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Author Topic: Blunt Stone Weapons Via Custom Workshop?  (Read 1111 times)

Kinoko_Otoko

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Blunt Stone Weapons Via Custom Workshop?
« on: August 17, 2010, 09:50:49 am »

Has anyone tried making a custom workshop to allow maces and warhammers with stone heads? I remember someone modding a workaround type of deal a while ago, but it felt kind of artificial. Now that we can make custom workshops with custom reactions, can we make a 'Hammerer's Shop' or 'Hammercrafter's Shop'? I was thinking it could require pre-worked stones to be used as heads... So you have your guy take raw stone to make hammer heads, then have him take a hammer head and a log to make a war hammer or mace.

I don't know how (or if) quality is worked into custom reactions, so this might result in strictly no-quality weapons. HOWEVER, I get the impression that they aren't already in the game for the reason that it would make metal hammers less desirable, and this would avoid that effect while still giving a cheap source of weaponry for early forts.

So, has anyone tried it/does anyone know if it can be done?
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goge

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Re: Blunt Stone Weapons Via Custom Workshop?
« Reply #1 on: August 17, 2010, 11:39:18 am »

relevant to my interests.

imagining platinum ore hammers  :o
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Kinoko_Otoko

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Re: Blunt Stone Weapons Via Custom Workshop?
« Reply #2 on: August 18, 2010, 06:27:58 am »

Imagine slade hammers. Which is theoretically possible I believe, if you mod it so that some enemy will bring it to your map... That's a bit off topic tho.

I'll eventually try to do this (the hammershop) myself, but I thought I'd ask to see if anyone knows for a fact that it doesn't work before I spend a lot of time messing with it...
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Grimlocke

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Re: Blunt Stone Weapons Via Custom Workshop?
« Reply #3 on: August 18, 2010, 07:09:03 am »

This one should work:

[REACTION:MAKE_HAMMER]
   [NAME:make stone hammer]
   [BUILDING:(somebuilding):CUSTOM_H]
   [REAGENT:stone:1:BOULDER:NONE:NONE:NONE]
   [REAGENT:wood:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_WAR:GET_MATERIAL_FROM_REAGENT:stone:NONE]
   [SKILL:STONECRAFT]

Not sure if the skill token is right, its very easy to confuse them with labour tokens. You can make another reaction and replace the building tag with [ADVENTURE_MODE_ENABLED] to use it adventurer mode. Might also want to change the reagents to something adventurers have.
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TomiTapio

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Re: Blunt Stone Weapons Via Custom Workshop?
« Reply #4 on: August 18, 2010, 08:05:35 am »

Just yesterday I suggested to Deon (keeper of Genesis mod) to add stone arrowtips to wooden bolts. Maybe Genesis 3.04 will have stone-tip bolts.
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Zeidrich

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Re: Blunt Stone Weapons Via Custom Workshop?
« Reply #5 on: August 18, 2010, 01:59:51 pm »

You could do something like this:

in some reaction file: (and assuming you have a custom building called hammerworks)

[REACTION:MAKE_HAMMER_STONE]
   [NAME:make stone hammer]
   [BUILDING:hammerworks:CUSTOM_M]
   [REAGENT:A:1:ITEM:ITEM_TOY_HAMMER_HEAD:NONE:NONE]
   [REAGENT:B:1:ITEM:ITEM_TOY_HAMMER_HAFT:NONE:NONE]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_WAR:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:STONECRAFT]
[REACTION:MAKE_HAMMER_HEAD]
   [NAME:make stone hammer head]
   [BUILDING:hammerworks:CUSTOM_H]
   [REAGENT:A:1:BOULDER:NONE:NONE:NONE]
   [PRODUCT:100:1:WEAPON:ITEM_TOY_HAMMER_HEAD:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:STONECRAFT]
[REACTION:MAKE_HAMMER_HAFT]
   [NAME:make haft]
   [BUILDING:hammerworks:CUSTOM_T]
   [REAGENT:A:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:1:WEAPON:ITEM_TOY_HAMMER_HAFT:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:WOODCRAFT]

in item_toy add this:

[ITEM_TOY:ITEM_TOY_HAMMER_HEAD]
[NAME:hammer head:hammer heads]
[HARD_MAT]

[ITEM_TOY:ITEM_TOY_HAMMER_HAFT]
[NAME:hammer haft:hammer hafts]

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Kinoko_Otoko

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Re: Blunt Stone Weapons Via Custom Workshop?
« Reply #6 on: August 18, 2010, 05:17:33 pm »

It looks like these reactions will use the proper material properties, but does anyone know if quality is taken into account? If it uses the stonecrafter skill, I guess it just might... Anyway, I'll just have to experiment.

Just to make sure I remember correctly, I'll have to completely regen a world to get these to work right? But if I use an existing seed I should still get the same world even with modified raws?
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dree12

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Re: Blunt Stone Weapons Via Custom Workshop?
« Reply #7 on: August 18, 2010, 08:03:50 pm »

Nope. Even reactions affect world generation, but the general terrain should be the same. Civilizations, minerals, and lakes will be out of whack though.

Also, quality is not taken into account at all. It is possible to simulate quality (like what I'm doing with my elf mod) by making 5 different weapons:
WEAPON_SWORD_LONG_1
WEAPON_SWORD_LONG_2
WEAPON_SWORD_LONG_3
WEAPON_SWORD_LONG_4
WEAPON_SWORD_LONG_5
and making a random one.
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Kinoko_Otoko

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Re: Blunt Stone Weapons Via Custom Workshop?
« Reply #8 on: August 19, 2010, 12:55:10 pm »

Wow, reactions influence world gen? How so? Is it because the civs utilize the reactions? Or is it just because the world gen procedure takes them into account as a factor?

Anyway, having no quality weapons is a decent penalty/balance for their basically being free. Also, it sounds like we need more modding power to add new skills and skill based products! MORE POWER!
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dree12

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Re: Blunt Stone Weapons Via Custom Workshop?
« Reply #9 on: August 19, 2010, 02:31:49 pm »

You can have some unneeded skills. There's Druid, Scribe, Alchemist, and some other ones. Just PROFESSION_NAME them.
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Deon

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Re: Blunt Stone Weapons Via Custom Workshop?
« Reply #10 on: August 19, 2010, 03:14:41 pm »

Also, quality is not taken into account at all.

What.

Go into adventure mode and make something. It definitely adds quality levels based on your skill.

Just yesterday I suggested to Deon (keeper of Genesis mod) to add stone arrowtips to wooden bolts. Maybe Genesis 3.04 will have stone-tip bolts.
They are already in and waiting for release.
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