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Author Topic: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)  (Read 12668 times)

rephikul

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #165 on: December 16, 2010, 09:19:18 am »

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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.

Zaerosz

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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #167 on: December 17, 2010, 03:07:57 pm »

OH COME ON. Now even rocs are in the game! My work is becoming obsolete!
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MaximumZero

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #168 on: December 18, 2010, 12:04:32 am »

That just means you're having good ideas.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Seriyu

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #169 on: December 19, 2010, 02:49:31 am »

Finally downloaded this, and it's awesome, but I figured I'd letcha know there's a taiga tag in zmod_plants that I assume should be [FOREST_TAIGA].

Edit: Also, as a suggestion, albeit not related directly to the mod, if you could put a spoilered (In case people want to find it out on their own) list of how metals stack up to each other in combat situations that would be wonderful. You could leave out the various flavors of cotton candy, because it's a given that they're going to be awesome somehow.
« Last Edit: December 19, 2010, 04:57:11 am by Seriyu »
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #170 on: December 20, 2010, 05:54:31 am »

...hmm. I probably should find out how good each metal is. Buuuuuut I can't run Arena Mode. For some reason creating a unit crashes the game.

Hmmmmmmm.


Anyone want to volunteer for some +science+?



EDIT: Alright, guys, this is important. I've been finding the game a little easy lately, so I've upped the difficulty a bit. I have here a version of this mod in which:
  • Elves and goblins are bigger
  • All megabeasts are bigger and have had their attack triggers halved
  • Elephants and unicorns are once again violent
  • Lesser deep metals only appear one tile at a time
  • All smelting probabilities have been decreased by 10%
  • All plant growth times have been increased by 25%

Do you guys want this update, or would you rather just have the normal version?
« Last Edit: December 20, 2010, 07:38:01 am by Zaerosz »
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MaximumZero

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #171 on: December 20, 2010, 09:27:16 am »

I personally like things the way they are. However (dun dun dunnnnn...) There are some stones in vanilla DF that are metal ores, that don't contain metal, like Cobalt, obviously. Things like Dolomite (Magnesium), Chromite, Tetrahedrite (contains a metric crapton of metals [including antimony, iron and zinc], not just copper/silver,) and so on. Have you given any thought to modding these at all?
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #172 on: December 20, 2010, 05:13:15 pm »

Yeah, but the thing about those other stones is that either the metals are in such tiny amounts it's not worth it, or there's more or less no use for them (magnesium, antimony etc.), and if you have too many ores you clutter up the smelting menu.
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Seriyu

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #173 on: December 20, 2010, 08:24:49 pm »

Well, from what little testing I did, wolfram is inferior to steel aaannnd meteoric iron is also inferior to steel, as far as weapon qualities go. Didn't do any armor testing.

I have no idea how it stacks up to other metals though.

I may test bits and pieces here and there.

Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #174 on: December 20, 2010, 08:42:12 pm »

Meteoric iron should be just slightly above regular iron, I believe.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #176 on: December 23, 2010, 11:54:27 pm »

ohohooooooooo

Just had an idea for utilising cold essence bottles. What's the temperature of magma-heated squares (i.e. squares with magma directly underneath, like you'd be likely to find in most magma forge areas)?
« Last Edit: December 23, 2010, 11:57:03 pm by Zaerosz »
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Seriyu

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #177 on: December 24, 2010, 01:04:05 am »

Warm squares are 10075 urist I believe.

Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #178 on: December 24, 2010, 09:14:19 am »

Ah. And underground squares? For some reason I remember something about some type of area being 10080 degrees Urist.
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Seriyu

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Re: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)
« Reply #179 on: December 24, 2010, 10:09:26 pm »

I believe underground warm squares are still 10075, but then again that might explain why my oil didn't detonate on them so you might take that with a pinch of salt.

If you don't want to wait for another answer, DFhack has a tool called DFprobe that tells you what temperature any given square is, among other things.
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