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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 126836 times)

Amuys

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #795 on: August 11, 2014, 04:17:59 pm »

I wrote some weapons since there could be more variety imho.
http://pastebin.com/vwbkuEev
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Xerberus

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #796 on: August 11, 2014, 10:21:16 pm »

can't wait for this mod to update and implementing the new features in an post-apocalyptic way.....f*ck skyrim :D.
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StupidElves

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #797 on: August 12, 2014, 10:47:49 am »

What does Skyrim have to do with this?
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Splint

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #798 on: August 12, 2014, 10:51:29 am »

What does Skyrim have to do with this?

I'm guessing he's saying he dislikes Skyrim either because of the fantasy theme or the lack of firearms and science-run-amok mutants.

Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #799 on: August 12, 2014, 10:54:17 am »

Or he simply plays Skyrim to spend his time before mods are updated to DF2014.
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Iceblaster

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #800 on: August 12, 2014, 12:19:09 pm »

But that would make sense!

JediaKyrol

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #801 on: August 13, 2014, 02:07:23 pm »

I made sense once...It was horrible...

...Meanwhile...Waiting for Toady to fix plants and trees...(found new "fun"...if you make a plantable crop flower in one season and fruit in another, auto-harvest cuts them all down when they flower, and you get no food! ... ... ...or I may have screwed up while making it...it grows in the wild fine though.)
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Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #802 on: August 16, 2014, 05:56:44 am »

Awesome! 40.09 will have  worldgen preset for the location of the pole! It means no more frozen Caribbean and hot Alaska for Fallout mod.
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Amuys

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #803 on: August 17, 2014, 09:57:25 pm »

Not to sound like a butt, but is there an estimated release date?
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Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #804 on: August 18, 2014, 02:10:31 am »

I am done with nations and trees/plants, but I'm yet to port animals and create new ones. Afterwards there will be a release :).
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jocan2003

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #805 on: August 20, 2014, 12:49:51 am »

I am done with nations and trees/plants, but I'm yet to port animals and create new ones. Afterwards there will be a release :).
That news made my day :D
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
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DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
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Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

StupidElves

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #806 on: August 20, 2014, 01:33:16 am »

Soon, the Deathclaws will come.

Can they be tamed?
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Accidentally made over 5000 copper maces once. I have no idea how that happened.

GENERATION 29:
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Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #807 on: August 20, 2014, 07:58:54 am »

Sorry for the delay in the updates. I just have a few hours every day after job to check this out :). Yesterday I've managed to port the plants to the new version, so they have proper grains/leaves/growths/fruits/roots etc which can be threshed/processed/separated for eating, cooking and brewing. I am not really sure that it was important, the old plant RAWs worked as they were but I am sometimes carried away with new features and this happens :).

If anything, you will be able to collect corn, separate actual existing cobs, get the seeds out, then press them into oil or brew into booze etc. Or observe the broc flowers blooming in the spring, or thresh wheat to get grain and then decide whether you want to re-plant the seeds or mill them into flour or brew them...

This new plant system has added more complex micromanagement to the food situation handling, but still it's just a few new reactions which you will want to check. I plan to make  fruit separation/threshing automatic so you would not have to manually queue them.
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JediaKyrol

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #808 on: August 22, 2014, 03:16:00 pm »

It's ok, Deon...Toady is still cranking out hotfixes like crazy...probably best to wait for him to settle down.
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Deon

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Re: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!
« Reply #809 on: August 27, 2014, 09:42:21 pm »

So I have created a new thread for a new Wasteland mod. I still need to rework and add a lot of stuff (like night creatures and the new industry/research system as I see it), but the barebones and major races and creatures are already there.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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