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Author Topic: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+  (Read 87714 times)

TurkeyXIII

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #195 on: January 29, 2011, 09:05:58 am »

That natural skill in sneaking won't do much for the wherewolf if it doesn't sneak.  You might need [AMBUSHPREDATOR] or [MISCHIEVIOUS] to make it appear cloaked.
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A medium-sized bird with a distinctive fleshy wattle that hangs from the underside of the beak, and a fleshy protuberance that hangs from the top of its beak called a snood.

Bohandas

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #196 on: January 29, 2011, 09:58:31 am »

Whatabout Wherewolves and Waaaaampiers?

Those are good ideas...

Spoiler: Wherewolf (click to show/hide)


That natural skill in sneaking won't do much for the wherewolf if it doesn't sneak.  You might need [AMBUSHPREDATOR] or [MISCHIEVIOUS] to make it appear cloaked.

OK

Spoiler: Wherewolf- CORRECTED (click to show/hide)
« Last Edit: January 29, 2011, 10:00:04 am by Bohandas »
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rephikul

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #197 on: January 29, 2011, 10:15:57 am »

Do note that mischievous creatures also run away as soon as they are spotted.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Flaede

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #198 on: January 29, 2011, 05:42:26 pm »

Hehe.
Wherewolf: "Don't look at me! I'm Hideous!" *runs away*
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BigD145

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #199 on: February 01, 2011, 05:20:14 pm »

These are hilarious. I support them with a bump.
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taro8

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #200 on: February 04, 2011, 11:51:55 pm »

Heres and idea: a building that requires Pitchblende to build and it generates crapton of energy. Yup, you guessed it: The Dwarven Nuclear Reactor.

Also, while we are at it, how about depleted uranium bolts, they would pierce armors with ease.

Oh to go with this, a new siege engine a heavy repeating crossbow, basically it would be like heavy machine gun, just put it in a pilebox and cut down your foes in case they wonder their stupid ass into range.
« Last Edit: February 04, 2011, 11:56:22 pm by taro8 »
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Bohandas

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #201 on: February 05, 2011, 10:58:34 am »

Heres and idea: a building that requires Pitchblende to build and it generates crapton of energy. Yup, you guessed it: The Dwarven Nuclear Reactor.

I don't think that we can mod in new energy production devices at the current stage of the game's development, (but that would be an interesting idea to consider if in some later edition we can add such things in the raws).

I suppose, however, that instead of powering gear assemblies and millstones or whatever, that we could make it a workshop and have the pitchblende (and/or other actinide-series element heavy rocks) act as a reagent (along with the appropriate raw materials) for reactions that do the same job as multiple repetitions of a coal powered reaction. Like, you could make several metal swords with one reaction, using one unit of nuclear fuel, for example.
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Deviled

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #202 on: February 05, 2011, 12:01:57 pm »

Heres and idea: a building that requires Pitchblende to build and it generates crapton of energy. Yup, you guessed it: The Dwarven Nuclear Reactor.

I don't think that we can mod in new energy production devices at the current stage of the game's development, (but that would be an interesting idea to consider if in some later edition we can add such things in the raws).

I suppose, however, that instead of powering gear assemblies and millstones or whatever, that we could make it a workshop and have the pitchblende (and/or other actinide-series element heavy rocks) act as a reagent (along with the appropriate raw materials) for reactions that do the same job as multiple repetitions of a coal powered reaction. Like, you could make several metal swords with one reaction, using one unit of nuclear fuel, for example.
And the nuclear fuel coud be set to an incredebly high temp.
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elf-fondling human

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #203 on: February 05, 2011, 06:51:02 pm »

Anybody make nekomimi and maid stuff yet?

Spoiler: cat stuff (click to show/hide)

Spoiler: Maid stuff (click to show/hide)
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taro8

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #204 on: February 05, 2011, 08:43:55 pm »

Hmm, then maybe new building that would allow creation of depleted uranium, with, in turn, could be used to create awesome armor piercing bolts and arrows, also I think that hammers made out of that would be pretty awesome too. Also I like the idea of "Nuclear Forge" it just sounds dwarfy.

Also another idea, how about adamantium-depleted uranium pics that are capable of mining out slade? You would need that Nuclear Forge to craft this.

BTW: While we are at nuclear stuff, how about HazMat Suit armor?
« Last Edit: February 05, 2011, 08:47:46 pm by taro8 »
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elf-fondling human

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #205 on: February 05, 2011, 10:13:55 pm »

I feel like modding something, like the Dwarves, to be made of living slade would be really cool.
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Deviled

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #206 on: February 05, 2011, 11:15:52 pm »

I feel like modding something, like the Dwarves, to be made of living slade would be really cool.
We need sillythings.
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Scaraban

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #207 on: February 05, 2011, 11:58:22 pm »

make beards from cheese...
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Andux

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Re: S.L.A.D.E (Communal modding project) - +Knife-Wrench+
« Reply #208 on: February 06, 2011, 11:53:34 pm »

Code: [Select]
[ITEM_TOOL:ITEM_TOOL_KNIFE_WRENCH] -- for kids!
[NAME:knife-wrench:knife-wrenches]
[VALUE:10]
[METAL_WEAPON_MAT]
[TOOL_USE:MEAT_SLICING]
[TILE:'/']
[SIZE:300]
[SKILL:MACE] substitute DAGGER or HAMMER if you prefer
[TWO_HANDED:22500]
[MINIMUM_SIZE:4000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:900:700:slash:slashes:knife:1250]
[ATTACK:EDGE:3:900:stab:stabs:knife:1000]
[ATTACK:BLUNT:10000:4000:bash:bashes:wrench:1250]

[ITEM_TOOL:ITEM_TOOL_DRILL_FORK] it can drill and fork -- mostly fork.
[NAME:drill-fork:drill-forks]
[VALUE:10]
[METAL_WEAPON_MAT]
[TOOL_USE:HOLD_MEAT_FOR_CARVING]
[TILE:'/']
[SIZE:500]
[SKILL:MINING] or something
[TWO_HANDED:47500]
[MINIMUM_SIZE:25000]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:5:200:jab:jabs:fork:1000]
[ATTACK:EDGE:20:2000:drill:drills:NO_SUB:2000]
[ATTACK:BLUNT:25:400:strike:strikes:grip:1250]
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MADMAN · Save Tools · WTF Tools · Generated Raws Extractor · Tweak for 0.31–34.xx

Bohandas

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #209 on: February 07, 2011, 12:28:53 am »

Here's a spork. I'm not sure if the changes I made to the attack values (its based on the carving fork tool, but I added the liquid_scoop use and tried to make the stab attack less powerful. I have no idea if I modded the right numbers in the right direction, however, as the attack information in wiki article on tool tokens is fragmentary and poorly worded (the info in the weapon token article is also more-or-less identical, and, thus, also useless)

[ITEM_TOOL:ITEM_TOOL_SPORK]
[NAME:spork:sporks]
[ADJECTIVE:large]
[VALUE:10]
[METAL_WEAPON_MAT]
[TOOL_USE:HOLD_MEAT_FOR_CARVING]
[TOOL_USE:LIQUID_SCOOP]
[TILE:'/']
[SIZE:150]
[SKILL:DAGGER]
[TWO_HANDED:22500]
[MINIMUM_SIZE:4000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:2:80:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:15:400:strike:strikes:handle:1000]
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