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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430560 times)

MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #795 on: September 27, 2010, 09:29:49 pm »

Hmm, maybe I can make my bone china after all. *chin rub*

So, to use bone in a reaction, I need this as a reagent:

[REAGENT:A:5:BONE:NONE:NONE:NONE][REACTION_CLASS:BONE][HAS_MATERIAL_REACTION_PRODUCT:BONE_MAT][USE_BODY_COMPONENT]

?

Just want to make sure I get this right.
« Last Edit: September 27, 2010, 09:36:11 pm by MaximumZero »
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Spaghetti

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #796 on: September 27, 2010, 09:31:24 pm »

thanks so much man

for roleplaying purposes the throne room of the chief is made of the bones of a great monster
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #797 on: September 27, 2010, 09:32:15 pm »

thanks so much man

for roleplaying purposes the throne room of the chief is made of the bones of a great monster

Or mermaids, for sheer value.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

TherosPherae

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #798 on: September 27, 2010, 10:35:20 pm »

TL;DR: Could someone post an explanation of what a PRODUCT tag is supposed to look like for something that's not metal, e.g. weapons, rocks, ammo...
Such as
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:KO_DF_LIGHT]

?

For ammunition, you'll want
[PRODUCT:100:1:AMMO:(your ammo identifier here):GET_MATERIAL_FROM_REAGENT:(reagent identifier; the A, B or whatever):NONE]

THANK YOU.

Nvm, found out mahself
« Last Edit: September 28, 2010, 12:39:53 am by TherosPherae »
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Quote from: Aqizzar
Being vengeance and the night could only be improved by being the ballpunching vengeful night.
Quote from: Cthulhu
Gotham's mysteriously high mental illness rate isn't so mysterious when you find out Batman thinks subduing a guy means spiking his head into the pavement like a football.

MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #799 on: September 27, 2010, 10:38:02 pm »

Or, you could set the reaction to take place at [SMELTER] or [KILN], or whatever.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Urist Imiknorris

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #800 on: September 27, 2010, 11:01:17 pm »

[REAGENT:A:5:NONE:NONE:NONE:NONE][REACTION_CLASS:BONE][HAS_MATERIAL_REACTION_PRODUCT:BONE_MAT][USE_BODY_COMPONENT]

Lime'd things can be changed. You have to include these things in the material template though:

[REACTION_CLASS:BONE]
      [MATERIAL_REACTION_PRODUCT:BONE_MAT:LOCAL_CREATURE_MAT:BONE]

But yes, those will allow you to make things out of bones.
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Spaghetti

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #801 on: September 27, 2010, 11:13:08 pm »

will it matter if i change in the reaction from CHAIR to THRONE?

i want it to be throne instead of chair if possible.
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Urist Imiknorris

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #802 on: September 27, 2010, 11:15:14 pm »

Don't. Thrones are CHAIR-type items.They just get a special name for either (not sure which)
a. being made of stone or metal
or
b. not being made of wood.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Spaghetti

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #803 on: September 27, 2010, 11:17:44 pm »

awesome thanks for the heads up
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TherosPherae

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #804 on: September 27, 2010, 11:21:17 pm »

Don't. Thrones are CHAIR-type items.They just get a special name for either (not sure which)
a. being made of stone or metal
or
b. not being made of wood.
So you can just change the NAME tag to list it as a throne instead of a chair, and you'll be fine.
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Quote from: Aqizzar
Being vengeance and the night could only be improved by being the ballpunching vengeful night.
Quote from: Cthulhu
Gotham's mysteriously high mental illness rate isn't so mysterious when you find out Batman thinks subduing a guy means spiking his head into the pavement like a football.

Heszeth

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #805 on: September 27, 2010, 11:59:25 pm »

Hi, quick question:
What is it that determines which metals different civs use for weapons during attacks, also is this moddable?
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TherosPherae

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #806 on: September 28, 2010, 12:42:03 am »

Hmmm... it appears my new weapon and ammo works, aside from one slight side effect...

For some reason, the dwarves can make the workshop for the ammo and the ammo itself without any specified skill, despite that I specified it require Weaponsmithing.

Does weaponsmithing have a type of tag in which it has a different name, such as how Furnace Operating has its tag listed as [SKILL:SMELT] under a reaction instead of [SKILL:FURNACE_OPERATOR]?
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Quote from: Aqizzar
Being vengeance and the night could only be improved by being the ballpunching vengeful night.
Quote from: Cthulhu
Gotham's mysteriously high mental illness rate isn't so mysterious when you find out Batman thinks subduing a guy means spiking his head into the pavement like a football.

Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #807 on: September 28, 2010, 04:52:23 am »

I think you want FORGE_WEAPON there.

Hi, quick question:
What is it that determines which metals different civs use for weapons during attacks, also is this moddable?
Their reactions determine what alloys they can use. STONE_PREF allows them to use base metals.
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Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
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Urist Imiknorris

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #808 on: September 28, 2010, 06:54:54 am »

Hmmm... it appears my new weapon and ammo works, aside from one slight side effect...

For some reason, the dwarves can make the workshop for the ammo and the ammo itself without any specified skill, despite that I specified it require Weaponsmithing.

Does weaponsmithing have a type of tag in which it has a different name, such as how Furnace Operating has its tag listed as [SKILL:SMELT] under a reaction instead of [SKILL:FURNACE_OPERATOR]?

[SKILL:FORGE_WEAPON]
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

TherosPherae

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #809 on: September 28, 2010, 12:05:38 pm »

Hmmm... it appears my new weapon and ammo works, aside from one slight side effect...

For some reason, the dwarves can make the workshop for the ammo and the ammo itself without any specified skill, despite that I specified it require Weaponsmithing.

Does weaponsmithing have a type of tag in which it has a different name, such as how Furnace Operating has its tag listed as [SKILL:SMELT] under a reaction instead of [SKILL:FURNACE_OPERATOR]?

[SKILL:FORGE_WEAPON]

Oh. DERP.

Is there any list of these things, or do you just have to find them through experience/asking?
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Quote from: Aqizzar
Being vengeance and the night could only be improved by being the ballpunching vengeful night.
Quote from: Cthulhu
Gotham's mysteriously high mental illness rate isn't so mysterious when you find out Batman thinks subduing a guy means spiking his head into the pavement like a football.
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