Hurray!
is possible to make guns produce smoke when they shoot?
The only way that comes to mind is by making the metal boil at blood temperature. Then when it gets lodged in it will 'explode'. However this causes a lot of problems with biome temperature. Hot places make the bolts go off as soon as they are made, cold places cause them to never go off. Even warm places are a coin flip.
I want to add the sawmill and the burner work shops,is that possible,if it is how? (please explain I gave my babysteps into modding yesterday.)
By all means go ahead!
First you must copy the building raws. Open the building_custom_di folder. Search for the buildings you want, then copy them and put them into your own building_custom file.
Secondly you must copy the reactions. Right now they're all mishmashed in the reaction_misc_di, so it will take a little searching for you to get the reactions you want. Copy them, then slap them into your reaction_other file (or another reaction file if you have it)
Finally, open up the entity_default_di and search for those reactions and workshops, it should say [PERMITTED_REACTION:xxx] and [PERMITTED_BUILDING:xxx] respectively copy the tags and put them into your own entity_default file under whatever civ you are playing as
Remember to leave a blank line between entries, and try not to duplicate them. Hopefully this is clear enough, I'll be the first to admit I'm not the best teacher.
IT 000 what are your plans for the next release?(I mean both,the mod and the vanilla one)
For 1.0.9 the big things will be Evil creatures, Battery smelting, and Domestic graphics for creatures. Domestic graphics are done, battery smelting is only half tested, and most of the Evil creatures are on paper and have yet to be translated to the raws (they will also be getting their own graphics) Those are the three big things, but there's a few little things to, like varied hammers/maces, bullets being harder to make in adventure mode, and easier to make (but weaker) guns.
For .26 I have even bigger plans, if everything pans out like I think it will, you can expect to have zombies that turn people into zombies by biting, ingestable medication, Gloomapeck Silk being processed into a deadly metal to zombies (probably not very effective against other creatures), and a few underground plants.
Honestly production would be farther along by now, but some things have been popping up like bouncing bettys. Hopefully I can get 1.0.9 out before .26, but if I can't I'll port what I have to .26 then release it while I work on the stuff mentioned above.