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Author Topic: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)  (Read 12670 times)

Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #180 on: December 25, 2010, 06:49:46 am »

...I always wondered what that did.
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Seriyu

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #181 on: January 10, 2011, 01:08:05 am »

I've played more of this and gotten around to making the stuff for an alchemy lab and the extract heat essence reaction is broken (I think). It takes one coke and makes 20-30 heat essences. Nature essence reaction is fine though.

The only problem I can see with the heat essence reaction is that it has 5 as the number for coke as opposed to 750, in line with the numbering for bars.

Haven't seen any problems aside from that though. Keep it up, this is awesome just for the gem blocks as far as I'm concerned. :D

fivex

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #182 on: January 10, 2011, 08:48:42 pm »

1. You  are doing this to get the strandsilver items, right?
Extract strandsilver strands > weave it into metal cloth at a loom > use the strandsilver cloth at a forge under the make metal cloth items(or something like that)
2. The hellberry doesn't grow in HFS. Your best bet would be to make a creature that lives in HFS that drops a hellberry seed
3. You can remove the toy warning; if you make toys, the "toys" will never be made because you never allowed them to in the entity file
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #183 on: January 21, 2011, 01:59:57 am »

So it looks like 31.19 is taking somewhat longer than I expected. Do we want the next release of this soon, or are we willing to wait until the new version of DF?

Also: do we want dwarven beardfists?
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Kogut

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #184 on: January 23, 2011, 06:15:01 am »

I like idea of fossils - and I MUST mod them in my game.

But what I have to do it? What part should be copied (it will be my first modding attempt).
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #185 on: January 24, 2011, 06:02:43 am »

Go into inorganic_stone_zmod and copy all the entries for the fossils, then paste them into inorganic_stone_gem (or whatever it's called).
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #186 on: January 27, 2011, 08:02:05 pm »

Hmm. Which is more dwarfly, adamantine menacing spikes that menace with spikes of diamond or diamond menacing spikes that menace with spikes of adamantine?

Aaaaand now menace and menacing no longer look like words to me.
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Master Catfish

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #187 on: January 31, 2011, 08:41:29 pm »

Is it alright if I use the plant-soap reaction in a mod I'm making? 

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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #188 on: February 05, 2011, 07:27:34 am »

1.7 will be out within 24 hours.

New features include:
  • Lofn's Tanning Mod has been integrated
  • Seven varieties of slime creature
  • Gems now use GEM_TEMPLATE instead of STONE_TEMPLATE - this is to properly implement a part of the slime creature coding
  • Other stuff that I have to find
  • A new file: zmod changelog.txt
  • A redesigned first post
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #189 on: February 06, 2011, 04:03:32 am »

Ooookay, gimme another 48 hours.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #190 on: February 26, 2011, 11:35:04 pm »

Okay. So that didn't happen. HOWEVER. I am updating this to .19 RIGHT NOW. BUUUUUUT I want to know if I should wait until .20 before posting the new version. And I ALSO want suggestions.

Suggestions for hell beasts.

I am putting things in the game that are native to Hell. So far, I have balrogs and blood lizards, with hellhounds, bone spiders and tentacle demons planned. But I need MORE. So I'm asking you. You'll be credited in both the raws and the main post! PLEEEEEASE HELP ME.

(Ideally, there'll be some sort of unique bonus for killing these creatures, since they're intended to be reeeeeally hard to kill. For example, balrogs have [SIZE:0:0:40000000] and are made of flaming iron, but if you can kill one (which is likely to be a megaproject in itself - find a way to kill a balrog with minimal loss of life) you can butcher it and process its iron body at the Alchemy Workshop to produce 30 balrog iron bars. And blood lizards have special blood - once collected by pressing their meat at the Screw Press, you can brew their blood into booze. Three different kinds of booze!)
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #191 on: February 27, 2011, 06:55:08 pm »

Seriously, guys, this is happening. I even have a sketch I did today for piercers (another hell creature) that I'd like some feedback on, I'll post it when I get home.
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