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Messages - CulixCupric

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61
using invaders for !!SCIENCE!! What have you tried or accomplished?

Also share your evil deeds.

62
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 24, 2015, 06:38:36 pm »
is it possible to, and how would i, make a syndrome that applies a creature variation to its target?

63
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 24, 2015, 04:06:47 pm »
if a citizen in your fort can use this interaction...

Code: [Select]
[INTERACTION:CASTSPELL_ANIMATE_DEAD_LESSER]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:30:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

would it create a psuedo-zombie, that would act like it did when it was alive, and be able to be assigned labors it was a former citizen?

64
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 24, 2015, 12:38:46 am »
What are good ways of making multiple genders caste unique? I think i want my impish beings to have very many, 25 actually...

65
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 23, 2015, 10:03:28 pm »
I think that's a tester. I don't quite remember if they'll succesfully dig with it even if the skill is not there.
I made a shovel weapon. it uses mining as it's skill. I will test it later.
Spoiler (click to show/hide)
Is it possible with personalities to have a median that isn't a true median, like with these?
Code: [Select]
[PERSONALITY:TOLERANT:0:25:100]
[PERSONALITY:TRUST:0:25:100]
[PERSONALITY:ACTIVITY_LEVEL:25:75:100]
[PERSONALITY:ANGER_PROPENSITY:25:75:100]
[PERSONALITY:HATE_PROPENSITY:25:75:100]
[PERSONALITY:ENVY_PROPENSITY:0:75:100]
[PERSONALITY:STRESS_VULNERABILITY:0:25:100]
[PERSONALITY:VIOLENT:25:75:100]
[PERSONALITY:IMMODERATION:50:75:100]

66
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 23, 2015, 09:35:35 pm »
If I place an item in an entity using the [DIGGER] token instead of [WEAPON], will they dig with it, or will it just make it appear on the digging tools embark screen?

EDIT:(mostly)  finished tileset for my impish race, and I made the graphics txt for it.
Spoiler (click to show/hide)

67
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 22, 2015, 09:02:29 pm »
several questions.

1. What ways and methods do you use to keep tokens organized inside your raw files?

2. are there possible ways to add alternatives to coffins for burial/corpse disposal?

3. would hand carts (see spoiler) be too over powered? can I improve it to be more balanced with wheel barrows?
Spoiler (click to show/hide)

4. opinions on adding silk reed plants and varieties of above ground mushrooms? ways to make each mushroom type unique instead of all being reskins?

5. is it possible to make it so embarking with a non-dwarf civ in fort mode, that it lists things other than 'dwarven history', 'mountainhome' etc? basically custom embark stuff?

6. can a creature caste have both [MALE] and [FEMALE]? how does it effect reproduction? can there be another caste with [NO_GENDER] within the same creature?

7. what are the possible concequences of a creature having [HOMEOTHERM:10015] ?

8. if one caste is smaller than another and their civilization has access to certain weapons, and one doesn't meet the size requirements, they can't weild them regardless of the civilizations access to them, correct?

9. I am working on another creature, these impish beings. I am trying to work out their body size and height broadness tokens. for reference, they are 1 foot wide and 1 to 2 feet tall, similar to the miniblins from the zelda windwaker game in size/stature. would this be correct?
Code: [Select]
[BODY_SIZE:0:0:2500]
[BODY_SIZE:1:168:13500]
[BODY_SIZE:12:0:55500]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:50:50:50:50:50:50:50]
[APP_MOD_IMPORTANCE:500]

10. would the impish creatures be unable to wield weapons that they don't meet the size requirement for, but still make them?

68
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 21, 2015, 05:27:26 pm »
Another question, is it possible for equipped gear to provide stat boosts?

It's been a while since I've modded, so I'm not really up to date on what all's changed.
It's possible you could use dfhack scripts to attach a temporary non-contagious syndrome on item equip.

69
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 21, 2015, 08:49:16 am »
this reaction won't show up in the workshop, and it is permitted in the entity file. what's causing this to not show up? is there an error in the reaction?

Code: [Select]
[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

edit: also, is there a way i can make it so i can choose what metal to use when i give the task in-game?

As far as I know, no you cannot make a generic reaction a propose what to use for it (unless you micromanage stockpiles; Make small bar stockpile near workshop, stockpile only can hold your desired metal types, can also take from gunpowder stockpile)

You can limit what kinds are actually used by using [REACTION_CLASS:<custom tag you make>] in the material [INORGANIC:COPPER and/or LEAD] and then applying that [REACTION_CLASS:xxx] to your reagent, that will drop the range of metals to use.

EDIT:
Also the file the reaction in starts with:
reaction_xxxx.txt for the filename
and the head in the file is
reaction_xxxx

and has

[OBJECT:REACTION]

before the reaction definitions?

yeah, this is the only reaction in the file that isn't working. whole txt:

Code: [Select]
reaction_culix_other

[OBJECT:REACTION]

[REACTION:COLLECT_SEEDS_TO_BAG]
[NAME:harvest seeds]
[BUILDING:FARMER:CUSTOM_D]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[UNROTTEN]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:3:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:PLANT]

[REACTION:BURN_THE_BODIES]
[NAME:cremate corpse]
[BUILDING:SMELTER:NONE]
[REAGENT:corpse:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:BURN_THE_PLANTS]
[NAME:burn plants]
[BUILDING:SMELTER:NONE]
[REAGENT:plants:8:PLANT:NONE:NONE:NONE]
[PRODUCT:100:4:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:BURN_THE_BUGS]
 [NAME:burn dead vermin]
 [BUILDING:SMELTER:NONE]
 [REAGENT:vermin:5:REMAINS:NONE:NONE:NONE]
 [PRODUCT:20:1:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
 [SKILL:SMELT]
 [AUTOMATIC]

[REACTION:CREATE_CLAYSTONE_STONE]
[NAME:create claystone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CLAYSTONE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_SANDSTONE_STONE]
[NAME:create sandstone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:SAND]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SANDSTONE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_SILTSTONE_STONE]
[NAME:create siltstone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:SAND]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SILTSTONE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_QUARTZITE_STONE]
[NAME:create quartzite]
[BUILDING:KILN:NONE]
[REAGENT:sandstone:1:BOULDER:NONE:INORGANIC:SANDSTONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:QUARTZITE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_GRAPHITE_STONE]
[NAME:create graphite]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:coal:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:GRAPHITE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_ASH_GUNPOWDER]
[NAME:create gunpowder]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:saltpeter:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:sulfur:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:SMELT]

[REACTION:CREATE_WEAPON_RIFLE]
[NAME:create infantry rifle]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:900:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:50:WEAPON:ITEM_WEAPON_RIFLE_INFANTRY:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

EDIT: also my fullplate armor doesn't show up in forges, and the entities have [ARMOR:ITEM_ARMOR_FULLPLATE:COMMON] and its also happening for    [WEAPON:ITEM_WEAPON_CROSSBOW_HEAVY] , however [SHIELD:ITEM_SHIELD_TOWER] is working just fine.

70
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 21, 2015, 04:12:05 am »
You're not applying it to a game in progress, are you?
No, it was there during world gen.

71
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 21, 2015, 03:05:18 am »
this reaction won't show up in the workshop, and it is permitted in the entity file. what's causing this to not show up? is there an error in the reaction?

Code: [Select]
[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

edit: also, is there a way i can make it so i can choose what metal to use when i give the task in-game?

72
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 20, 2015, 02:10:48 pm »
no way to make new fuel other than something that can be turned into:
COAL:COKE
or
COAL:CHARCOAL

so you could have something that can be processed into either or, like "Crude Oil" + Water + Fuel > 3 Coke or something just a rough example

this is what i threw together last night to use until i can find an alternative...

Code: [Select]
reaction_culix_fuel

[OBJECT:REACTION]

[REACTION:REFINE_FUEL_BAR_ALCOHOL] ethanol
[NAME:refine alcohol]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_A]
[REAGENT:alcohol:150:DRINK:NO_SUBTYPE:NONE:NONE]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[CONTAINS:alcohol]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:charcoal:750:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_PLANT_OIL] biodiesel
 [NAME:refine oil]
 [BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_O]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[UNROTTEN]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[CONTAINS:oil]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_TALLOW] biodiesel
[NAME:refine tallow]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_T]
[REAGENT:tallow:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_BONE] bonemeal briquettes
[NAME:refine bonemeal]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_B]
[REAGENT:bone:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:NONE]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_CLAY] clay/peat briquettes
[NAME:refine briquettes]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_C]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:4:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
 

73
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 20, 2015, 01:26:24 pm »
Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .
yeah. i wish [CE_ADD_TAG] would allow any creature tag to be added instead of having to transform them into a creature with [HOMEOTHERM:99099]. it would result in endless possibilities.

How do I contain magma made in a reaction safely, and then release it or change the output square?

I don't think the HOMEOTHERM works as making the creature explosive since the implementation of tissues and materials if it does carry on.

Also I believe you make the workshop out of magma safe materials, run the reaction to produce misc_liquid of INORGANIC:NONE make a bunch of it then deconstruct the workshop to release it, hopefully the poor worker is fast enough to book it out of there. One person that can Answer this better than I would be Meph as I believe he's done it more than I have (I did  it once when the SCIENCE! was happening) there was also something else regarding using minecarts where it would take from the workshop and be dumped into the minecart and then it would be pushed to it's target location and dump it.
I will look into it. also, is it possible to mod in new fuel?

74
DF Dwarf Mode Discussion / Re: Help with a Fortress name.
« on: September 20, 2015, 12:56:53 am »
Battledcloister
Knightbastion
Plainabbey
etc...

just start poking (R)andom name until you see something you like.

75
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 19, 2015, 11:44:43 pm »
Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .
yeah. i wish [CE_ADD_TAG] would allow any creature tag to be added instead of having to transform them into a creature with [HOMEOTHERM:99099]. it would result in endless possibilities.

How do I contain magma made in a reaction safely, and then release it or change the output square?

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