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Author Topic: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1  (Read 106713 times)

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
« Reply #210 on: August 08, 2013, 04:26:26 pm »

Oh, man, I hadn't really looked at DFHack.

Now I can't stop imagining what kind of Tyranid horrors I could make with this thing. Weather control from Capillary Towers? Poisonous toxin spatters. Icky projectile miasmas.

Back in the Underhive, I wonder if we could use itemsyndrome to add "NOBREATHE" to creatures wearing breather masks, thus making them useful against dust clouds?

NOBREATHE would make them immune to strangling and resistant to lung damage too. Though I'm not sure how bad of a loss that would be, especially since the throat and lungs still bleed like crazy. Wrestling would be nerfed but it wasn't all that in this mod anyway.

Itemsyndrome is based on the material of the item, right? Does anyone ever see rebreathers in the wild? My hivers and immigrants never bring them to the fort, and I'm uncertain of whether I should add a specific syndrome to both iron and steel or limit rebreathers to being produced via custom reaction out of an unique syndrome-bearing metal.
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Meph

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
« Reply #211 on: August 08, 2013, 04:36:18 pm »

Itemsyndrome can be linked to an item, or a material. Item is better, because if you make a "special rebreather metal" then it will show up in stockpiles. That gets important once you have 50 inorganics called "fire/exploding/magical nonsense"... better to just use the item.
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
« Reply #212 on: August 08, 2013, 04:48:55 pm »

Itemsyndrome can be linked to an item, or a material. Item is better, because if you make a "special rebreather metal" then it will show up in stockpiles. That gets important once you have 50 inorganics called "fire/exploding/magical nonsense"... better to just use the item.
Well, that's pretty damn helpful. No reason not to use it, then.

EDIT: This could also be used for Hazmat/Radiation suits and let me put in more dangerous gas emissions from chemistry with less guilt about fucking players up. Anyone know from what/how hazmat suits are made so I can have something to base the reaction off of?

EDIT2: Wait, no it can't. Looks like blanket protection from inhaled syndromes is all we get. Still good.
« Last Edit: August 08, 2013, 05:17:40 pm by Suds Zimmerman »
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TastyMints

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
« Reply #213 on: August 08, 2013, 05:30:18 pm »

Itemsyndrome can be linked to an item, or a material. Item is better, because if you make a "special rebreather metal" then it will show up in stockpiles. That gets important once you have 50 inorganics called "fire/exploding/magical nonsense"... better to just use the item.
Well, that's pretty damn helpful. No reason not to use it, then.

EDIT: This could also be used for Hazmat/Radiation suits and let me put in more dangerous gas emissions from chemistry with less guilt about fucking players up. Anyone know from what/how hazmat suits are made so I can have something to base the reaction off of?

EDIT2: Wait, no it can't. Looks like blanket protection from inhaled syndromes is all we get. Still good.

Modern CBRN suits are printed fabrics that are laminated with polypropylene, a thermoplastic polymer.

As far as Warhammer 40k is concerned, you might want to think about mixing plascrete with fabrics.

Scavenging plascrete from old busted prefab structures and breaking them down to make protective suits sounds like something an industrious Underhiver would do.

Question: Syndromes effect specific blood types right? Couldn't one possibly cause a syndrome that temporarily changes the blood type of an Underhiver to something other than one that is effected by dust storms, but is still effected by all other syndromes? (Sorry I did some reading, I am silly for asking this.)
« Last Edit: August 08, 2013, 05:45:07 pm by TastyMints »
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Meph

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
« Reply #214 on: August 08, 2013, 05:40:38 pm »

You cant block a syndrome, but you can block an interaction. If your gas gives a syndrome that has CE_CAN_DO_INTERACTION, and the self-targetted interaction applies the negative syndrome you want, then it can be done.

HAZMAT SUIT => Gives SYN_CLASS:HAZMAT
GAS => Gives syndrome that gives interaction.
INTERACTION => self-targets negative effect, target CANNOT_HAVE_SYN_CLASS:HAZMAT

I use this on glaciers, with rain and regional interactions that work only on people that do not wear fur-clothing. :)
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chalicier

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
« Reply #215 on: August 08, 2013, 05:58:23 pm »


Well, that's pretty damn helpful. No reason not to use it, then.

EDIT: This could also be used for Hazmat/Radiation suits and let me put in more dangerous gas emissions from chemistry with less guilt about fucking players up. Anyone know from what/how hazmat suits are made so I can have something to base the reaction off of?

EDIT2: Wait, no it can't. Looks like blanket protection from inhaled syndromes is all we get. Still good.

The main reason I love this idea is because it adds an extra layer of "OH FFS WHAT AM I SUPPOSED TO DO ABOUT THIS?" ... then later ... "Oh what? Rebreathers? I can't believe I didn't think of that!" type play for those new to the mod (much like a lot of vanilla DF).
« Last Edit: August 08, 2013, 06:06:47 pm by chalicier »
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
« Reply #216 on: August 08, 2013, 06:23:01 pm »

You cant block a syndrome, but you can block an interaction. If your gas gives a syndrome that has CE_CAN_DO_INTERACTION, and the self-targetted interaction applies the negative syndrome you want, then it can be done.

HAZMAT SUIT => Gives SYN_CLASS:HAZMAT
GAS => Gives syndrome that gives interaction.
INTERACTION => self-targets negative effect, target CANNOT_HAVE_SYN_CLASS:HAZMAT

I use this on glaciers, with rain and regional interactions that work only on people that do not wear fur-clothing. :)

Syndromes can give SYN_CLASSes without transformations? I was thinking of using an otherwise useless token to block the interaction (though I'm running out of those), but that would speed things up considerably. Thank you for the heads-up.

EDIT: Nevermind, I just read up on what IT_CANNOT_HAVE_SYNDROME_CLASS does, exactly. Very clever.

-snip-

The main reason I love this idea is because it adds an extra layer of "OH FFS WHAT AM I SUPPOSED TO DO ABOUT THIS?" ... then later ... "Oh what? Rebreathers? I can't believe I didn't think of that!" type play for those new to the mod (much like a lot of vanilla DF).

I agree. That feeling of stupefaction and discovery from first playing vanilla is one of the things I wanted to recreate with this mod. I'll see about getting it working.
« Last Edit: August 08, 2013, 07:30:43 pm by Suds Zimmerman »
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.4
« Reply #217 on: August 10, 2013, 01:22:13 pm »

Well, it appears that despite what common sense would have you believe, NOBREATHE doesn't actually protect against inhaled syndromes! The more you know. It's going to take a little longer for me to implement respirators and rad suits as I'll need to convert every inhaled syndrome in the mod to the self-interaction method. If only miner uniforms worked, you'd be able to protect your miners from inhaled gas too. I don't suppose that there exists a DFHack fix for that?
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #218 on: August 11, 2013, 12:56:40 am »

The new version is up and running! You can now protect breakers and chymists from dangerous fumes, dust and gas with respirators and rad suits. Make them at the Craftsman. If everything works well I probably won't put up another one for a good while. I'm going to move on to working on powered workshops next. God only knows how that'll turn out.
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chalicier

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #219 on: August 11, 2013, 11:25:02 am »

Jeebus H Imperator, Suds, you're spoiling us with all these updates  :D
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chalicier

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #220 on: August 11, 2013, 02:02:40 pm »

So, I fired up the new version and started a new settlement with the Van Saars.

I've had my first bout of immediate !!FUN!! in UHS - my hunter got pounced by a Vent Lurker, someone went after his corpse and got pounced in turn, then 2 drinking Van Saars caught a nasty case of Wild Grox in the intestines. After the resulting crazy spiral, I'm now down to one miserable Expedition Leader with a rotting left leg, haring around the place trying to bury his friends and leaving trails of miasma behind him whenever he goes indoors.

Right now it's a race between his leg and the next migrant wave, if any. It's a good site, mind you - plentiful carboniferous waste and halite, not to mention a whole cliff of isomeric prometheum. I'll probably reclaim it if need be. But for the moment, this has become an impromptu solo fortress.
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chalicier

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #221 on: August 11, 2013, 03:34:38 pm »

Hmm. After a reclaim, I'm having a problem - basically the settlers get covered in dust and then just keep getting the flu over and over and over. Intentional? Autosyndrome overload? It's incredibly hard to get them to clean themselves at the best of times...
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #222 on: August 11, 2013, 04:11:20 pm »

Hmm. After a reclaim, I'm having a problem - basically the settlers get covered in dust and then just keep getting the flu over and over and over. Intentional? Autosyndrome overload? It's incredibly hard to get them to clean themselves at the best of times...
No idea. I've seen it happen from time to time but I'm not sure of the reason. I'd check inorganic_underhive_weather. I think deon made them rather than I so you can blame him for any errors.

EDIT: I think the problem is that the various dust storms have a fixed temp and no melting/boiling temp. I think just making them boil at room temperature will fix it and also avoid screwing up the weather.
« Last Edit: August 11, 2013, 04:19:47 pm by Suds Zimmerman »
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #223 on: August 11, 2013, 04:45:46 pm »

Here's a raw for fixing flu-causing dust storm contamination. Save-compatible.
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #224 on: August 11, 2013, 05:03:29 pm »

I've been unsure of what to do with evil areas. Compared to vanilla DF they're actually kinda boring and quite a bit safer. Obviously, this can't stand. One of the things I've been considering is adding a new weather effect - radioactive clouds, in order to add some use for rad suits. (This might actually be a good use for the dust contamination bug, too, and it would force some inventive architcture to make use of overland crops. Of course, if they're left as they are, it might spiral out of control, so there should be some point at which they evaporate using SPEC_HEAT. Might need some help to get good values for this. As everyone who has tried to mass produce fuel rods in the older versions would know, radiation poisoning is no laughing matter.)

The other thing to add would be new creatures and this is where I'm drawing the biggest blank. I've wrung dry pretty much every old Necromunda supplement both official and fanmade and I don't really know what else to add in terms of creatures. Ghouls are one thing I've been considering, which might be useful as another creature for Scavvies (although they're still a bit OP compared to other siegers, at the moment in spite of their crappy gear and physical weakness, since they're the only ones who get building destroyers to come along on their sieges. So, anyone who has some creature ideas, especially for evil areas, please speak up.
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