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Author Topic: Making items worth more than their parts  (Read 1041 times)

RenoFox

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Making items worth more than their parts
« on: July 21, 2012, 05:04:34 pm »

I'd like to mod in a skull throne, that would require something around 50-100 or so skulls to make it. Considering how rare such a thing would be, I'd like it to be more valuable than just plain bone crafts. How can I make a seat made from skulls more valuable than a seat made from bones would be?

On another topic, is it possible to make admirable custom furniture, like a statue/window with a different description?

Keldane

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Re: Making items worth more than their parts
« Reply #1 on: July 21, 2012, 05:14:35 pm »

Perhaps a custom material named "skull"? You could set the value of the material that way, and use it with no way to produce it except as the product material of the throne reaction.

For your second question, I don't think there's a way as such. I believe that custom workshops that require the Architecture labor can be admired, but there's no way to add custom furniture items.
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Putnam

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Re: Making items worth more than their parts
« Reply #2 on: July 21, 2012, 05:15:05 pm »

Custom furniture is impossible, so I'm not sure if you could make that skull throne.

Keldane

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Re: Making items worth more than their parts
« Reply #3 on: July 21, 2012, 05:21:03 pm »

Custom furniture is impossible, so I'm not sure if you could make that skull throne.

A skull throne is possible, using a custom reaction that requires skulls (that may be difficult, but I think there's a reaction tag for totemable body parts?), a custom 'skull' material or a [GET_MATERIAL_FROM_REAGENT] (the latter being if you want it to show as a "bull skull throne" or the like), and the correct product tags. It won't be a custom piece of furniture as far as description is concerned, though; just your average throne with the given material.
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Hugo_The_Dwarf

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Re: Making items worth more than their parts
« Reply #4 on: July 21, 2012, 05:22:08 pm »

Spoiler (click to show/hide)

Alter this, and then the BDP "STANDARD_MATERIALS" to include this new material then in the BDP "Standard Veterbrea layers"
Make skull use this material.

THen you make a chair/throne from it "<creature name> skull throne"
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Keldane

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Re: Making items worth more than their parts
« Reply #5 on: July 21, 2012, 05:26:45 pm »

Spoiler (click to show/hide)

Alter this, and then the BDP "STANDARD_MATERIALS" to include this new material then in the BDP "Standard Veterbrea layers"
Make skull use this material.

THen you make a chair/throne from it "<creature name> skull throne"

Unless I'm mistaken, that will make it easy to specifically require skulls, and will that make a throne requiring dozens or hundreds of skulls be worth more than, say, a totem made out of a single skull?
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Hugo_The_Dwarf

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Re: Making items worth more than their parts
« Reply #6 on: July 21, 2012, 05:46:00 pm »

You can call for a skull to make the Throne with

[REAGENT:skull:1:CORPSEPIECE:NONE:NONE:NONE][REACTION_CLASS:SKULL_BONE]

then engrave the heck outta it with Skulls with a custom reaction that uses IMPROVEMENT instead of PRODUCT.

[REAGENT:sthrone:1:CHAIR:NONE:NONE:NONE][REACTION_CLASS:SKULL_BONE]
[PRESERVE_REAGENT]
[REAGENT:skull:1:CORPSEPIECE:NONE:NONE:NONE][REACTION_CLASS:SKULL_BONE]
[IMPROVEMENT:100:sthrone:COVERED:GET_MATERIAL_FROM_REAGENT:skull:NONE] - BANDS, COVERED, GLAZED, RINGS_HANGING, and SPIKES

Altho someone said something about things getting overridden? and other saying that there is infinite improvements?
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Crazy Cow

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Re: Making items worth more than their parts
« Reply #7 on: July 21, 2012, 10:16:37 pm »

Anyone else going to call it? No?