Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 9 10 [11] 12 13 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430972 times)

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #150 on: April 25, 2010, 10:58:43 am »

So if any biomancers out there know how all this syndrome stuff works, you could REALLY help me out here. Is it possible to make a syndrome that it caused by a certain creature, and will infect those around it, without having any combat involved?

Basically if you had a dwarf stand next to the creature in question, and neither attacked each other, the dwarf would get sick. Possible?

I will asume you know how to make the sydromes make the sydrome [SYN_CONTACT] or [SYN_INHALE] and give the creature
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:{the creatures poison}:TRAILING_VAPOR_FLOW]
trailng vapor flow works best with Contact as it makes a mist that covers the target with the subtance, also UNDIRECTED_VAPOR works too it sort of acts like dragon breath? more radius less range.

TRAILING_GAS_FLOW is like the vapor but the poison must have INHALE, UNDIRECTED_GAS same as above
Logged

Tinker Thinker

  • Bay Watcher
  • [PRESSES_BUTTONS:RED]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #151 on: April 25, 2010, 01:19:03 pm »

So I put the Plump Helmet Man through a lot of tests in the arena (after removing the Arena restriction).
What I have determined about this body structure and make-up:
Worthless, but occasionally too difficult to kill.

Now, a plump helmet man has a very simple body structure, and they're composed with the same physics stats as wood.

In testing versus naked dwarves:
Naked, unskilled wrestling: The Plump Helmet man actually gained skill at a considerably higher rate than the Dwarf (reached Legendary first, amongst other things), however, was immediately established as the eventual loser in the fight. Within twenty pages of combat, every part of the Plump Helmet Man was broken, but it still took another hundred pages to actually kill it. The dwarf became modestly injured in a couple of places.

Naked, one-on-one with short swords of native copper (combat balance modded, no less):
Bisected in one blow.

Naked: ten-on-one with short swords of native copper:
Weren't able to scratch the dwarf.

Naked, legendary ten-on-one with short swords of native copper:
The dwarf became modestly injured, as it slaughtered its way through the ranks.

Naked, sword'd-on-wrestler:
Managed to kill the dwarf. Albeit poorly.

I decided not to bother testing clothes and armour.

This brings me to a central question, however:
How should one compose a creature of plant matter, such that it has similar durability and combat ability to that of the primary races?

Seperate question:
What are the spheres for religion and symbolism and such? Are they just the ones in Language_SYM ?
« Last Edit: April 25, 2010, 01:26:20 pm by Tinker Thinker »
Logged
Does anyone else find my avatar looks crooked?

Guilliman

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #152 on: April 25, 2010, 01:25:55 pm »

Shoot I'll ask it here.


I'm trying to mod a reaction to produce water or Ice. Currently I found no way to make water nor Ice, the past reactions (        [PRODUCT:100:10:STONE:NO_SUBTYPE:WATER:NO_MATGLOSS] ) does not seem to work. No stones are made and after removing the workshops I get 'pool of water' that works I believe exactly like blood/mud etc, it can be spread while walking over, but does not behave like water.

My Alternative idea was to make iceblocks and dump them in a heated pit to make an a water reservoir. Can't seem to figure this out in the reactions.

This is the ice one I have

[REACTION:MAKE_WATER]
   [NAME:pump water]
   [BUILDING:WATER_MAKER:CUSTOM_W]
        [PRODUCT:100:10:STONE:NO_SUBTYPE:WATER:NO_MATGLOSS]
   [SKILL:SMELT]


Anyone have an idea?
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #153 on: April 25, 2010, 01:35:56 pm »

Change STONE to BOULDER.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Guilliman

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #154 on: April 25, 2010, 01:59:21 pm »

Change STONE to BOULDER.


Doesn't work :/ Same "A pool of water"
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #155 on: April 25, 2010, 02:04:21 pm »

Hah, that's ok. It's just too warm so it melts. Build it outside on a glacier.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Acanthus117

  • Bay Watcher
  • Angry Writer
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #156 on: April 26, 2010, 12:49:59 am »

I also learned something while looking at the string dump. Adding FORCED to one of the clothing items, all members will have that piece of clothing. I'm using this to make my gobbos all use masks.
Logged
Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #157 on: April 26, 2010, 12:54:26 am »

Really?
Well that is something to remember!

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #158 on: April 26, 2010, 01:18:34 am »

What. It's new. Can you use it on armor pieces?
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Acanthus117

  • Bay Watcher
  • Angry Writer
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #159 on: April 26, 2010, 01:33:41 am »

I don't know about that, actually.
Logged
Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #160 on: April 26, 2010, 01:49:23 am »

Seems a little strange to have that sort of tag on clothing, normally that sort of thing would fit into an entity wouldn't it?

Acanthus117

  • Bay Watcher
  • Angry Writer
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #161 on: April 26, 2010, 02:09:07 am »

Oh, sorry. I meant entity, not the clothing raws. :X
Logged
Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #162 on: April 26, 2010, 02:20:11 am »

Suddenly the world makes sense again.
For a second there I thought Toady One the great had gone crazy...Or at least more so.

Acanthus117

  • Bay Watcher
  • Angry Writer
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #163 on: April 26, 2010, 02:22:16 am »

Nah, it's just my forgetfulness. :X
Logged
Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #164 on: April 26, 2010, 03:02:27 am »

Had an AWESOME idea.

1) Is it possible to make trees and shrubs grow under water?
2) If I make a creature live under water and able to walk, but unable to swim, they would walk around on the ocean floor right?

In case your wondering, I'm looking for a yes, and a yes.
Pages: 1 ... 9 10 [11] 12 13 ... 357