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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 427356 times)

Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3165 on: June 25, 2011, 12:55:57 pm »

I have been having problems with a reaction and would like some help. Is it the case that you can't take a barrel of something and turn it into a barrel of something else without having an additional barrel in the reaction?

I am trying to have it so that you can take a barrel of horse milk to the still and end up with a barrel of milk wine. Sounds odd but isn't so unrealistic. The problem is that the reaction bellow leaves me with an empty barrel and a stack of 500 milk wine. It was loosely based on the mead reaction.

Code: [Select]
[REACTION:MAKE_MILK_WINE]
[NAME:make milk wine]
[BUILDING:STILL:CUSTOM_W]
[REAGENT:milk:150:LIQUID_MISC:NONE:CREATURE_MAT:HORSE:MILK]
[UNROTTEN]
[REAGENT:barrel:1:NONE:NONE:NONE:NONE]
[CONTAINS:milk]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:milk:BOOZE_MAT]
[PRODUCT_TO_CONTAINER:barrel]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

I also added the following to the horse entry in creature_domestic.

Code: [Select]
[MATERIAL_REACTION_PRODUCT:BOOZE_MAT:LOCAL_CREATURE_MAT:MILK_WINE]
[USE_MATERIAL_TEMPLATE:MILK_WINE:CREATURE_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen milk wine]
[STATE_NAME_ADJ:LIQUID:milk wine]
[STATE_NAME_ADJ:GAS:boiling milk wine]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_COLOR:LIQUID:WHITE]
[STATE_COLOR:GAS:WHITE]
[PREFIX:NONE]

Oh and I know it's closer to beer than wine but it's called wine in some places and I've not thought of anything better yet.

Thanks for reading all that.
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3166 on: June 25, 2011, 01:37:56 pm »

Does anyone know what causes humans to be susceptible to demon overlords?
I've given several megabeasts that I made the [POWER] token, and I'm working on an entity that should share the same religious spheres as one of those megabeasts, so it would be cool if said megabeast could take over...but I'm not sure if I need to do anything more than provide the religious spheres in both the creature and the entity, and then add [POWER] to the creature.

Edit: Also, I have a race which has a caste with pop_ratio:1000 that is meant to be incredibly weak, but should be giving birth to 15-30 dudes every pop. Yet in the legends they only ever have 3 or 4 children. Wassup wit dat?
« Last Edit: June 25, 2011, 02:45:06 pm by thatkid »
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Glanzor

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3167 on: June 25, 2011, 04:29:01 pm »

Does anyone know what causes humans to be susceptible to demon overlords?
I'm pretty sure it's [VARIABLE_POSITIONS:ALL]. Also I don't think you need to worry about spheres since goblins get demon lords as well even though they are godless.
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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3168 on: June 25, 2011, 04:40:09 pm »

A [power] can take over any position that isn't inherited ([SUCCESSION_BY:HEIR). They can take over positions that are passed on to other position holders or those that have no set succession (they seem to first take on the succeeding position before getting promoted to the actual position in my mod). A [power] can enter a civilization to take over a ruling position if it has fitting spheres to impersonate a god, or if the ethics support combat for rulership positions. Dwarves are immune thanks to having a monarchy, elves thanks to being godless, and kobolds thanks to having no hierarchy at all.
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Glanzor

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3169 on: June 25, 2011, 06:05:14 pm »

Wait, really?? That's interesting.
Do you know what ethic exactly makes the goblins susceptible to [POWER]?

Sorry for the unintended misinformation then.
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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3170 on: June 26, 2011, 04:41:08 am »

I think it's KILL_ENTITY_MEMBER at PERSONAL_MATTER and ACCEPTABLE that enables it. JUSTIFIED_IF_NO_REPERCUSSIONS might enable it, but that I haven't tested yet.

VARIABLE_POSITIONS:ALL does help, by the way, since the civ leaders it generates apparently do not have succession tags (not that we can check that).
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Montague

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3171 on: June 26, 2011, 10:59:58 am »

Ok, quick question? How do I make a damn modern gun that damages like a modern gun?

Best I get by sticking absurdly high numbers is something like a BB gun that bruises fat and sometimes chips bone and occasionally propels them back a few tiles. Usually takes ~80 rounds to kill a human in a robe.
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3172 on: June 26, 2011, 12:03:30 pm »

Ok, quick question? How do I make a damn modern gun that damages like a modern gun?

Best I get by sticking absurdly high numbers is something like a BB gun that bruises fat and sometimes chips bone and occasionally propels them back a few tiles. Usually takes ~80 rounds to kill a human in a robe.
Really, it depends on the 'modern gun' you're talking about.
Pump up force and maxvel on the gun. The ammo itself should be edge, with an incredibly low contact area (10, maybe? That's what lightsaberswhips have) and a penetration size consistent with the type of bullet. So if we're going for a DEagle as seen in, say, GTA...

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_EAGLE_DESERT]
[NAME:Desert Eagle:Desert Eagles]
[SIZE:200]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BULLET]
[SHOOT_FORCE:15000]
[SHOOT_MAXVEL:30000]
[TWO_HANDED:40000]
[MINIMUM_SIZE:2000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_FIFTY_CAL]
[NAME:fifty caliber bullet:fifty caliber bullets]
[CLASS:BULLET]
[SIZE:127]
[ATTACK:EDGE:10:50:shoot:shoots:NO_SUB:5000]

Of course, dwarves will still block these with shields and dodge them and stuff sometimes. So...expect matrix shenanigans.

EDIT: To the people who answered my question: Thanks, bros :D
« Last Edit: June 26, 2011, 12:05:59 pm by thatkid »
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IT 000

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3173 on: June 26, 2011, 08:29:30 pm »

I'm trying to make a two handed weapon, but despite weapons like this

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]
[NAME:crossbow:crossbows]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]  This is just to make sure a near-weightless object doesn't go faster than the string could possibly go.
[TWO_HANDED:10000000]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:900]

They can still be held in one hand by a creature with BODY_SIZE of this

   [BODY_SIZE:0:0:4000]
   [BODY_SIZE:1:168:17500]
   [BODY_SIZE:12:0:70000]
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3174 on: June 26, 2011, 08:41:09 pm »

I'm trying to make a two handed weapon, but despite weapons like this

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]
[NAME:crossbow:crossbows]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]  This is just to make sure a near-weightless object doesn't go faster than the string could possibly go.
[TWO_HANDED:10000000]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:900]

They can still be held in one hand by a creature with BODY_SIZE of this

   [BODY_SIZE:0:0:4000]
   [BODY_SIZE:1:168:17500]
   [BODY_SIZE:12:0:70000]
Insofar as I am aware, 2-handed weapons currently do not actually work.
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3175 on: June 26, 2011, 10:05:54 pm »

They do but they can be funky.   You can not in any way REQUIRE a weapon to be used 2 handed, best you can do is give negatives when not multigrasped.

As for making something use the two handed all the time regardless of user size I thin setting the two handed tag to 0 forces 2 handed.
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Eldrick Tobin

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3176 on: June 27, 2011, 09:56:15 pm »

You're setting up a creature versus a Bronze Colossus. It can tear it up... fingers and toes everywhere. But after a point it is all glancing blows and minor dents.

Can a non weapon creature attack end the raging mecha? And of course how would you build it?

I'm praying for something more interesting solution-wise than: "Vomit Magma on it" as the 'Flame Bint*' already spits at 14000 Degrees Urist.



*= https://github.com/EldrickWT/My-Crazy-Dwarf-Fortress-Mods/blob/master/raw/objects/creature_flametraveler.txt (url updated. creature name updated)
« Last Edit: January 23, 2014, 09:53:02 am by Eldrick Tobin »
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000

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3177 on: June 28, 2011, 03:03:34 am »

Is there a way to tweak a standart reactions like wood burning or block cutting, or I'll need to make cutom reactions out of them and just ignore standart ones?
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noah22223

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3178 on: June 28, 2011, 05:05:54 am »

We need tophats. Anyone? Tophats?
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3179 on: June 28, 2011, 05:32:48 am »

We need tophats. Anyone? Tophats?
Code: [Select]
[ITEM_HELM:ITEM_HELM_HAT_TOP]
[NAME:top hat:top hats]
[LAYER:OVER]
[COVERAGE:50]
[LAYER_SIZE:20]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]
[SOFT]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
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