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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429665 times)

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1845 on: February 05, 2011, 02:17:03 am »

I'm working on napalm.
Several questions:
1. Will having it burn at room temperature be a good thing or bad?
2. How about at creature's homotherm temperature?
3. What about fixed temp?
4. Will having quiver and launcher a lower fixed temp work?
5. Will it ignite while travelling?
6. Should I make it boil upon impact or cling and start burning?
7. How would I make it cling and burn?

I'm semi-experienced in modding.
1. Bad thing, I'm pretty sure the temperature an item burns at is set by its IGNITE_POINT, so... a material that ignited at room temp wouldn't produce any heat.
2. Ditto.
3.  Fixed temp is the way to go.
4.  No, sadly.  A fixed temp quiver will protect dwarves from hot ammo placed inside it, but it won't protect them from burning ammo.  A fixed temp quiver MAY protect boiling ammo from a dwarf's body heat.
5.  No.
6.  Cling and burn for heat based attacks, boil for syndrome based area attacks.  Maybe melt for a single target, more reliable syndrome attack (<-untested)?
7.  You have to hope for stick-ins.  Giving it a narrow contact area seems to help.

Overall:  Dwarf mode exploding/burning/melting stuff is severely hampered by the difficulties I listed, unless you mod body temp to be hotter than normal. 

Adventure mode has a handy workaround:  Items with a high fixed temp can be created and won't start hurting you untill the turn AFTER they are created, so you can throw them away before they start burning you.  Burning items will burst into flames AFTER they are thrown (or on your third turn, if you're still holding it by then).
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TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1846 on: February 05, 2011, 02:22:33 am »

I'm working on napalm.
Several questions:
1. Will having it burn at room temperature be a good thing or bad?
2. How about at creature's homotherm temperature?
3. What about fixed temp?
4. Will having quiver and launcher a lower fixed temp work?
5. Will it ignite while travelling?
6. Should I make it boil upon impact or cling and start burning?
7. How would I make it cling and burn?

I'm semi-experienced in modding.
1. Bad thing, I'm pretty sure the temperature an item burns at is set by its IGNITE_POINT, so... a material that ignited at room temp wouldn't produce any heat.
2. Ditto.
3.  Fixed temp is the way to go.
4.  No, sadly.  A fixed temp quiver will protect dwarves from hot ammo placed inside it, but it won't protect them from burning ammo.  A fixed temp quiver MAY protect boiling ammo from a dwarf's body heat.
5.  No.
6.  Cling and burn for heat based attacks, boil for syndrome based area attacks.  Maybe melt for a single target, more reliable syndrome attack (<-untested)?
7.  You have to hope for stick-ins.  Giving it a narrow contact area seems to help.

Overall:  Dwarf mode exploding/burning/melting stuff is severely hampered by the difficulties I listed, unless you mod body temp to be hotter than normal. 

Adventure mode has a handy workaround:  Items with a high fixed temp can be created and won't start hurting you untill the turn AFTER they are created, so you can throw them away before they start burning you.  Burning items will burst into flames AFTER they are thrown (or on your third turn, if you're still holding it by then).
I was thinking adventure mode reaction. Thanks!
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magmaholic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1847 on: February 05, 2011, 09:13:33 am »

can silver be modded to cause syndrome to werewolves?
and if yes,can there be also modded-in dragonbane,that causes syndrome to dragons?
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Minnakht

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1848 on: February 05, 2011, 09:36:05 am »

Gnomeblight works only on gnomes. Look up how did it do it, then do something similar.
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1849 on: February 05, 2011, 10:53:03 am »

can silver be modded to cause syndrome to werewolves?
and if yes,can there be also modded-in dragonbane,that causes syndrome to dragons?
there's a mod called hunter's moon which dealt with this.
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Saetar33

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1850 on: February 05, 2011, 02:21:26 pm »

Ok, I am making something called ragnarite, I was wondering, did I do this correctly?
It's the boulder, the bar, the few items, and the reaction.



Spoiler (click to show/hide)

That was the boulder, this is the bar:
Spoiler (click to show/hide)

This is the reaction:
Spoiler (click to show/hide)

This is the weapon:

Spoiler (click to show/hide)



Have I done this correctly?
Or is there something wrong?
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Alkhemia

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1851 on: February 05, 2011, 03:04:19 pm »

Edit: nvm
« Last Edit: February 05, 2011, 11:46:17 pm by Alkhemia »
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!!crundle!!

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1852 on: February 05, 2011, 10:57:49 pm »

Er....

Why does this bunch of stuff not work?

Code: [Select]

  [SELECT_TISSUE:LOCAL_CREATURE_MAT:ALL]
        [THICKENS_ON_STRENGTH]
                [HEALING_RATE:10]
                [PAIN_RECEPTORS:1]
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1853 on: February 06, 2011, 01:08:37 am »

Er....

Why does this bunch of stuff not work?

Code: [Select]

  [SELECT_TISSUE:LOCAL_CREATURE_MAT:ALL]
        [THICKENS_ON_STRENGTH]
                [HEALING_RATE:10]
                [PAIN_RECEPTORS:1]
I'm not sure if you can modify tissues in the creature.
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Lofn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1854 on: February 06, 2011, 04:07:10 am »

LOCAL_CREATURE_MAT is a token used to reference a creature material from outside a creature.  Rephikul, if you think that, then you musn't have delved into the raws too often, because it's done repeatedly all across the creature definitions.

All you need is SELECT_TISSUE:ALL, !!crundle!!.
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Stagan

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1855 on: February 06, 2011, 09:12:05 am »

Is there any way to mod dwarves to stop them from being unhappy? I'm simply not ready to deal with the challenge of 100+ dwarves causing chaos and killing eachother.
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Askot Bokbondeler

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1856 on: February 06, 2011, 09:18:34 am »

[NOEMOTION] should do it

Stagan

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1857 on: February 06, 2011, 09:20:08 am »

[NOEMOTION] should do it

Is it not possible to just remove the bad feelings? I would like to keep my dwarves happy.
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Askot Bokbondeler

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1858 on: February 06, 2011, 09:25:42 am »

well, you could build a really neat dinning room

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1859 on: February 06, 2011, 11:08:50 am »

LOCAL_CREATURE_MAT is a token used to reference a creature material from outside a creature.  Rephikul, if you think that, then you musn't have delved into the raws too often, because it's done repeatedly all across the creature definitions.
It's be nice if you can provide an example of tissue modification within the creature to drive the point. Just to be clear, "modification" implies editing tissue tokens of an existing tissue.
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