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Author Topic: .40a-c new animal/plant reactions/itemcorpses  (Read 8449 times)

M K

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #45 on: October 19, 2008, 02:37:27 pm »

Imagine what we'll be able to do once Toady migrates all of the workshops to the raws? We could have them processed in farmers workshops instead of smelters, which would make much more sense. And think of all the other things: The ability to make *any* material into *any* object by adding the right entries to the workshops.

You do realize you can make reactions that require no reagents, correct?  Want steel bars without needing coal or iron? Go ahead!  It basically turns the smelter into a replicator.

On the flip side, want to get rid of things?  You could use the smelter as a garbage disposal.  Have a reaction with reagent(s) but no product(s), such as where it requires any stone.  You could get rid of all your excess stone quickly, as well as create legendary furnace operators which only add to the speed.

You can also make a fuel-free reaction by removing the [FUEL] tag, making it like a Magma Smelter, without the magma.  Requires no coal/coke/magma to do anything.

Have fun!
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Jay

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #46 on: October 19, 2008, 05:46:32 pm »

Toady migrates all of the workshops to the raws?
smelter into a replicator.
Yeah, umm, I hate to burst your oh-so-detailed bubble, but...
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HonkyPunch

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #47 on: October 20, 2008, 11:06:31 pm »

Does this mean when my dwarves die a field of flowers can sprout where the corpses were?
A pretty solution to that foul miasma problem, perhaps?
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nobody of great interest

i have a crap tumblr page. i usually post art but my scanner is down. http://www.tumblr.com/blog/heygofuckadog

HonkyPunch

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #48 on: October 20, 2008, 11:52:29 pm »

Although it'd be pretty much awesome if elves did that instead, so when you fought off an army of them, the outside of your base would be a field of bloody flowers.
And you could totally tell where elves were included in wars...
there'd be flowers everywhere.
have to name the flowers something fruit or related to elves.
ANyone up to finding out if this is at all possible? I'd do it but I have a very basic understanding of this game's modding.
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nobody of great interest

i have a crap tumblr page. i usually post art but my scanner is down. http://www.tumblr.com/blog/heygofuckadog

Hamster Man

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #49 on: November 04, 2008, 04:02:52 am »

Of course, we should be able to easily make cow milk by adding milkable to the cow's raw, and then spawning some vermin cows at the smelter. I'm feeling too lazy to test it at the moment though.
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So there's that, as well. It looks like the only chronic problems that water can't cure are nausea and cave spider bites.
Which, coincidentally enough, can be cured by magma.

i2amroy

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #50 on: November 04, 2008, 09:48:38 pm »

Does this mean when my dwarves die a field of flowers can sprout where the corpses were?
A pretty solution to that foul miasma problem, perhaps?
If you really want to solve a dwarven miasma problem, just add the tag [NOSMELLYROT] to the dwarven creature file. This will mean that they won't generate miasma.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
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Warlord255

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #51 on: November 04, 2008, 10:56:47 pm »

I haven't tested it out yet, but if I hear you all correctly... does this mean that one can... now... finally... after so much waiting... smelt cows?

And get something other then ratweed from smelter reactions as well?

I would be hilariously amused by a reverse smelter reaction to generate cows.

That said, can smelter reactions be designated to other buildings?
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Monkeyvich

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #52 on: March 28, 2009, 11:49:56 am »

I haven't tested it out yet, but if I hear you all correctly... does this mean that one can... now... finally... after so much waiting... smelt cows?

And get something other then ratweed from smelter reactions as well?

I would be hilariously amused by a reverse smelter reaction to generate cows.


OK i'm a necromancer.  But I have not been able to find out if the smelter, can, indeed, create a living nonvermin animal.  (or some way to create vermin that spawn a desired animal on death? or an object which turns into a specific animal on droppage?) 

Thanks in advance.

Monkeyvich.
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Taritus

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #53 on: March 28, 2009, 11:51:20 am »

You can only spawn vermin.  ITEM_CORPSE also spawns vermin.
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i2amroy

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #54 on: March 28, 2009, 09:33:02 pm »

If you try to spawn anything else you get strange 'vermin' cows that act glitchy.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.
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