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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 420122 times)

Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2430 on: March 22, 2011, 12:04:07 am »

It was an elbow spur.

Material:
Spoiler (click to show/hide)
Okay, I have just, while writing this, noticed the lack of brackets around some of those values. I wonder if the defaults are extremely high?

Tissue:
Spoiler (click to show/hide)

Attacks (made against something 3x its size in this case):
Spoiler (click to show/hide)

I may have overdone it a little (no weapon skill for this caste), but it's still iron vs. adamantine. In theory it should not be capable of getting through addy like that. In theory I have no idea what it is.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2431 on: March 22, 2011, 12:14:47 am »

You seem to have maxedge set to 100,000, that's the same as adamantine.  Default for metal is 10,000.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2432 on: March 22, 2011, 12:23:46 am »

Except it isn't, because the 'iron' section is lacking any opening tags and therefore is read as a comment.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2433 on: March 22, 2011, 12:54:49 am »

I noticed you have the iron section commented out, but 'tis also set to 100,000 in the section under where it says "Following values taken from tooth." ;)  Default for teeth is only 1,000.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2434 on: March 22, 2011, 12:32:01 pm »

I noticed you have the iron section commented out, but 'tis also set to 100,000 in the section under where it says "Following values taken from tooth." ;)
Oh. Huh. What's that doing down there and why isn't it noted? >:(
That was literally my first attempt at making a bodypart, and when it didn't work properly I kept boosting the values in an attempt to make it do something. Turns out I hadn't specified a tissue layer for it, so the game was shrugging its shoulders and making it out of skin instead.

Here's one I made later:
Spoiler (click to show/hide)
Think I'll just use that for the spurs and file the serial numbers off in the creature entry.

Edit: and make a note of the maxedge value as well.
« Last Edit: March 22, 2011, 12:38:12 pm by Sutremaine »
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Urist McScoopbeard

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2435 on: March 22, 2011, 03:52:41 pm »

MOD THEORY:

Ok so, we all know everyone wants usable mounts correct? Well what if we create a weapon, aptly named 'horse', that increases the speed of the user?

we could A: make it so that this weapon does no damage, or take away its strike variations (or some **** i don't ****** know)

or B: create things like 'Horse-sword' which would be like being a horse-swordsman? wha do you think?
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3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2436 on: March 22, 2011, 03:53:57 pm »

Well what if we create a weapon, aptly named 'horse', that increases the speed of the user?

Can't be done.
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Urist McScoopbeard

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2437 on: March 22, 2011, 03:55:03 pm »

Well what if we create a weapon, aptly named 'horse', that increases the speed of the user?

Can't be done.

what about a syndrome?
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3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2438 on: March 22, 2011, 03:56:30 pm »

1. Syndromes can't have positive effects, and in any case the selection of negative effects is extremely limited.
2. Syndromes on inorganic objects don't work on contact.
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Urist McScoopbeard

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2439 on: March 22, 2011, 03:57:16 pm »

well then nevermind.

atleast I tried


EDIT:   ACTUALLY, wait. What about a caste? sure it's not garanteed but a horsedwarf caste would be cool
« Last Edit: March 22, 2011, 03:59:03 pm by Urist McScoopbeard »
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Askot Bokbondeler

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2440 on: March 22, 2011, 06:38:32 pm »

Pickerel

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2441 on: March 22, 2011, 09:03:49 pm »

Question: So I notice that an earthenware jug must be glazed to actually hold a liquid. 

My question is: how do the raws deal with materials such as glazes in terms of referencing items? 

Reason: I want to mod ground glass glazes into the game, and I want to know if these clay jugs will be considered by the game to be items with the [GLASS_MATERIAL] tag because their glaze, green glass for example, is a [GLASS_MATERIAL].
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Iados

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2442 on: March 23, 2011, 02:24:31 pm »

Can i create my own [CREATURE_CLASS]?

if yes, can i add more of one of them to a creature?
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Pickerel

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2443 on: March 23, 2011, 03:16:31 pm »

And a second question:
In older versions, some creatures had names that flashed.  I have yet to see a megabeast in this version, though.  However legendary dwarves flash...
SO my question: Is it possible, and if so how, to get a non-creature item to flash between two colors, or better yet, a material?
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Interus

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2444 on: March 23, 2011, 09:39:37 pm »

What would I need to do to make a product that goes into a container that held a reagent for it?  I'm already thinking that I'll want to make a new template(probably just a copy of oil with different names) and items, and I'm not sure what I need to make sure it's stored in containers and uses the original container.

DERP, nvm.  The wiki actually tells me how.
« Last Edit: March 23, 2011, 10:43:36 pm by Interus »
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