalypse || A nuclear adventure!
« Reply #659 on: January 30, 2014, 12:02:01 pm »

It could be that the very large livable land area is encouraging huge populations if nothing else.
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