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Author Topic: Okay, time to put the new stuff in 31.09 to the test.  (Read 5498 times)

Miko19

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #15 on: July 11, 2010, 07:58:54 am »

The new adventure stuff is awesome!
Well, at least its a step in the best direction.

I tried to mod in bone bolt carving, but it doesn't work :/

EDIT: Yay, I managed to make a arrow <.<

EDIT2: Now the arrows are bolts and the bones are still not only bones. Bolts (Without aligator made or such) made of scale anyone?
Share the wealth, brother!
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Ten_Tacles

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #16 on: July 11, 2010, 10:12:06 am »

Code: [Select]
[REACTION:MAKE_BONE_BOLT]
[NAME:make bone bolts]
[ADVENTURE_MODE_ENABLED]
        [REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
        [PRODUCT:100:15:AMMO:ITEM_AMMO_BOLTS:GET_MATERIAL_FROM_REAGENT:bones:NONE][FORCE_EDGE]
[SKILL:BONECARVE]

This is the finished bolt carving reaction.
Put it into a reaction thing in your raws and you can make bone bolts out of skulls, bones and other bone bolts.
There are still bugs in it I can't remove, like this uses up a whole stack of 30 bones while still producing only 5 bolts, but you can make additional 5 bolts out of your other bolts, which you then can use again to make more bolts or just shoot them in elves.
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Yaddy1

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #17 on: July 11, 2010, 11:40:01 am »

Butchering stuff works fine but aren't you also supposed to be able to make sharp rocks? That doesn't work for me. I tried using small rocks, tried big rocks. They just didn't show up on the make screen.

EDIT: Never mind I see now that you need 2 rocks/
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Untelligent

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #18 on: July 11, 2010, 12:16:40 pm »

Dude, if you have a dagger you can use it to butcher too. Just so you know.

Aye, but if you lose your dagger somehow it's helpful to know how to sharpen rocks.


Quote from: Some people
stuff about adv reactions and production from creature parts

Ooh, I forgot about those! I'll have to put in tanning and bonecarving later, and maybe figure out a better bone bolt reaction, that one doesn't look quite right, I know it works but maybe it can work better... mumblemumble... secretive mood... tanning and whatnot...


Postponing adventure for a bit, probably will get to more of it later today.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Mush

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #19 on: July 11, 2010, 02:30:03 pm »

You should try adding dagger/knife/whatever item requirements to that bonecarving mod using the [PRESERVE_REAGENT] tag.

Please share your awesome Adventurer reactions in the future as I am only dabbling in Modding and unable to make my own.
« Last Edit: July 11, 2010, 02:36:28 pm by Mush »
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Untelligent

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #20 on: July 11, 2010, 03:38:54 pm »

BACK TO YOUR REGULARLY SCHEDULED ADVENTURE


Found a couple more buzzards in the mountains. Was only able to butcher one of them, for some reason. Walked for a long time and came to my first major roadblock: A very deep river valley. Made my way north around it for a while, eventually got to the valley floor and walked over it. Thank you, wonky night temperatures. Attempted to grab some ice for future melting and drinking, but no success.

Decided to sleep on the shore of the brook. When I woke up, I was hungry and thirsty, so I drank the brook until I wasn't thirsty anymore. Then I tried to eat some meat, and got the message that I was "too full."

Hmm.
« Last Edit: July 11, 2010, 03:50:26 pm by Untelligent »
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

cartmann

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #21 on: July 11, 2010, 04:30:31 pm »

By the way, if anyone doesn't already know, the rocks need to be in your hands to be able to sharpen them.

Also, what is the extend of modding? Can I make anything from anything if I make the appropriate reaction?

cowofdoom78963

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #22 on: July 11, 2010, 04:33:47 pm »

for the most part. Some things are still pretty strange though but for the most part.
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Eric Blank

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #23 on: July 11, 2010, 04:47:13 pm »

Quote from: Some people
stuff about adv reactions and production from creature parts

Ooh, I forgot about those! I'll have to put in tanning and bonecarving later, and maybe figure out a better bone bolt reaction, that one doesn't look quite right, I know it works but maybe it can work better... mumblemumble... secretive mood... tanning and whatnot...


Postponing adventure for a bit, probably will get to more of it later today.

it's fun really, butchering deer and bears (but strangely not wolves or cougars) produces 'hair' that when tanned gives you a deer/bear hide, witch weighs <1, while leather is 2, but since it's the same class of item you can apparently use it in the same ways, so we can effectively produce tanned hide armor, which will weigh less and probably also refer to the hair material in the raws and thus will have different properties, good or bad.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

cartmann

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #24 on: July 11, 2010, 04:55:25 pm »

I copied the above reaction, yet it does not work, MUST it be added to the entity_default.txt too? I did that with a separate reaction I made to carve a stone dagger, but nothing showed up in the action menu, even with the appropriate reagents.

cowofdoom78963

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #25 on: July 11, 2010, 04:58:57 pm »

make sure that there is no structure tag and that you gen a new world for each reaction.
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Eric Blank

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #26 on: July 11, 2010, 05:11:09 pm »

the reagents for any reaction also must be on the ground, not in your inventory.

this is why i've had trouble producing sharp rocks, you have to pick up at least two rocks of one type, and take them to a biome where they are not present on the surface, otherwise when you drop them/don't pick them up in the first place your adventurer will act like "okay, which two rocks was I going to bash together again?", and they will actually be treated as part of the surroundings again rather than an item, and can't be used as the reagents. This still counts when you drop them on constructions/buildings within the same biome as well.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

freeformschooler

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #27 on: July 11, 2010, 05:14:46 pm »

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« Last Edit: December 21, 2020, 01:37:36 am by freeformschooler »
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cartmann

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #28 on: July 11, 2010, 05:19:24 pm »

What makes you think a dwarf isn't capable of making sweetbread from a corpse? :P

Nah, it's funny, and wouldn't ever happen, but it is an early feature

freeformschooler

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Re: Okay, time to put the new stuff in 31.09 to the test.
« Reply #29 on: July 11, 2010, 05:26:04 pm »

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« Last Edit: December 21, 2020, 01:37:43 am by freeformschooler »
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