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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 421723 times)

afoninv

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #405 on: June 22, 2010, 02:25:38 pm »

I've been playing with this idea and I don't know if it is possible.  I've been trying to do some research but because these are so new there isn't much info out there.

Steam Powered Engine
to construct requires a pipe, large screw[in place of piston], block, and something to make the pressure vessel part.
to run takes 1 or 2 bucket of water, 1 fuel, and outputs power like a waterwheel for 1/8th to 1/4 of a season.

can we create workshops the produce power?  can we determine for how long and how much power?

just let me know if its possible to create power and I'll do the legwork.

Sorry, that really is not possible yet, not even anything remotely close to that. AFAIK buckets containing liquids are at least theoretically possible to use as reagents in custom reactions (although it would be exotic and challenging by itself, but IN THEORY...). Yet power output is plain hardcoded, no tricks can be done, sorry =(

BTW, do you know about perpetuum mobile watermills? If you don't, check this wiki article, it's a wonderful design! =)
« Last Edit: June 22, 2010, 02:32:47 pm by afoninv »
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Mephansteras

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #406 on: June 22, 2010, 03:06:46 pm »

FYI for everyone, I got this bit of information from Toady One:

Quote from: Mephansteras
Got another modding question for you, when you have time.

 I'm working on adding in some detailed Alchemy, and to get around the
 inability of the workshops to look for reagents in containers I created a
 new material type for each of the filled glass vials. This way I can get
 'quicksilver filled green glass flasks' and the like. That part seems to
 work ok, since it's a material type and I can then have reactions go look
 for them.

 However, traders don't seem to show up with them and I don't seem them as an
 option in the list of things I can request from the liason. Is this correct?
 Will all alchemy have to be done on site? I noticed that glass vials in
 general don't seem to show up in the request list.

 If so, is there another workaround you can think of that would let me import
 the components?

Quote from: Toady One

Hmmm, it looks like it only cares about powders and bars for
associating reaction trade goods from raw reactions.  I think that's
probably just due to my limited reactions.  I can change it, but I
need to think a bit about ramifications.  Until then, you'd have to
have steps somewhere in the process that produce bars or powders if
you want them to bring them.  They should bring any bars or powders
listed anywhere as a product in their entity reactions.  It doesn't
check for availability among site resources yet, because marching
around the reaction graph for that is complicated.


So if you want traders to bring stuff that you mod in, you'll have to have the reactions produce either a powder or a bar.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

DanielLC

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #407 on: June 23, 2010, 06:22:31 pm »

I'm working on a mod to make very rare and powerful casts for each civ. So far, my modding isn't working well.

Dwarf:
I want to make him covered in an adamantium beard that armors him. I used
Code: [Select]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS]
[SELECT_TISSUE:HAIR]
 [TISSUE_MATERIAL:ADAMANTIUM]
I don't know if that worked, but he isn't as tough as he should be.

I gave him a slade hammer, but I can't get him to use it. Is there a way to change the priority of the other attacks, or do I just have to declare it is part of the normal castes?

Is there a way to make sure he doesn't use a normal weapon or carry anything in the hand with the hammer?

The kobold I'm working on is supposed to have a smokebomb effect, where it blinds anyone nearby. I used
Code: [Select]
[SYNDROME]
 [SYN_NAME:blind]
 [SYN_AFFECTED_CLASS:GENERAL_POISON]
 [SYN_CONTACT]
 [SYN_IMMUNE_CREATURE:KOBOLD:TUCKER]
 [BP:BY_CATEGORY:EYE:TISSUE]
 [CE_IMPAIR_FUNCTION:SEV:100:PROB:100:START:1:PEAK:500:END:1000]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GAS:UNDIRECTED_VAPOR]
along with all the stuff defining the attack. When I used it in the arena, my dwarf got affected by the smoke, but it didn't seem to impair his vision.

I'm trying to make the elf shoot something with a gas trail that makes things fall asleep using:
Code: [Select]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GAS:SOLID_GLOB]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GAS:TRAILING_GAS_FLOW]
It ends up being two separate attacks. The wiki seems to say it would be used together. Also, the trailing gas flow doesn't seem to go very far.
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AtomicPaperclip

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #408 on: June 24, 2010, 03:07:34 pm »

Would it be possible to create a reaction that creates a large amount of ice, that would then melt into water to muddy floors?
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Haspen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #409 on: June 24, 2010, 03:12:39 pm »

You could make an ice boulder, I think, which would the proceed to melt on spot if the temperature is high enough. That's just a theory, though.
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NRN_R_Sumo1

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #410 on: June 24, 2010, 03:13:31 pm »

Would it be possible to create a reaction that creates a large amount of ice, that would then melt into water to muddy floors?

no.
we cant produce liquids, so no magma or water fountains.

@haspen
"Ice" is a rock, the water puddles do not muddy floors
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Haspen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #411 on: June 24, 2010, 03:15:27 pm »

Now for something totally different:

Are the raws of 2D version (yes, the very 'first' version) DF moddable? As in, I could add some more gemz or something?

Races? Creatures? Toys at least?
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SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

Askot Bokbondeler

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #412 on: June 24, 2010, 03:22:00 pm »

not the first, i think, but some later 2d versions might be

Shaostoul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #413 on: June 24, 2010, 03:26:26 pm »

I've never really worked with ice... So, by place boulders of ice everywhere you couldn't muddy a floor? They don't produce 7/7 tiles of water any more when melted?
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I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

Flaede

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #414 on: June 24, 2010, 03:28:47 pm »

I've never really worked with ice... So, by place boulders of ice everywhere you couldn't muddy a floor? They don't produce 7/7 tiles of water any more when melted?

They never really did. They create howevermany pieces of "item" water. Like you carry in a bucket.
I thought you could muddy floors with that, however. Time to experiment!
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

NRN_R_Sumo1

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #415 on: June 24, 2010, 03:48:30 pm »

I've never really worked with ice... So, by place boulders of ice everywhere you couldn't muddy a floor? They don't produce 7/7 tiles of water any more when melted?

They never really did. They create howevermany pieces of "item" water. Like you carry in a bucket.
I thought you could muddy floors with that, however. Time to experiment!

during water dumping it gets turned into real water.

I'm more interested in brewing drinks from rocks and ice myself though, but experiments done already dont seem to show much progress..

so far looks like you'd need to have an ice cleaner step before the actual melting, to convert it into a plant for brewing.
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Il Palazzo

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #416 on: June 26, 2010, 11:34:32 am »

'ello.
I'm using a very basic custom workshop design to act as an "arranged totem".
I've added [BUILD_LABOR:BONE_CARVER], but it still uses "any labor" for construction.
Any ideas why is that so?
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Il Palazzo

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #417 on: June 27, 2010, 04:40:31 pm »

Ok, never mind that last question.
How about this one: can I mod a custom workshop in such a way, as to use architecture to actually design the thing, thus boosting it's value? Changing [BUILD_LABOR] to [ARCHITECT] simply makes an architect build the thing, not design it.

Anybody?
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Haspen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #418 on: June 27, 2010, 04:44:16 pm »

I'm working on a mod to make very rare and powerful casts for each civ. So far, my modding isn't working well.

Dwarf:
I want to make him covered in an adamantium beard that armors him. I used
Code: [Select]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS]
[SELECT_TISSUE:HAIR]
 [TISSUE_MATERIAL:ADAMANTIUM]

*facepalm*

Adamantine, not adamantium, dammit! This no WoW!

*nerd raeg* :P
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SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

Fortis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #419 on: June 27, 2010, 05:08:17 pm »

I'm a beginner modder, and this looked like the right place to ask a question. I'm trying to make a creature that has skin on parts of it's body, and scales instead on other parts. Can this be done?
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