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Author Topic: Black Powder Firearms  (Read 107448 times)

Hugo_The_Dwarf

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Re: Black Powder Firearms
« Reply #150 on: June 22, 2012, 09:55:02 am »

Hugo - that's from Meph's RAWS:) And for that matter this template has no SOAP_LEVEL 2 and [SOAP] which should protect it from being used in hospital. Good to know about arena_restricted.
Ha that explains it, also this should work aswell:

   [USE_MATERIAL_TEMPLATE:FLINT:SOIL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:crate of flints]
      [STATE_NAME_ADJ:LIQUID:magma]
      [STATE_NAME_ADJ:GAS:smoke]
      [PREFIX:NONE]
      [MATERIAL_VALUE:!200!]determine crate value for trade
      [SOAP]

This not only should reduce the need of a custom material_template, and still have the same desired effect.
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Tierre

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Re: Black Powder Firearms
« Reply #151 on: June 22, 2012, 09:55:45 am »

I need to repost this at MW mod thread:) Thanks a lot.
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Hugo_The_Dwarf

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Re: Black Powder Firearms
« Reply #152 on: June 22, 2012, 10:18:50 am »

It's a theory and I believe it should work.

Also Jake I'm going to look into this "Stone ammo" Issue if you don't find it first. I have the newest DL.

Skald what version of this mod are you using?
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Teh Barple

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Re: Black Powder Firearms
« Reply #153 on: June 22, 2012, 10:27:57 am »


@Teh Barple
In adv. mode? Yea it's funny like that, it randomly picks a weapon of that given skill. High sword skills might give you a short sword, long sword, or a 2-hander. As an example. Nothing to do with the Mod

thanks
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Jake

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Re: Black Powder Firearms
« Reply #154 on: June 22, 2012, 02:00:53 pm »

Also Jake I'm going to look into this "Stone ammo" Issue if you don't find it first. I have the newest DL.

Skald what version of this mod are you using?

Thanks. I'm dealing with a whole bunch of extremely messy personal stuff right now, so I've not got much time, energy or patience to spare for BPFA. I'll do my best to get something done over the next few weeks though.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Hugo_The_Dwarf

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Re: Black Powder Firearms
« Reply #155 on: June 22, 2012, 02:08:41 pm »

Hey no problem. Skald could be using a older version, as I see no way how stone ammo is being made... I've scanned the raws.
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Skald

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Re: Black Powder Firearms
« Reply #156 on: June 23, 2012, 01:17:37 am »

I'm using whatever version is currently up for download.

A larger explanation would be that when I go to the ammo mint, only two options are listed (Small and Large Cart), which are listed as "Rock" cartridges. Upon making such cartridges, they fire off "Rock" projectiles.

No other cart. options are listed :|

Somewhat stumped.
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Jake

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Re: Black Powder Firearms
« Reply #157 on: June 23, 2012, 02:18:53 am »

I bet it's that bloody [GET_MATERIAL_FROM_REAGENT] tag again. And what the hell are the cartridge reactions doing there in the first place? Arrrrgh.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Hugo_The_Dwarf

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Re: Black Powder Firearms
« Reply #158 on: June 23, 2012, 12:15:22 pm »

Re-downloading And going to look into Cart.. Making

I am curious as why there are 2 [ADVENTURE_MODE_ENABLED] in these reactions.
Code: [Select]
[REACTION:CARTRIDGES_L]
[NAME:prepare large cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_L:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:powder][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_L:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]

[REACTION:CARTRIDGES_S]
[NAME:prepare small cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_S:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:powder][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_S:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]

Other then that these reactions are fine, however

Wait you said ammo mint? you must have installed it wrong... altho the thing is, how are you getting even a mis-installed reaction to work at all. Since making cart.s is stage 2 of ammo making.
« Last Edit: June 23, 2012, 12:32:27 pm by Hugo_The_Dwarf »
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Jake

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Re: Black Powder Firearms
« Reply #159 on: June 23, 2012, 12:57:24 pm »

I am curious as why there are 2 [ADVENTURE_MODE_ENABLED] in these reactions.
Because I wasn't paying attention, that's why. I think I just gave myself a black eye from facepalming too hard.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Hugo_The_Dwarf

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Re: Black Powder Firearms
« Reply #160 on: June 23, 2012, 01:03:42 pm »

2 [ADV_MODE] tags shouldn't kill the neighbourhood, as dupe tags use the last one mentioned.

Altho to tell the truth I only grabbed the Rifle and Pistol from this Mod and used my own ammo making reaction

Code: [Select]
[REACTION:MAKE_BULLETS]
[NAME:make box of bullets]
[BUILDING:AMMO_REGEN:NONE]
[REAGENT:copper:150:BAR:NONE:INORGANIC:COPPER]
[REAGENT:lead:150:BAR:NONE:INORGANIC:LEAD]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:GUNPOWDER]
[REAGENT:gunpowder container:1:NONE:NONE:NONE:NONE]
[CONTAINS:gunpowder]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLET:INORGANIC:COPPER_LEAD]
[SKILL:FORGE_WEAPON]
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Skald

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Re: Black Powder Firearms
« Reply #161 on: June 23, 2012, 01:13:57 pm »

Oh well, so I'll remove the bits from the Gun mod and try again.

Anything I should note? Beyond the obvious "Give the dwarves the reaction permission, buildings, weapons, etc".
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optimusjamie

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Re: Black Powder Firearms
« Reply #162 on: June 23, 2012, 01:44:25 pm »

How do I get guns in Adventurer mode?
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kingofthescots

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Re: Black Powder Firearms
« Reply #163 on: June 24, 2012, 06:53:06 pm »

I've been having trouble finding deposits of brimstone in the worlds I generate (just unlucky I think). What do you think about an alternate process to produce sulphur, say from cobaltite? Maybe have the reaction done at the smelter, use 10 boulders to produce 2 brimstone, a small chance of iron/nickel, and a poison gas released to simulate arsenic poisoning.

Say along the lines of this:
[REACTION:COBALT_TO_SULPHUR]
[NAME:make sulphur from cobaltite]
[BUILDING:SMELTER:NONE]
[REAGENT:A:10:METAL_ORE:COBALTITE]
[PRODUCT:100:2:BOULDER:NO_SUBTYPE:METAL_ORE:BRIMSTONE]
[FUEL]
[SKILL:SMELT]
« Last Edit: June 24, 2012, 07:04:56 pm by kingofthescots »
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UristMcWanderer

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Re: Black Powder Firearms
« Reply #164 on: June 24, 2012, 09:38:11 pm »

Say along the lines of this:
[REACTION:COBALT_TO_SULPHUR]
[NAME:make sulphur from cobaltite]
[BUILDING:SMELTER:NONE]
[REAGENT:A:10:METAL_ORE:COBALTITE]
[PRODUCT:100:2:BOULDER:NO_SUBTYPE:METAL_ORE:BRIMSTONE]
[FUEL]
[SKILL:SMELT]
Cobaltite isn't an ore of anything in vanilla, although I have made it an ore of nickel with a 10% chance for iron before.
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