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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422468 times)

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4875 on: January 14, 2012, 11:35:35 pm »

-->Impact elasticiy
-->Lower is better

uh oh >_>

Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4876 on: January 14, 2012, 11:50:37 pm »

Yeah, that is obviously wrong, since iron and steel are much higher then the rest. But Adamantine has 0. Weird. Maybe 0 = unlimited.
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4877 on: January 14, 2012, 11:55:19 pm »

MAX_EDGE just determines if you can make sharp blades out of it, as far as I know. It's what lets you use obsidian to make short swords at the craftsdwarf's shop, at least.
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4878 on: January 15, 2012, 12:02:35 am »

Yes, that it does. Maybe it's a relic from 40d. (I meant the meaningless number behind it, not the tag itself)
« Last Edit: January 15, 2012, 12:10:57 am by Meph »
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kingfisher1112

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4879 on: January 15, 2012, 12:37:26 am »

Can anyone help me? im trying to add natural skills but it wont work. Here is what it looks like.
      [FEMALE]
      [MULTIPLE_LITTER_RARE]
      BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
      [POP_RATIO:1000]
      [NATURAL_SKILL:AXEDWARF:16]
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4880 on: January 15, 2012, 12:45:41 am »

      [NATURAL_SKILL:AXEDWARF:16]

You want "AXE" instead of "AXEDWARF." Full list here.
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4881 on: January 15, 2012, 01:17:09 am »

Random Question:
How is the building list sorted ? It takes all vanilla buildings, then adds custom workshops from first to last in the next building file, and does it for every file, till done ?

Maybe badly put, so here an example: building file A has building Z, and building file Z has building A.

Would the ingame workshop list read:
Vanilla Buildings => Building Z => Building A ?

I try to sort my 46 custom buildings a bit... before adding more.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4882 on: January 15, 2012, 02:03:31 am »

They're listed in order given in the file, and the files are listed in alphabetical order by the first line of the file (E.G creature_standard.txt's creature_standard line)

so far as I know >_>

Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4883 on: January 15, 2012, 02:04:17 am »

Yeah, that is obviously wrong, since iron and steel are much higher then the rest. But Adamantine has 0. Weird. Maybe 0 = unlimited.
Why do you think that the iron and steel are better than other metals in terms of blunt force? Iron is pretty mediocre. Did you try lead mauls? They rock.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4884 on: January 15, 2012, 02:11:22 am »

Yeah, that is obviously wrong, since iron and steel are much higher then the rest. But Adamantine has 0. Weird. Maybe 0 = unlimited.
Why do you think that the iron and steel are better than other metals in terms of blunt force? Iron is pretty mediocre. Did you try lead mauls? They rock.

Steel is about as good as silver in the blunt range, but iron isn't quite as good.

Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4885 on: January 15, 2012, 08:53:31 am »

But guys, ARMOR is what I am talking about. I tried to increase the protectiveness of armor here, and to leave weapons alone.
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King DZA

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4886 on: January 15, 2012, 02:31:48 pm »

Had some neat ideas, but I wanna make sure it's possible before I get into it and realize I'm fucked halfway through:

Is it possible to make thrown weapons for the AI to use? Such as darts, throwing knives/axes, ect.

Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4887 on: January 15, 2012, 02:36:03 pm »

If they were used the same way as crossbows and other ranged weaponry, then yes.

Which means, you'll have to make another crossbow clone to allow them to use thrown weaponry.
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4888 on: January 15, 2012, 02:36:21 pm »

Is it possible to make thrown weapons for the AI to use? Such as darts, throwing knives/axes, ect.

If you mean "throw" as in when you press t in adventure mode, no, the AI will never do that.
However, you can make the weapon you want thrown as an ammo and have the firing mechanism be a glove or sling or something.

An example from Kobold Camp:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_THROWING_GLOVES]
[NAME:throwing gloves:throwing gloves]
[SIZE:200]
[SKILL:THROW]
[RANGED:THROW:HAMMER]
[SHOOT_FORCE:1200]
[SHOOT_MAXVEL:400]
[TWO_HANDED:0]
[MINIMUM_SIZE:10000]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:1000:4000:bash:bashes:NO_SUB:1250]

[ITEM_AMMO:ITEM_AMMO_THROWING_HAMMERS]
[NAME:throwing hammer:throwing hammers]
[CLASS:HAMMER]
[SIZE:100]
[ATTACK:BLUNT:100:2000:impact:impacts:NO_SUB:1000]
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King DZA

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4889 on: January 15, 2012, 02:41:49 pm »

Damn, I was hoping just to be able to add [SKILL:THROW] to a weapon or something. The glove idea is neat, though. May still be able to make this work...

Thanks.
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