Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Help with Syndromes!  (Read 737 times)

Gwolfski

  • Bay Watcher
  • Strawberries!
    • View Profile
    • ignore pls!
Help with Syndromes!
« on: August 23, 2016, 04:24:41 pm »

I would like to make a syndrome, but I'm not sure how.

I want it so this rock, called [INORGANIC:MEH] has a syndrome that causes mild paralysis when ingested ( I will make meh cookies)

Any help? I tried the wiki but I couldn't get my head around it.
Logged
Eventually when you go far enough the insane start becoming the sane

vjmdhzgr

  • Bay Watcher
  • Hehehe
    • View Profile
Re: Help with Syndromes!
« Reply #1 on: August 23, 2016, 11:48:55 pm »

So for this you need a new material template, and a new inorganic material template. The inorganic material template doesn't matter much because the syndrome is in the material template its linked to. So here's an example material template from the basic STONE. The important part is at the end.
Code: [Select]
[MATERIAL_TEMPLATE:NAME_HERE]
These are the state names, adjectives and colors for the material.
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:these shouldn't matter?]
[STATE_ADJ:ALL_SOLID:stone]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:magma]
[STATE_ADJ:LIQUID:magma]
[STATE_COLOR:GAS:ORANGE]
[STATE_NAME:GAS:boiling magma]
[STATE_ADJ:GAS:boiling magma]
[DISPLAY_COLOR:7:0:0]
The modifier used to all values involving the material.
[MATERIAL_VALUE:1]
Temperature information.
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:11500]
[BOILING_POINT:14000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
Density information.  Not used for very much, but it comes up in inventory weight and fighting.
[SOLID_DENSITY:2670]
[LIQUID_DENSITY:3300]
Not used.
[MOLAR_MASS:36000]
Used for blunt-force combat, measured in KPa.  Data scattered around the net (used compressive strength).  All very spotty.
[IMPACT_YIELD:120000] used marble
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:100]
Not used.
[COMPRESSIVE_YIELD:120000]
[COMPRESSIVE_FRACTURE:120000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:15000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:15000]
[TORSION_FRACTURE:15000]
[TORSION_STRAIN_AT_YIELD:100]
Used for cutting calculations in combat, measured in KPa.  Data scattered around the net (used tensile strength).  All very spotty.
[SHEAR_YIELD:15000] used marble
[SHEAR_FRACTURE:15000]
[SHEAR_STRAIN_AT_YIELD:100]
Not used.
[BENDING_YIELD:15000]
[BENDING_FRACTURE:15000]
[BENDING_STRAIN_AT_YIELD:100]
A unitless measure for how sharp the edge is for combat purposes.
[MAX_EDGE:1000]
Used for pressing oil into jugs -- anything greater than zero needs to be glazed first.
[ABSORPTION:0]
Determines what sorts of objects can be built with the item.
[ITEMS_HARD]
[ITEMS_QUERN]
[REACTION_CLASS:CAN_GLAZE]
Logged
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

Gwolfski

  • Bay Watcher
  • Strawberries!
    • View Profile
    • ignore pls!
Re: Help with Syndromes!
« Reply #2 on: August 24, 2016, 04:37:55 am »

ok Thanks Very Much!
Logged
Eventually when you go far enough the insane start becoming the sane

Gwolfski

  • Bay Watcher
  • Strawberries!
    • View Profile
    • ignore pls!
Re: Help with Syndromes!
« Reply #3 on: August 24, 2016, 05:29:14 am »

Actualy, I still am not quite sure what to do. Could you do a step by step or something?
Logged
Eventually when you go far enough the insane start becoming the sane

Chief10

  • Bay Watcher
  • since 31
    • View Profile
Re: Help with Syndromes!
« Reply #4 on: August 26, 2016, 07:04:57 pm »

ptw
Logged