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Author Topic: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>  (Read 244481 times)

OREOSOME

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1335 on: December 04, 2011, 06:48:53 pm »

Also, maybe you could add some of the corporation's goons as a civ, like they figured out a second serum, ending the mental decay.
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Ow! How the fuck do eldritch abominations bitchslap people?
With our pimp tentacles, obviously.

BeforeLifer

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1336 on: December 04, 2011, 07:26:09 pm »

To bad you cant do the first one :(
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Any thoughts on how this can be abused?
Around these parts It's called weaponized

kerlc

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1337 on: December 05, 2011, 12:26:18 pm »

i think that the first one could be done with the implementation of towns and ruins in .26, but i really don't know how moddable it's going to be. let's hope for the best!
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tommket

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1338 on: December 07, 2011, 12:06:17 pm »

Hi,
I am a newbie to this mod, so how can I actually get some non-economical stone?
I have tried to sacrifice some miners to mine through Surface Rock walls, but I didn't get any stone.
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Tiruin

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1339 on: December 07, 2011, 09:48:08 pm »

Hi,
I am a newbie to this mod, so how can I actually get some non-economical stone?
I have tried to sacrifice some miners to mine through Surface Rock walls, but I didn't get any stone.

Say hello to the mountainside! Safe rock there, but you should know to plant in soil layers as plants won't grow on mountain biomes [above ground ones that is]
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Ult1mara

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1340 on: December 08, 2011, 08:06:55 am »

Hi,
I am a newbie to this mod, so how can I actually get some non-economical stone?
I have tried to sacrifice some miners to mine through Surface Rock walls, but I didn't get any stone.

Say hello to the mountainside! Safe rock there, but you should know to plant in soil layers as plants won't grow on mountain biomes [above ground ones that is]

Thanks for the tip bruh

On a side note. IT000 I will soon be doing an actual LP of this. Prob by the end of next month. Hope u look forward to it and hopefully I dont as quickly :P
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The local scottish drunken dwarf
Dwarf Fortress Mod Reviews
http://www.bay12forums.com/smf/index.php?topic=84405.0

chemioterapia

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1341 on: December 21, 2011, 09:32:35 am »

How i can get pea's seeds? They growth i made food rations and i dont have seeds. Sad.
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Flare

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1342 on: December 24, 2011, 03:55:55 am »

If you cook plants, you won't get any seeds. This is part of the original DF.
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chemioterapia

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1343 on: December 24, 2011, 06:25:08 am »

Lol, i always had seeds from cooking. Strange, so i should disable cooking from plants?
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Flare

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1344 on: December 25, 2011, 07:47:58 am »

Lol, i always had seeds from cooking. Strange, so i should disable cooking from plants?

You really shouldn't, and by that I mean it's hardcoded. Whatever you're seeing, it's not that you're getting seeds from cooking the plants.

Should you disable it? I always tend to do so. The alternative is to use dwarf Foreman to set a number of plants to be cooked and what's left over to be brewed. It keeps the seed and plant numbers in control.
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Orb

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1345 on: December 27, 2011, 01:35:51 am »

Having a lot of fun with this mod.

Issue: I can not figure out what skill is needed to work the weapons workshop, or the burner, or probably most of the other new workshops. I don't see a new skill...so.....it might help to include this info in the readme of the next version.
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[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

Flare

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1346 on: December 27, 2011, 06:51:35 am »

Checking the raws, it should be the weaponsmithing skill.
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Orb

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1347 on: December 27, 2011, 02:05:28 pm »

Ah, thanks.


And for anyone else who has barely dug into DF's raws like myself, I did a little digging, and you can find the skill by going to raws --> objects---> and various reaction files.
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[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

smasher89

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1348 on: December 30, 2011, 09:38:37 pm »

Well I was inactive for a time (fucking internet facture) so i came back with some susgestions:

*Make some short or type of bin, but actually this would be made out of hard paper or cardboard which would be made from processing raw wood logs with some short of chemical in a bucket at the laboratory, this would give you a stack of 20 or 10 cardboards, you could use them to make letters (I hope that when the next update of DF gets soon you could write things in fort mode with some short of material) and could send them or make notes, or either make bullet containers or mini boxes, so people in fort mode or adv mode could carry them, or be abled to be built and could store a lot of bullets, then these mini boxes could be stored in bigger bins, a cool way to store your ammunition (like in some games where you get a big metal box with little boxes of ammos) this could work like when you put seeds in bags and then put those bags in barrels in the seeds stockpiles...

*some short of plant that when cultivated could be processed at laboratory, then you make peniciline, that its actucally better than the soap and less tedious to make, the disadvantage its that the plant grows very slowy (you get your crops only once in the season, making it more hard to get) dunno if the game can handle any other item as an alternative to soap, in that case we could put a reaction where you make some short of peniciline soap from peniciline alone...

*This is really, but REALLY hard to do, in fact, quite mpossible, but could be implemented some day in some short of way if we make a lua plugin that does it... whatever, the idea its making a new workshop; the medical research center, you could get tissue from a pattient throught operation, then make a cultive of cells from that tissue and track it as the same "type" from the patient, then each tissue cultive stack could get some "value" like the value of thread or cloth at hospital based on the time the cultive has been "active", then if the patient has lost a limb or other un-important organ you could put the option in the workshop: operation: regenerate body part or organ from a tissue cultive, the larger the part you want to regenerate the more the value of some tissue cultive it needs to be, after part regeneration has been done, a surgeon could come a opearte the patient having the limb/organ hauled, then the operation has a 50% chance of failing or a 50% chance of success and recover the limb/organ functionality...
NOTE: dont tell me that this is pure fantasy shit guys... these methods are being used worldwide and most cases success, I know that medics havent regenerated limbs yet, but DF universe and corrosion universe isnt realistic at all, if scientits in corrosion made a drug that grants ethernal life as a infected zombie, regenerating limbs shoulda be a kidīs game...

*Through lua plugin bullets should behave and move more like real life ones, leaving a left over metal covers, some smoke (not much) until its air compressed, and ricochetingwith others metals, including walls, but should behave different with kevlar, glass and wood... (kevlar deflects some bullets based on the bullet "value" on the lua script) while wood and glass could explode and chips or left overs could fly and hurt people...

I hope these are good suggestions, give opinions, and by the way im restarting the fort, last time i deleted it by accident, anythign new in mining in a safe way without killing miners or cheating? i will start learning raw editing so i hope i can make some short of robot or slave that can mine, until then mountains have safe stone...
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kerlc

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1349 on: December 31, 2011, 12:21:05 pm »

as far as the penicilin idea is concerned: crops already only give one harvest per season.

but otherwise the suggestions are good.
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