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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 203903 times)

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #405 on: January 16, 2016, 07:46:54 pm »

Protects the head. With a coverage of 50, attacks have a 50% chance to ignore the mask entirely.

Items don't have directions or positioning.
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CulixCupric

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #406 on: January 17, 2016, 02:29:42 am »

how would I make a material decay over time, rather than when exposed to high temperatures? I want to make a syndrome stone that simulates "radioactive decay" and "melts" over time slowly, creating a gas of that material, that gives creatures "radiation sickness". basically, i want to add "native uranium" and have it crop up in pitchblende. also, what would be the best way make lead mildly toxic with syndromes?
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #407 on: January 17, 2016, 02:42:09 am »

Uranium has a half-life of 4.5 billion years and i can't even find info on a critical mass so it's probably way too big to worry about, so for uranium i wouldn't bother. Plutonium would probably be a better choice, but what you're describing isn't really feasible, I don't think.

Recent changes to alcohol allow for lead poisoning to be reasonably slow and pernicious, but there's no good way to get people to get it into their systems. I mean, like, at all; nothing you can do with lead will lead to syndrome effects AFAIK.
« Last Edit: January 17, 2016, 02:43:55 am by Putnam »
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #408 on: January 17, 2016, 02:46:02 am »

Closest you could get would be to give the material [ROTS] to have it decay over time, like some plants do. It would disappear in only a few months though.

Give lead an incredibly minor effect with a very long onset time. Allow it to compound with itself, like how alcohol consumption now works.

As mentioned, there wouldn't be any real consistent way of harming citizens with lead though. Unless you do something silly like make a reaction to turn it into liquid or powder and throw it in the well or use it to make food or something. Or make it a contact poison and spread it along the ground, just to kill all the animals and barefoot creatures.
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Urdothor

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #409 on: January 17, 2016, 02:53:46 am »

So, does anyone have a good idea of what the [MAGICAL] token does? The wiki say "Unknown."
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #410 on: January 17, 2016, 02:56:59 am »

nope

i didn't even know it exists

Urdothor

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #411 on: January 17, 2016, 02:58:07 am »

nope

i didn't even know it exists

I figured, but I had hopes that perhaps someone had some obscure knowledge the wiki didn't.

The wiki from 23a says. "Makes the creature attract local wildlife in large numbers."
Dunno if that's in world gen, or what, but if it works, it meets my purpose, I suppose.
« Last Edit: January 17, 2016, 03:05:37 am by Urdothor »
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Tiler

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #412 on: January 17, 2016, 03:14:14 am »

I'm fairly sure it has no function right now.
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Urdothor

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #413 on: January 17, 2016, 03:14:50 am »

I'm fairly sure it has no function right now.

So, an old token that's lost it's function then?
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #414 on: January 17, 2016, 03:36:35 am »

Never had one AFAIK, at least since 0.22.

scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #415 on: January 17, 2016, 03:58:07 am »

It's still hanging around in the executable, for all the good it does.
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Just Some Guy

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #416 on: January 17, 2016, 07:58:59 pm »

How dose DEFAULT_IMPROVEMENT work?

Urlance Woolsbane

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #417 on: January 17, 2016, 10:30:58 pm »

Just a quick question: If I recall correctly, Dwarves lack something that would make them declare war. What is it?
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nullBolt

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #418 on: January 18, 2016, 05:36:01 am »

What does erratic behaviour actually do in syndromes? There don't seem to be any creatures with it on their venoms. I should probably test it but I won't be home for hours. :(

Just a quick question: If I recall correctly, Dwarves lack something that would make them declare war. What is it?

I don't think they do, do they? I'm sure Dwarven civs go to war regardless, it's just that when you start up a fort you have the "default" civilisations on your side and against you.

Shonai_Dweller

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #419 on: January 18, 2016, 10:04:49 am »

What does erratic behaviour actually do in syndromes? There don't seem to be any creatures with it on their venoms. I should probably test it but I won't be home for hours. :(

Just a quick question: If I recall correctly, Dwarves lack something that would make them declare war. What is it?

I don't think they do, do they? I'm sure Dwarven civs go to war regardless, it's just that when you start up a fort you have the "default" civilisations on your side and against you.

I remember a quote from Toady about Dwarves never starting wars of aggression.

It could be true. Unlike humans and goblins, in all the worlds I've generated, dwarves never seem to take over other sites except as refugees claiming empty locations.
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