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Author Topic: Iron Webs and Other Chain-Creature stuff  (Read 3309 times)

_DivideByZero_

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Re: Iron Webs and Other Chain-Creature stuff
« Reply #15 on: July 18, 2011, 01:31:57 pm »

You could also add [DEEP_SPECIAL] to make the game think the stone is raw adamantine.
That may also cause it to replace the raw adamantine sealing the HFS within Hell - I don't recall exactly how the game behaves if you define more than one type of deep stone.

I suppose so. It DOES work for metal, however. Stone, I suppose, can be set to ridiculous density and price so that nobody can possibly bring it? Would that work?
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Quietust

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Re: Iron Webs and Other Chain-Creature stuff
« Reply #16 on: July 18, 2011, 02:26:52 pm »

It would probably suffice to simply not give it any ENVIRONMENT values - it works with plaster (which caravans only bring due to HARDENS_WITH_WATER), so it ought to work with other stuff too.
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Re: Iron Webs and Other Chain-Creature stuff
« Reply #17 on: July 18, 2011, 05:07:20 pm »

It would probably suffice to simply not give it any ENVIRONMENT values - it works with plaster (which caravans only bring due to HARDENS_WITH_WATER), so it ought to work with other stuff too.
Yeah.

For example, this stone is not brought by caravans:

Spoiler (click to show/hide)
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Grimlocke

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Re: Iron Webs and Other Chain-Creature stuff
« Reply #18 on: July 19, 2011, 03:29:00 am »

There isnt actualy even a need to make it stone in the first place unless you intend to build anything with it. Should spare you 'psychic polution' in the ecnomic stone/stockpile/etc lists looking all weird.

Also if you name all states of a material the same you only need [STATE_NAME_ADJ:ALL:name]. Same for colors.
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GreatWyrmGold

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Re: Iron Webs and Other Chain-Creature stuff
« Reply #19 on: July 19, 2011, 07:32:44 pm »

There isnt actualy even a need to make it stone in the first place unless you intend to build anything out of it.
What else would it be? Alcohol?
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Re: Iron Webs and Other Chain-Creature stuff
« Reply #20 on: July 19, 2011, 07:53:04 pm »

More likely creature extract or something.

This material is from my earliest forays into 2010 materials, and now that I look at it there are a couple of things wrong with it.

1)  It should not have an IS_STONE tag.  This gets it included on all sorts of lists where it shouldn't be, like Grimlocke was saying, and is completely unnecessary.

2)  It probably shouldn't have USE_MATERIAL_TEMPLATE:STONE_TEMPLATE, since STONE_TEMPLATE includes ITEMS_HARD and ITEMS_QUERN.  Now that I look at the templates closely, it appears that SOIL_TEMPLATE would be best, since that has no tags other than default material properties.  Based on the FLAME_TEMPLATE, though, I may not even need to use a MATERIAL_TEMPLATE, since I'm already declaring everything FLAME_TEMPLATE does....

The STATE_NAME/color stuff is redundant, but it was just a case of copy-paste being easier than changing the tags :P.

Anyway, here is a corrected version of the material:
Spoiler (click to show/hide)
« Last Edit: July 19, 2011, 07:57:22 pm by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)
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