Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 108 109 [110] 111 112 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429868 times)

Magentawolf

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1635 on: December 30, 2010, 08:10:13 pm »

Anyone? I'm pretty sure it's a 'no', but just want to make sure. :)

Say I have a reaction that calls for a sword as one of the materials - Is there any way to get it to give you a choice of swords to use, like it gives you a choice of materials for building workshops?

I'm expecting that I'll have to treat enchanting a specific weapon the same way one tries to encrust a specific chest with gems..
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1636 on: December 30, 2010, 08:17:04 pm »

As a rule of thumb, not always, but as a general rule, when nobody answers your question, it's because there not sure, rather then they missed the queston.

moisesjns

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1637 on: December 30, 2010, 09:00:31 pm »

just wondering how does one turn off temperature in this game? i ask because im tired of my dwarfs bleeding to death when mining near magma sea. at least i think its because its really hot the stone around them
Logged

Scaraban

  • Bay Watcher
  • One Crazy Ass Giant
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1638 on: December 30, 2010, 09:50:12 pm »

that's not even really modding, that's in the init file, saves FPS too
Logged
It's a long way to the top if you want dank memes.

moisesjns

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1639 on: December 31, 2010, 12:21:56 am »

oh. lol sorry for the simple question i don't like to change the game settings much. i wont have to start a new world will i?
Logged

Scaraban

  • Bay Watcher
  • One Crazy Ass Giant
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1640 on: December 31, 2010, 12:32:14 am »

i don't think so but i've been wrong before
Logged
It's a long way to the top if you want dank memes.

Urist McScoopbeard

  • Bay Watcher
  • Damnit Scoopz!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1641 on: December 31, 2010, 08:11:30 am »

question, can you apply syndromes to ammo? (for bows and crossbows)

Logged
This conversation is getting disturbing fast, disturbingly erotic.

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1642 on: December 31, 2010, 08:17:33 am »

question, can you apply syndromes to ammo? (for bows and crossbows)
ammo can be coated with poison but it's very tricky to do and generally poison cannot be obtained in the format usable for applying.
Logged
Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1643 on: December 31, 2010, 08:56:00 am »

I wonder... you could make a barrel then fill barrel with syndrome then place arrows and what not in the barrel. I guess you can substitute a quiver for a barrel.
I think you could also make a barrel out of a ignitable material then fill said barrel with a poison that activates by touch and inhale then throw it at someone. The barrel will worn it self out and or boil the contents inside. Though having a boiling mat. barrel filled with venom is much better if you want splash damage.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Urist McScoopbeard

  • Bay Watcher
  • Damnit Scoopz!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1644 on: December 31, 2010, 10:33:27 am »

meh, even if you got a syndrome into a barrel it wouldn't transfer to the arrows.
poison may work but i have no idea HOW it works so...
Logged
This conversation is getting disturbing fast, disturbingly erotic.

Dude_Jebawe

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1645 on: December 31, 2010, 04:59:31 pm »

How do I use powders in reactions? It seems no matter what I do, my reactions simply will not recognize the powders they need.

More specifically; I'm trying to add porcelain into my game. I've already created the Porcelain material with no problem, and now I want to make a reaction that creates porcelain from 1 kaolinite stone, and one bag of sand. The kaolinite stone is no problem, but how do I make the reaction recognize the sand?
Logged

Urist McScoopbeard

  • Bay Watcher
  • Damnit Scoopz!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1646 on: December 31, 2010, 08:16:15 pm »

ok so, and this has probabally been asked many times before: theoretically if you COULD get a dwarf on a mount would it improve its fighting abilities or anything similar?
Logged
This conversation is getting disturbing fast, disturbingly erotic.

Starmantis

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1647 on: January 01, 2011, 01:45:09 am »

Speaking of arrows, is there anyway to make them give off extreme heat? i was trying to make a blaster like weapon thing.
Logged

Mechanist

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1648 on: January 01, 2011, 12:52:16 pm »

Tn genesis mod you have 2 items with extreme heat, one is an arrow...  but right after making it, you have to throw it or burn yourself.

EDIT:
reactions for adventure mode:
Code: [Select]
[REACTION:CAST_FIREBALL_ARROW]
[NAME:cast fireball arrow]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:AMMO:ITEM_AMMO_ARROWS:INORGANIC:FIREBALL]
[SKILL:CONCENTRATION]

[REACTION:CAST_FIREBALL_BOLT]
[NAME:cast fireball bolt]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:AMMO:ITEM_AMMO_BOLTS:INORGANIC:FIREBALL]
[SKILL:CONCENTRATION]
And here you have the heat and ice materials
Code: [Select]
[OBJECT:INORGANIC]

[INORGANIC:FIREBALL]
[USE_MATERIAL_TEMPLATE:SUBSTANCE_TEMPLATE]
[STATE_NAME:ALL:fireball]
[STATE_ADJ:ALL:fireball]
[SPEC_HEAT:4]
[MAT_FIXED_TEMP:11060]
[IGNITE_POINT:11050]

[INORGANIC:ICEBALL]
[USE_MATERIAL_TEMPLATE:SUBSTANCE_TEMPLATE]
[STATE_NAME:ALL:ice]
[STATE_ADJ:ALL:ice]
[SPEC_HEAT:4]
[MAT_FIXED_TEMP:10]
[IGNITE_POINT:16000]

I dont know if ice works well, i've never tryed
These things are originaly of the wanderer adv mode reactions mod
« Last Edit: January 01, 2011, 03:27:45 pm by Mechanist »
Logged

Krelian

  • Bay Watcher
  • Hola
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1649 on: January 01, 2011, 11:16:33 pm »

Sorry if this has been asked before, but how could I mod cats so the females can't adopt a dwarf? Or even better, give to the cats the Dog adoption system?

I fear the dreaded catexplotion.
Logged
Pages: 1 ... 108 109 [110] 111 112 ... 357