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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429864 times)

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2025 on: February 21, 2011, 05:01:31 am »

Oh come on, I have been working on a program all day that makes use of more recursion then an ATM machine! In no mood for maths... Ah well, the old way it is... Atleast I'm not doing titration, god that gets tediouse.

*Oh what ever.

Flaede

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2026 on: February 21, 2011, 05:07:47 am »

Oh come on, I have been working on a program all day that makes use of more recursion then an ATM machine! In no mood for maths... Ah well, the old way it is... Atleast I'm not doing titration, god that gets tediouse.

*And by that I mean thank you.

**And by that I mean your link is broken.

heh.
* And by that I mean that the link in the stickied utilities list is dead:
http://andvari.us/dwarf_temp_tool.html
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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]

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2027 on: February 21, 2011, 05:09:44 am »

I swear my sanity will not last to see the day this mod is out for the public. I guess going insane will make things more interesting.

Flaede

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2028 on: February 21, 2011, 05:11:55 am »

Be glad your researches didn't send you here:
http://en.wikipedia.org/wiki/Specific_heat_capacity#Table_of_specific_heat_capacities

It's not titration, but it is a lot of painful angry numbers.

And Yes, that's the source of many relevant numbers in the raws.
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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]

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2029 on: February 21, 2011, 05:20:07 am »

Ah well, my new metals seem to be getting along well. And when I say getting along well I mean I have swords that catch on fire!!!! But anyway, let us assume I wanted to add a syndrome to alcohol that affected all but dwarfs to add dizzyness, and vomiting and passing out. Could I have a syndrome from drinking a liquid?

Korbac

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2030 on: February 21, 2011, 08:11:40 am »

Hey dudes, will I be able to move all my creatures I've made for the last version over to the new one? Does that apply for entities too (I am aware I'll need to add the new skills to their file however)
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2031 on: February 21, 2011, 08:26:19 am »

Yep, the only additions to creatures are new egg-laying tokens and appearance ranges (which are not necessary) so the creatures are totally compatible.

You may want to give your entities new (added with this patch; it's not necessary, just for the content) jobs and reactions, but otherwise everything else is the same and totally compatible.

Ah well, my new metals seem to be getting along well. And when I say getting along well I mean I have swords that catch on fire!!!! But anyway, let us assume I wanted to add a syndrome to alcohol that affected all but dwarfs to add dizzyness, and vomiting and passing out. Could I have a syndrome from drinking a liquid?
No, the syndrome is inflicted only when the poison gets in a wound in a liquid form, or is inhaled in a gaseous form.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Korbac

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2032 on: February 21, 2011, 08:39:58 am »

Sweet! :D Thanks Deon  :)
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ammy55

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2033 on: February 21, 2011, 02:11:22 pm »

1. is there a way to change what the embark skill cap is (so i could for example start with a legendary miner) i've figured how to do it with CE but its soooo monotonous

CE? You mean a Code Edit?
~snip~
no i mean cheat engine its a memory editor
and thanks for the help
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2034 on: February 21, 2011, 02:38:19 pm »

Okay, Max, how did  you make flaming swords?
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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

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2035 on: February 21, 2011, 04:32:37 pm »

Stole the propertys of bitumiouse coal and made a metal. The problem I'm having is figuring out a good way to ignite them, so it's not perfet yet.

Sirdrake

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2036 on: February 21, 2011, 04:44:50 pm »

make a syndrome that Heats up and takes effect when Hits enemy
« Last Edit: February 21, 2011, 04:46:53 pm by Sirdrake »
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2037 on: February 21, 2011, 04:59:28 pm »

Not feasable. Syndromes don't let you heat things up. Anyway, I wasn't planning on having flamming swords, that was just a fun test. It did a good job of buring anybody holding it more then anything else. Point is I'm got something fun to make.

Sirdrake

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2038 on: February 21, 2011, 05:35:56 pm »

It Might of been the boiling Temp you have to change to get it to ignite
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2039 on: February 21, 2011, 06:30:30 pm »

I wonder what would happen if we did that with bolts/arrows/other ammo? Hmm...
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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
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