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Messages - CaptainMcClellan

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361
Ah, yes. Possibly you could use it for reactor-room walls, to help stop the layer of lead bricks from melting. {If a living thing has to worry about direct heat damage from a nuclear reactor, they probably won't care for very long.}
Aye, but I'm also adding in clothes/wood armor that can be made from woven nether cap and the reactions to shave nether-cap into strands and to weave it.

362
PTW plus thanks Putnam.

363
I'm not sure about Nether-Cap, but sure. Also, allowing the dwarves to craft lead platemail would make obvious sense, as would filter masks of some kind. {One of the major issues, once the worst of the radiatioactive isotopes have decayed, or with radiation suits that are just lead plating is ingestion of fallout particles, which being rather dense and usually composed of elements we can't digest, get stuck in your system and slowly irradiate you further.}


Should we get a different thread for this? Not that I mind, but it is a little off-topic, plus it has the potential to be awesome enough to stick around outside of Deathgate.
With it's properties, it should help shield heat-damage. I didn't even think about lead platemail though, that's pretty brilliant.

Well we've tried migrating it to the Successor thread several times and always ended up back here. As per giving it its own thread in the modding section, I wouldn't bother. I've heard that people have already done similar, I just wanted to do it for myself.

364
Well, if you don't know the list of symptoms, severe radiation poisoning causes rapid hair loss, skin blisters, sunburn up to eleven, neurological decay, bone brittleness, nausea, internal bleeding, eventual necrosis and probably some other stuff I didn't remember.

Also, mining and refining uranium ores is a radiation hazard to workers, just less so, plutonium and a variety of other, vastly more hazardous, and in a few cases quite useful elements are only created in nuclear reactors.  And unless raising temperature is hard, my idea should be fairly simple, since it's basically just standard water generators, but with steam instead.
Thanks mate! That's a very helpful list of symptoms.

Yeah, I have stuff in mind for that. Namely, using Nether-cap clothes and ingesting Prussian blue to prevent and help alleviate some of the symptoms.

365
To hell with power, I just want uranium warhammers and dying furnace operators.

What should uranium smelting do to them? Bleeding? Rot? Swelling? Blisters? All four?
Well the uranium itself isn't deadly, it's the chance for the Deadly radioactive plutonium that has a chance to be produced as a byproduct and will cause fever, blisters, and swelling. It should inherently cause fever or rot. The uranium will be pretty useful for blunt weapons though. ( It's denser than lead. ) As per the plutonium, instead of just using straight plutonium values I'm going to make it instantly sublimate and ignite at room temperature. The syndrome will be triggered by inhalation, like actual plutonium. Though, should I have it have a fixed temp that'll inflict burns and damage or no?

I'd really like to do the power, but at very least I can have a nuclear forge capable of smelting even magma-safe metals. ( Smelting bauxite, for instance. )

366
DF Suggestions / Re: A Simple Suggestion: [PRODUCES_POWER] tag.
« on: March 11, 2015, 08:51:50 pm »
Heh, that's a pretty strong underestimation. I'd say a week at least. Consider that all the power buildings are completely hardcoded right now and that there is no pressure in any of them.
Alright, I'll admit that I don't know about Dwarf Fortress's internal mechanisms, but it doesn't seem like it would take that long. Except perhaps to code in the functions of going the generator going critical.

367
Deafness

368
Oh yeah, I forget not everyone hops through the utlities forums regularly collecting toys: http://www.bay12forums.com/smf/index.php?topic=140645.0
Thanks mate.

We've got the voidspawn and we've got the demons, do we really need any other (hostile) races?
No !!Fun!! in not having as many modded doom races as possible, especially if they're all hostile to one another.
Yes.

Well, I don't actually know very much about RAW modding, but I do know actual nuclear fission reactors are effectively horribly dangerous steam engines. So, rather than a building that makes power, you could have a building that becomes very, very hot and begins consuming fuel from storage when activated via a lever, thereby heating liquid in the area to become pressurized steam, which in turn can run though turbines, which actually make power. That being effectively how reactors work, though some more complex fuel mechanics would need to happen, as well as both radiation and meltdown stuff.
Yes. http://www.bay12forums.com/smf/index.php?topic=149288.0
As per what you recommended, it seems even more complicated... but I'm not unwilling to try if I'm heavily aided.
Anyway, I still hope that Toady does add in support for the tags mentioned, otherwise there's currently no easy/straight-forward way to implement it.

EDIT: Please, let's move this here: http://www.bay12forums.com/smf/index.php?topic=148661.msg6050222#msg6050222

369
DF Suggestions / Re: A Simple Suggestion: [PRODUCES_POWER] tag.
« on: March 11, 2015, 07:46:17 pm »
[REQUIRES_MECHS] shouldn't really be necessary, since reactions are attached to buildings anyway and buildings have all of their items to build with defined in the building.
Eyeah, good point Putnam.

Sounds simple, but I doubt it is.
Yeah. In honesty, it's probably at least a day's work, maybe two. ( I can't see it being more than two, especially if Toady has things as modular as the RAWs would suggest. )

370
DF Suggestions / A Simple Suggestion (I hope): [PRODUCES_POWER] tag.
« on: March 11, 2015, 05:26:56 pm »
The title pretty much sums it up, I'd like some tags to be added to the building reactions to allow those buildings (when properly connected) to produce a variable amount of power.
To wit:
  • [PRODUCES_POWER:X] The reaction causes the building to start building
  • [POWER_PRESSURE:X:Y:Z] An optional tag that takes in account breakdowns. At X ticks the building's description will contain "making an unsettling noise", at Y ticks it will be described as "shuddering violently" or "smoking" and at Z ticks it will go "critical" and deconstruct itself. (Preferably, in a violent dwarf injuring fashion comparable to a cave-in.)
  • [CEASE_POWER] ( Or [CUT_POWER]) The reaction stops its host building from producing power.
  • [DRAINS_PRESSURE:X:Y]Decreases the building's POWER_PRESSURE by X over Y ticks. 0 is instant.
  • [REQUIRES_MECHS] Reaction requires the building to contain at least one mechanism.

I shouldn't think that it'd be too much trouble... And it'll allow all kinds of cool generators. ( Imagine, if you will, a Steam generator, or a Dwarven generator. )

Using the Steam generator as an example. ( Didn't do it syntactically correct, because I'm in a bit of a hurry.

[REACTION:BOIL_WATER]
Takes water in a bucket and boils it into pressurized steam. Consumes fuel.
[PRODUCES_POWER:200] -Provides 200 power to connected mechanisms.
[POWER_PRESSURE:10000:15000:25000] - Goes critical at 25000 ticks.
[REQUIRES_MECHS]

[REACTION:VENT_STEAM]
[DRAINS_PRESSURE:1000:100] -Drains 1000 ticks worth of pressure over 100 ticks.

[REACTION:EXTINGUISH_BOILER]
[CEASE_POWER] - The generator stops producing power and building pressure.


Also, less for the sake of practicality and more for the sake of fun... This custom building tag:
[RELEASES_MAT_ON_CRITICAL:X:<STATE>:<TYPE>:<MATERIAL>] where X is the radius of the release from the center tile of the former building

For example [RELEASES_MAT_ON_CRITICAL:3:GAS:INORGANIC:WATER] would theoretically release a 3*3 cloud of steam on the break-down of the steam generator, centered on the former center tile of the former steam engine.

371
DF Suggestions / Re: Creating a magic system?
« on: March 11, 2015, 05:09:33 pm »
It is acceptable in my eyes if only you must hunt the squid to get the ink, that goes on the pen (made from some trapped bird) to write on the scroll of papyrus (that you made from picking and processing a plant) in order to write out the spell from which you learned by reading some old grimior you found in a dungeon (which, by the way, could've been misread and now you just made a scroll of self immolation instead of fireball)
It's been too many years to remember what it was called, but I used to play a NES game like that. You could rearrange runes to get different spells and such. Needless to say, I died every time.

372
I don't think he bites unless you ask nicely and wear a pretty dress, but the mat properties generator has a thread and such which you should check out for sure just to make sure you get everything turned into df-speak properly.
Yeah, care to link me?

373
Hmmm, I don't know how to get a building producing power, but I do know Putnam has a material generator in the modding forum and is a far more powerful wizard than I could ever hope to become short of a heroic death and ghostly resurrection following a cryptic final statement.
Eyeah. I have some apprehensions about approaching Putnam, but I don't guess he holds anything against me, so I might just go see about that. Also, modding discussions have been moved to the Successor thread. ( The one with the poll for first overseer. )

Also, "dwarfs", what? Apparently that's the correct plural but it feels so weird to type that because it changes the pronunciation.
It's not the correct plural. Both are technically correct in everyday English, but within the context of DF, Toady's usage supercedes that of the dictionary or your spell-checker:
Code: [Select]
[CREATURE:DWARF]
[DESCRIPTION:A short, sturdy creature fond of drink and industry.]
[NAME:dwarf:dwarves:dwarven]
[CASTE_NAME:dwarf:dwarves:dwarven]
Right. I didn't mean in Dwarf fortress, I just meant in the actual language.

374
DF Community Games & Stories / Re: MurderMachines's Successor
« on: March 11, 2015, 02:29:19 pm »
I'll note that the super rare caste thing works great, the male angels are way too nasty to bump into regularly in my world but setting em to be 1 in 5000 works great.
Oooo... cool.

Hey Max, you've mentioned your angels a lot, are you wanting them in DGIII or are you just bragging about the awesome thing you made? ???

Less snarky question: Would you be willing to collab with me on my modding? ( It helps to have people who know more than you and all... plus then I might actually get some homework done in between working on it. )
They're my first successfully integrated entity and creature and they're freaking terrifying in person so I'd be happy to help you test out and balance something which will provide a fun story to read.

Plus stuff like making sure the voidspawn wear armor when they show up, though that isn't too hard, mostly just stuff like getting them where you really have to throw a good number of well geared dorfs at em and never just steam roll them left and right as that is the sense I get they were originally built towards.

So yeah, chuck some raws at me and I'll check for the good and bad kind of broken stuff, and I can see how they survive nasty world-gen settings+try them out directly as an adventurer to make sure they work all around. Weird bugs pop up that you wouldn't notice in fort mode, like if you had a creature that could only grapple while holding a weapon, how would you notice?
I wouldn't. :P I haven't even gotten to the creatures yet, I'm still working on mats and reactions. Have some unfinished reactions.
Code: [Select]
reaction_nuclear

[REACTION:REFINE_PITCHBLENDE]
[NAME:Extract Uranium from Pitchblende]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:PITCHBLENDE]
[PRODUCT:100:BAR:NO_SUBTYPE:INORGANIC:URANIUM]
[PRODUCT:15:BAR:NO_SUBTYPE:INORGANIC:THORIUM]
(PRODUCT:5:1:<TYPE>:<SUBTYPE>:INORGANIC:PLUTONIUM)
[FUEL]
[SKILL:SMELT]
[SMELT]

[REACTION:REFINE_THORITE]
[NAME:Make Thorium from Thorite]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:THORITE]
[PRODUCT:50:1:BAR:NO_SUBTYPE:INORGANIC:THORIUM]
[PRODUCT:50:1:BAR:NO_SUBTYPE:INORGANIC:URANIUM]
[PRODUCT:100:<TYPE>:<SUBTYPE>:INORGANIC:SLAG]

[REACTION:URANIUM_TO_ENHANCED]
[NAME:Enhance uranium]
[BUILDING:"X":]
[REAGENT:A:4:BAR:]
[PRODUCT:]
[PRODUCT:]
[SKILL:]

[REACTION:NUCLEAR_SMELTING]
[NAME:Smelt Supermetals with Nuclear Fission]
[BUILDING:NUCLEAR_FORGE]
[REAGENT:A:] //Super-metal type will have to be set-up. Defined as those metals whose melting points is >=12000, that is Magma-safe.
[REAGENT:B:2:BAR:NO_SUBTYPE:INORGANIC:URANIUM]
[PRODUCT:]
[PRODUCT:X:<TYPE>:<SUBTYPE>:INORGANIC:PLUTONIUM]
[SKILL:]
Please, coat your dwarves in Nether-cap clothes before operating nuclear appliances.

[REACTION:NUCLEAR_SCRAM]
[NAME:Scram the reactor!]
[BUILDING:NUCLEAR_REACTOR]

[REACTION:NUCLEAR_EXCITE]

[REACTION:SHAVE_NETHERCAP]
[NAME:Shave nethercap logs into strands]
[BUILDING:CRAFTSMAN]
[REAGENT:nethercap log:1:WOOD:]
[REAGENT:bag:1:BOX:NONE:NONE:NONE]
[BAG][PERSERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:10:NETHER_STRAND:NETHER_CAP]
[PRODUCT_TO_CONTAINER:]
[SKILL:EXTRACT_STRAND]

[REACTION:WEAVE_NETHERSTRAND]
[NAME:Weave nether strands into a armor]
[BUILDING:LOOM]
[REAGENT:A:]
[PRODUCT:]
[SKILL:WEAVING]

[REACTION:HAFNIUM]
[NAME:Transmute slag into hafnium]
[BUILDING:ARCANE]
[REAGENT:]
[PRODUCT]
[SKILL:ALCHEMY]
[SKILL:CONCENTRATION]

[REACTION:DRUID]
[NAME:Transmute worthless stone to plump helmets]
[BUILDING:ARCANE]
[REAGENT:worthless stone:1:BOULDER:NO_SUBTYPE]
[PRODUCT:50:25:]
[SKILL:ALCHEMY]
[SKILL:CONCENTRATION]

[REACTION:CHEESE]
[NAME:Blessed are the cheesemakers]
[BUILDING:ARCANE]
[REAGENT:worthless stone:1:BOULDER:NO_SUBTYPE]
[PRODUCT:51:10:CHEESE]
[SKILL:ALCHEMY]
[SKILL:CONCENTRATION]
[SKILL:CHEESEMAKING]

375
DF Community Games & Stories / Re: MurderMachines's Successor
« on: March 11, 2015, 02:26:33 pm »
Wait, this thread actually gets used?
PTW I guess
Yep. As of today I'm migrating all DG:III discussion here. Starting with some quotes from recent events on the MurderMachines thread:

Spoiler: The Recent Happenings (click to show/hide)

Note: This is just the world-building thread. When we get ready to kickoff, we're still starting a new thread. The spoilered text still has many questions that need answering.

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