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How many want to keep this up in the next release?

Me
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Me!
- 54 (77.1%)

Total Members Voted: 69


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Author Topic: DF from scratch: The entirely player-made universe succession.  (Read 524528 times)

Halfling

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #855 on: July 22, 2013, 02:53:44 pm »

This is a particularly interesting idea. Might I be added to the player pool?

Yes, you might. In fact you are there now. Although it's mostly ceremonial at this point. Pick up the save, post a report, I'll add it to the play turn it if spans enough time. That's the new system. :P

We really could use more playtesting logs. I'm not sure there will be a time when this is basically not true, but it's very true now.



How many passive, non-monster animals do we have? Do we currently have just livestock and monsters, or do we have random wandering passive things that aren't wild versions of domestic things?

There's vermin (tits and voles), and STL's insects above (ninja'd). If you count those as non-monsters. That said, we could probably use some non-insect mundane roaming wildlife that's not a hound or a mallard.

Also, you should know sackhead is currently working on some cool graphics for us for his turn.



Playtesting is going well. The only significant issue I've come across is the halfling caravan (from Lake Tit) arrived in the late summer, then again in the late autumn. I guess they left something behind :P

Also, I just recently finished bioshock infinite as well, and holy shit. I don't think a video game will ever blow my mind so completely as that.

Edit: Also, the elves don't seem to have access to weapons. Their caravan came guarded by wrestlers.

True. Elves don't have any equipment, not even clothes. BFEL could not finish them in time, but he has given permission for anyone to modify and develop the elves so long as the original idea of tree thralldom is preserved. Of course if you don't like that, you can just make another race and call it elves too. :P

Anyone with a thing for elves, feel free to give them something cool to wear and wield. And don't look at me like that.

The halfling caravan currently arrives up to 3 times per year. That can be adjusted if it's excessive, but it's good for the minimal world where there are no other civilizations.



I plan to make them difficult to make, especially paralysis incense because that's like being bitten by a vanilla GCS (tested; it works beautifully :) ). The plant ingredients for the combat ones are rare and expensive, and some will require animal ingredients like Basilisk Tears - which are needed to make stoneward, which lets you safely harvest those by making halflings immune to petrification, so you'll have to make a sacrifice to the basilisk to safely get those.

Using smoking pipes to ignite these at the braziers sounds like a good idea - I'll employ that for the reactions.

EDIT: the only one that should be very easy to make will be the numbing incense; its side effect is dangerous enough in battle (sudden unconsciousness) that it counters the six or so days of nopain it grants. Probably least dangerous use would be a medical anaesthesia.

Do you know what this means?

Using smoking pipes to ignite these at the braziers sounds like a good idea - I'll employ that for the reactions.
Using smoking pipes to ignite these at the braziers
Bloodletting incense defense
your unique smoking pipes don't (yet?) help you survive

Well then. I should have known you guys would not let me known. Not bay forum. :)

StLeibowitz

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #856 on: July 22, 2013, 03:59:27 pm »

Code: [Select]
[OBJECT:PLANT]

[PLANT:WIZARDSBANE_STL]
[NAME:wizardsbane][NAME_PLURAL:wizardsbane][ADJ:wizardsbane]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:5]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:'*'][PICKED_COLOR:1:0:1]
[WET][DRY][BIOME:ANY_WETLAND]
[VALUE:5]
[AUTUMN][SUMMER]
[FREQUENCY:25]
[CLUSTERSIZE:5]
[PREFSTRING:soft luminescence at night]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:5]
[SEED:wizardsbane seed:wizardsbane seeds:0:0:1:LOCAL_PLANT_MAT:SEED]

[PLANT:STINKWEED_STL]
[NAME:stinkweed][NAME_PLURAL:stinkweed][ADJ:stinkweed]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:'$'][PICKED_COLOR:6:0:1]
[WET][DRY][BIOME:NOT_FREEZING]
[VALUE:3]
[AUTUMN][SUMMER]
[FREQUENCY:45]
[CLUSTERSIZE:5]
[PREFSTRING:pungent aroma]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:3]
[SEED:stinkweed seed:stinkweed seeds:6:0:1:LOCAL_PLANT_MAT:SEED]

[PLANT:CALMROOT_STL]
[NAME:calmroot][NAME_PLURAL:calmroot][ADJ:calmroot]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:';'][PICKED_COLOR:3:0:0]
[WET][DRY][BIOME:ANY_WETLAND]
[VALUE:3]
[AUTUMN][SUMMER]
[FREQUENCY:45]
[CLUSTERSIZE:5]
[PREFSTRING:calming tea]
[PREFSTRING:anaesthetic properties]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:3]
[SEED:calmroot seed:calmroot seeds:3:0:0:LOCAL_PLANT_MAT:SEED]

[PLANT:NUMWORT_STL]
[NAME:numwort][NAME_PLURAL:numwort][ADJ:numwort]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:231][PICKED_COLOR:0:0:1]
[WET][DRY][BIOME:NOT_FREEZING]
[VALUE:3]
[AUTUMN][SUMMER]
[FREQUENCY:45]
[CLUSTERSIZE:5]
[PREFSTRING:calming tea]
[PREFSTRING:anaesthetic properties]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:3]
[SEED:numwort seed:numwort seeds:3:0:0:LOCAL_PLANT_MAT:SEED]

[PLANT:CINNAMON_STL]
[NAME:cinnamon][NAME_PLURAL:cinnamon][ADJ:cinnamon]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:6]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1008]
[PICKED_TILE:232][PICKED_COLOR:4:0:0]
[WET][DRY][BIOME:ANY_FOREST][GOOD]
[VALUE:6]
[SUMMER][SPRING]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:light-absorbing aura]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:6]
[SEED:cinnamon berry:cinnamon berries:1:0:0:LOCAL_PLANT_MAT:SEED]

[PLANT:SHADOWCAP_STL]
[NAME:shadowcap][NAME_PLURAL:shadowcaps][ADJ:shadowcap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:6]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1008]
[PICKED_TILE:232][PICKED_COLOR:1:0:0]
[WET][DRY][BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:2:3]
[VALUE:6]
[AUTUMN][SUMMER][SPRING][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:light-absorbing aura]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:6]
[SEED:shadowcap spawn:shadowcap spawn:1:0:0:LOCAL_PLANT_MAT:SEED]

[PLANT:BLOODSTALK_STL]
[NAME:bloodstalk][NAME_PLURAL:bloodstalks][ADJ:bloodstalk]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:6]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1008]
[PICKED_TILE:152][PICKED_COLOR:3:0:0]
[WET][DRY][BIOME:ANY_DESERT]
[VALUE:6]
[SUMMER][SPRING]
[FREQUENCY:30]
[CLUSTERSIZE:5]
[PREFSTRING:vein-like appearance]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:6]
[SEED:bloodstalk seed:bloodstalk seeds:0:0:1:LOCAL_PLANT_MAT:SEED]

The alchemical herbs and spices and fungi - the easier-to-acquire (and make) ingredients for the incenses. They're scattered pretty well, I think - most aboveground, one in the deeper caverns, one only in good forests, one only in deserts, and two only in wetlands, plus two that can grow anywhere that isn't coated in inch-thick ice year long.

The reactions I've made so far:

Code: [Select]
[OBJECT:REACTION]

## Incense-ivizing ##

[REACTION:MAKE_NUMBING_STL]
[NAME:Mix numbing incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_N]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:B:1:PLANT:NONE:PLANT_MAT:CALMROOT_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NUMBING_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:NUMBING_VOLATILE] Chance of leak; keep animals far away!
[SKILL:ALCHEMY]

[REACTION:MAKE_BLOODLETTING_STL]
[NAME:Mix bloodletting incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_SHIFT_B]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:B:1:PLANT:NONE:PLANT_MAT:BLOODSTALK_STL:STRUCTURAL][UNROTTEN]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:NUMWORT_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BLOODLETTING_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:BLOODLETTING_VOLATILE] WELL away
[SKILL:ALCHEMY]

[REACTION:MAKE_BLINDING_STL]
[NAME:Mix blinding incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_B]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:SHADOWCAP_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BLINDING_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:BLINDING_VOLATILE] Urist McUnluckyKitty cancels catsplosion: cannot see mate
[SKILL:ALCHEMY]

[REACTION:MAKE_HASTE_STL] Make haste, make haste! Hurry! Get inside! That crazy alchemist from next door is coming this way!
[NAME:Mix hastening incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_H]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:B:1:PLANT:NONE:PLANT_MAT:WIZARDSBANE_STL:STRUCTURAL][UNROTTEN]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:CINNAMON_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:HASTE_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:HASTE_VOLATILE]
[SKILL:ALCHEMY]

Paralysis and Stoneward both need basilisk tears, which I've not added yet, so I haven't created their reactions quite yet. All proceeds smoothly.

Well then. I should have known you guys would not let me known. Not bay forum. :)

It was wholly accidental, I can assure you, but it works out nicely :D
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Generally, when one is conducting an experiment, it is worth noting that the observers went insane, killed each other, and then rose from the dead.
It's like DF inhaled a peanut.

Halfling

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #857 on: July 22, 2013, 04:18:40 pm »

Some new herbs on the surface sure would be good. Right now it's pumpkin and flax-o-rama with their bright colors everywhere. Actually I find it somewhat jarring and I'm the one who put those things there in the first place.

Quote from: StLeibowitz
Well then. I should have known you guys would not let me known. Not bay forum. :)

It was wholly accidental, I can assure you, but it works out nicely :D

No, no. In retrospect it was inevitable. Everything can be weaponized. Everything that can be weaponized will be weaponized eventually. Smoking pipes are a thing. Therefore smoking pipes can and will be weaponized. Such is the way of things, even in modding.

mastahcheese

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #858 on: July 22, 2013, 04:46:27 pm »

Work on tarnish fuel is coming along slowly, most due to RL stuff, but I think I'm close to a breakthrough.
Also, I made them nastier, it's quite funny.
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

BFEL

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #859 on: July 22, 2013, 05:39:37 pm »

No, no. In retrospect it was inevitable. Everything can be weaponized. Everything that can be weaponized will be weaponized eventually. Smoking pipes are a thing. Therefore smoking pipes can and will be weaponized. Such is the way of things, even ESPECIALLY in modding.
Fix'd

Also as for the MOAR PASSIVES thing, I'm kinda working (SLOWLY) on a pet amphibious manta-ray that flies and shoots stingers at vermin/anything else that needs hunted. Also giving them their primary prey: Max sized meat blobs that act like whales, but with a hilariously high beaching frequency. Basically if you find one that isn't rotted on the shores YOU CAN EAT FOREVER. <----Claims of "eating forever" are untested and most likely incredibly farcicle
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7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

mastahcheese

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #860 on: July 22, 2013, 05:46:24 pm »

But if it is rotten, that would cause so much miasma.

Speaking of which, has anyone failed to properly stockpile tarnish stalks yet?
Doesn't matter what you do, those things will find some way to slowly kill you.
Logged
Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

StLeibowitz

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #861 on: July 22, 2013, 06:06:01 pm »

I love how the main enemy for forts in this thing is a plant.
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Generally, when one is conducting an experiment, it is worth noting that the observers went insane, killed each other, and then rose from the dead.
It's like DF inhaled a peanut.

Gnorm

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #862 on: July 22, 2013, 06:08:28 pm »

Yes, you might. In fact you are there now. Although it's mostly ceremonial at this point. Pick up the save, post a report, I'll add it to the play turn it if spans enough time. That's the new system. :P

We really could use more playtesting logs. I'm not sure there will be a time when this is basically not true, but it's very true now.


Good to hear, though I think I'll wait until the next stable version to make a log. I think I'll practice for now.
« Last Edit: July 22, 2013, 06:10:30 pm by Gnorm »
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And we were this close to yet another victim of Gnorm, the Overseer Killer.

StLeibowitz

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #863 on: July 22, 2013, 06:31:12 pm »

Okay, the burning reactions:

Code: [Select]
[REACTION:BURN_BLINDING_STL]
[NAME:Burn blinding incense]
[BUILDING:BRAZIER_STL:CUSTOM_B]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:BLINDING_STABLE]
[REAGENT:B:1:TOOL:PIPE_SMOKING_HLG:NONE:NONE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BLINDING_VOLATILE]
[SKILL:ALCHEMY]

[REACTION:BURN_BLOODLETTING_STL]
[NAME:Burn bloodletting incense]
[BUILDING:BRAZIER_STL:CUSTOM_SHIFT_B]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:BLOODLETTING_STABLE]
[REAGENT:B:1:TOOL:PIPE_SMOKING_HLG:NONE:NONE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BLOODLETTING_VOLATILE]
[SKILL:ALCHEMY]

[REACTION:BURN_HASTENING_STL]
[NAME:Burn hastening incense]
[BUILDING:BRAZIER_STL:CUSTOM_H]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:HASTE_STABLE]
[REAGENT:B:1:TOOL:PIPE_SMOKING_HLG:NONE:NONE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:HASTE_VOLATILE]
[SKILL:ALCHEMY]

[REACTION:BURN_NUMBING_STL]
[NAME:Burn blinding incense]
[BUILDING:BRAZIER_STL:CUSTOM_B]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:NUMBING_STABLE]
[REAGENT:B:1:TOOL:PIPE_SMOKING_HLG:NONE:NONE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NUMBING_VOLATILE]
[SKILL:ALCHEMY]

Halfling smoking pipes now have a use...and Formics now must look forlornly at their tiny cousins in intellect, for no Formic can puzzle out how the hell halfling pipes are made. Formic player wants to use alchemical defensive braziers? Gas-spewing poison pits? Medical anaesthesia? Better hope the halflings like whatever low-quality mugs the workers were able to churn out :)

======

A Reminder from the Halfling Alchemist's Union of Oceanpumpkin

No oven operator or furnace-handler is to come within thirty feet of a block of incense. We all know what we tell everyone about how "only an alchemist by trade can properly handle incense while it's burning, and keep it from killing us all too". Yes, we in the union management snicker whenever we hear someone outside the Union repeat that, too. Yes, we've sworn to "spread knowledge and science to fight the tide of ignorance", and this kind of shit isn't really helping that cause. However, how many of you
really like having your apprentices hovering around you like mosquitoes all day? Hm? That's what I thought.

Remember, fellow Alchemists: For our peace of mind, keep it secret, and keep our apprentices' busywork safe.

~Union Management
Logged
Generally, when one is conducting an experiment, it is worth noting that the observers went insane, killed each other, and then rose from the dead.
It's like DF inhaled a peanut.

kopout

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #864 on: July 22, 2013, 07:06:34 pm »

I love how the main enemy for forts in this thing is a plant.
They nearly killed my first fort. Though water striders were the only things that killed one of my Halflings.
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"Karl Marx: Family jewels"
"Everyone's equally less rich than me!"
Quote from: Lezard
...although I've been having so much fun failing at this I just about forgot what my original aim was.

mastahcheese

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #865 on: July 22, 2013, 07:39:20 pm »

I love how the main enemy for forts in this thing is a plant.
They nearly killed my first fort. Though water striders were the only things that killed one of my Halflings.
This is just plain awesome how my tarnish stalks turned out.
Originally I just wanted a booze-planted that tasted like you were drinking rust, and it evolved into a tantrum-causing, phycho vegetable that spews death.
Logged
Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

kopout

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #866 on: July 22, 2013, 07:51:09 pm »

I did it!!!  :D
trees can now be processed for fruit!
Logged
"Karl Marx: Family jewels"
"Everyone's equally less rich than me!"
Quote from: Lezard
...although I've been having so much fun failing at this I just about forgot what my original aim was.

mastahcheese

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #867 on: July 22, 2013, 07:52:18 pm »

I did it!!!  :D
trees can now be processed for fruit!
YYYYYYYYEEEEEEEEEEESSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!
Logged
Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

kopout

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #868 on: July 22, 2013, 07:57:14 pm »


The reaction!
Spoiler (click to show/hide)

The wood tree
Spoiler (click to show/hide)

the fruit plant
Spoiler (click to show/hide)

and the apple tree with changes
Spoiler (click to show/hide)
Logged
"Karl Marx: Family jewels"
"Everyone's equally less rich than me!"
Quote from: Lezard
...although I've been having so much fun failing at this I just about forgot what my original aim was.

StLeibowitz

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Re: DF from scratch: The entirely player-made universe succession.
« Reply #869 on: July 22, 2013, 07:58:56 pm »

Code: [Select]
[REACTION:MAKE_WOOD_PLANKS_STL]
[NAME:make wooden planks]
[BUILDING:CRAFTSMAN:CUSTOM_P]
[REAGENT:WOOD:1:WOOD:NO_SUBTYPE:NONE:WOOD]
[PRODUCT:100:4:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
[SKILL:CARPENTRY]

Seeing as above-ground forts will likely be more common, I made this. Feel free to add into raws :)

Also, on the trees, yay! Now those apple trees that are everywhere can ensure we will never starve again. Probably should reduce their frequency, actually.
Logged
Generally, when one is conducting an experiment, it is worth noting that the observers went insane, killed each other, and then rose from the dead.
It's like DF inhaled a peanut.
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