Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Iron Webs and Other Chain-Creature stuff  (Read 3305 times)

_DivideByZero_

  • Bay Watcher
  • Not to be confused with infinity
    • View Profile
Re: Iron Webs and Other Chain-Creature stuff
« Reply #15 on: July 18, 2011, 01:31:57 pm »

You could also add [DEEP_SPECIAL] to make the game think the stone is raw adamantine.
That may also cause it to replace the raw adamantine sealing the HFS within Hell - I don't recall exactly how the game behaves if you define more than one type of deep stone.

I suppose so. It DOES work for metal, however. Stone, I suppose, can be set to ridiculous density and price so that nobody can possibly bring it? Would that work?
Logged
Have I now become your enemy by telling you the truth? (Gal 4:16)

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Iron Webs and Other Chain-Creature stuff
« Reply #16 on: July 18, 2011, 02:26:52 pm »

It would probably suffice to simply not give it any ENVIRONMENT values - it works with plaster (which caravans only bring due to HARDENS_WITH_WATER), so it ought to work with other stuff too.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

D_E

  • Bay Watcher
    • View Profile
Re: Iron Webs and Other Chain-Creature stuff
« Reply #17 on: July 18, 2011, 05:07:20 pm »

It would probably suffice to simply not give it any ENVIRONMENT values - it works with plaster (which caravans only bring due to HARDENS_WITH_WATER), so it ought to work with other stuff too.
Yeah.

For example, this stone is not brought by caravans:

Spoiler (click to show/hide)
Logged
Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Grimlocke

  • Bay Watcher
  • *kobold noises*
    • View Profile
Re: Iron Webs and Other Chain-Creature stuff
« Reply #18 on: July 19, 2011, 03:29:00 am »

There isnt actualy even a need to make it stone in the first place unless you intend to build anything with it. Should spare you 'psychic polution' in the ecnomic stone/stockpile/etc lists looking all weird.

Also if you name all states of a material the same you only need [STATE_NAME_ADJ:ALL:name]. Same for colors.
Logged
I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Iron Webs and Other Chain-Creature stuff
« Reply #19 on: July 19, 2011, 07:32:44 pm »

There isnt actualy even a need to make it stone in the first place unless you intend to build anything out of it.
What else would it be? Alcohol?
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

D_E

  • Bay Watcher
    • View Profile
Re: Iron Webs and Other Chain-Creature stuff
« Reply #20 on: July 19, 2011, 07:53:04 pm »

More likely creature extract or something.

This material is from my earliest forays into 2010 materials, and now that I look at it there are a couple of things wrong with it.

1)  It should not have an IS_STONE tag.  This gets it included on all sorts of lists where it shouldn't be, like Grimlocke was saying, and is completely unnecessary.

2)  It probably shouldn't have USE_MATERIAL_TEMPLATE:STONE_TEMPLATE, since STONE_TEMPLATE includes ITEMS_HARD and ITEMS_QUERN.  Now that I look at the templates closely, it appears that SOIL_TEMPLATE would be best, since that has no tags other than default material properties.  Based on the FLAME_TEMPLATE, though, I may not even need to use a MATERIAL_TEMPLATE, since I'm already declaring everything FLAME_TEMPLATE does....

The STATE_NAME/color stuff is redundant, but it was just a case of copy-paste being easier than changing the tags :P.

Anyway, here is a corrected version of the material:
Spoiler (click to show/hide)
« Last Edit: July 19, 2011, 07:57:22 pm by D_E »
Logged
Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)
Pages: 1 [2]