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File Listing: Deon's Wasteland - update test
Last Updated: Nov 09, 2011, 04:07:35 pm
First Created: Oct 28, 2011, 09:27:36 am
File version: 1.2b+JKv1.1
For DF version: 0.31.25
Downloads: 95 (145) Size: 15.09 MB
Views: 557 (761) Type: RAR
Rating (0 votes): Unrated
Description
I've been sitting on this for a while. Been trying to get it up to a near Deon-level of quality...but I realized that would take too long.
This is mostly just tweaks and twiddles trying to get Wasteland to work with 31.25, starting out with me piddling with my robots, but then I got carried away.
also I just realized I left out the graphics folder...put that back in.

Here's what we've got so far:
->added egg-laying to most insect/aquatic/avian creatures.
->added "kefir" animal-alchohol to bighorner and brahmin
->added "nukalurk" creaure. Savage-area-only variant of mirelurk. Smaller and faster.
->added "giant fireant" creaure. Savage-area-only variant of giant ant. Breathes fire.
->added "land coral" creature. Hiveable slime mold. Builds wax lumps full of partially digested sugars.
->added "claptrap" robot. uses LAYS_UNUSUAL_EGGS token to place random "gem" items in nest boxes.
->added "holotape" gem. Very rare chance to be found naturally. Can be constructed. Used in computer teminal reactions.
->added "kinetic storage device" gem. Cannot be found naturally. Must be constructed. Has same properties as slade. Used to create super sledgehammers.
->added potmaking/glazing/waxworking/milling/fermenting reactions
->added nest box and hive
->added "make healing powder" reaction. Consumes broc flower and xander root to create cast plaster.
->added wild grasses. --->may need to be trimmed down/changed to be more thematically appropriate
->added "night blossom" crop plant. Only grows in [EVIL] biomes. produces "night blossom jam" and "comet wine"
->added "hemp oil" press mat to hemp.
->added "soybean oil" press mat to soybeans.
->added paste and press cakes to xander root, hemp, and soybeans.
->added power gauntlet,boot, and helmet to add to power armor.
->fixed mirelurk to properly drop chitin and shell on butchering.
->fixed robots now not too overpowered.
->fixed wild robots no longer swarm in packs of 50, killing everything on the map.
->fixed "cremate remains" reaction. Now properly consumes ligaments and nervous tissue.
->fixed xenomorph tissue errors. They are back in to destroy everything.
->changed super sledgehammer creation to require kinetic storage device.
->changed training reactions to have a reagent and a product (holotapes). Skill refused to increase otherwise.
->changed subterranian crop plants to all be plantable year-round.
->changed crop plant file structure to be more uniform and easy to edit.
->changed entity file sturcture to be more uniform and easy to edit.
->changed xander oil from brew-mat to press-mat.
->changed leather jacket to be wearable underneath rigid armor.
->changed entities to all have farming and domestic animals, as well as allowing them to live in regions that can produce crops. Raiders and Ghouls now survive past year 5.
->changed sand-bearing clays to now also provide sand for reactions.
->removed [COMMON_DOMESTIC] from robots except mobile factory and Protectron.
->tweaked "Wasteland North America" and "Wasteland Russia" worldgen templates. Now work most of the time, except usually cannot generate past 200yrs.
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