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DF Modding / Re: What's going on in your modding?
« on: January 23, 2023, 08:13:24 pm »
I'm attempting to make a smallish mod adding in a few fantasy metals that behave in unusual ways, and I've run into a few issues that aren't huge but they really bug me. One of the metals is orichalcum, and it is supposed to be an alloy that you can extract into thread similar to adamantine. However, being an alloy it is created in ingot form and it seems that only the ingots can be used to make cloth objects, with the actual thread and cloth being useless. I've tried both [THREAD_METAL:ORICHALCUM:100] and [STOCKPILE_THREAD_METAL], individually and at the same time. Also, another metal is an alloy comprised, in part, of adamantine. Will adding [DEEP_SPECIAL] to a pure metal cause issues, and is there any other way to keep civilizations from using it without that tag?

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DF Modding / Re: Advanced Materials Mod
« on: January 17, 2023, 03:54:11 pm »
Oh! I've actually thought about the same concept but with titanium. The reason it wasn't used until recently in real life is because refining it requires electrolysis and some other weird chemical reactions just like aluminum. I don't know if any actual ores of titanium appear in dwarf fortress, but it'd be very interesting to see it used. Also, I like the general idea of being able to get unique metals or lots of rare metals through a more complicated process, so I'm excited to see where this mod goes!

The electrolysis rabbit-hole goes very deep...

Right now I am working on figuring out a good way to incorporate the electrolysis into the production chain, with a few options:
Option 1:
-Add reactions to pre-existing workshop(s), with appropriate resource expenditures.
-Possibly have Zinc & Copper blocks as both reagents, as well as products.
(I believe this is more in the spirit of Vanilla DF)

Option 2:
-Create a separate electrolysis workshop, and (possibly) along with a dry-cell voltaic pile "workshop" and have the reactions occur there.
(This option seems to be worthy of a separate extension mod, instead of a "Vanilla Expanded" style mod)

Furthermore, many of the products of electrolysis are gases. At this point, reacting base game materials can give (off the top of my head) Hydrogen gas, Oxygen gas, Chlorine gas, and Sodium Metal.

I was thinking of making the gas products capturable in bladders made of intestines/stomachs/etc. (produced as a separate recipe). Would these products be good as new resources, or should the gases just dissipate?. Using bags of exploding/toxic gases as throwing weapons could be F U N.

As far as the asbestos goes, contrary to what is said on the wiki, I can think of no reason that a dwarven strand extractor "can't do that". https://dwarffortresswiki.org/index.php/DF2014:Hornblende
For now I am thinking of fire resistant clothing that gives a cancer-like syndrome.

Thoughts?
The game does already have the screw press, a small specialized workshop that's used for only a few reactions. A crude voltaic cell could behave similarly. Perhaps it could be made out of zinc, copper, and some exotic extract from a cavern plant? I don't know the exact properties of acid you need to make one work, but a fantasy plant could probably be a good source for it. I do wonder if it's possible to have gasses build up in an enclosed area, if so dealing with leaking chlorine gas before it builds up enough to melt your dwarf's lungs could be an interesting challenge. Perhaps have the reaction turn the ores of aluminum and titanium into a smeltable material in exchange for the dangerous byproducts?

Also, as for the asbestos, I love the idea of giving strand extractors something useful to do beyond the very late game. I don't think there's a way to simulate cancer with a solid material, but dwarves can already drink out of lead mugs with no ill effects so it might stand to reason that they're also immune to the negative effects of asbestos.

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DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 16, 2023, 11:37:51 am »
They do, and I'm totally sure why. I think it's related to the monthly transformation cycle and having an attack that spreads the curse, but I've not seen anything pointing to anyone else transforming.
I suppose I'll try to give them each of those things, and see if either or both are able to fix the issue. I do like the idea of drinking angel blood or tears turning you into an angel anyway.
Alright, I've tested them both and neither seemed to work. The wiki implies that it might be because of the NIGHT_CREATURE_HUNTER tag on werebeasts, because that causes a fair few of their other behaviors. I can't add that to any generated creatures, though, and I don't really want to add that behavior anyway. I think just having them be immortal and transform on showing up will work ok, they still seem to usually live through worldgen despite technically being normal people aside from immortality. Though if someone finds a way to force a transformation in worldgen, I would love to hear about it.

4
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 16, 2023, 10:14:55 am »
They do, and I'm totally sure why. I think it's related to the monthly transformation cycle and having an attack that spreads the curse, but I've not seen anything pointing to anyone else transforming.
I suppose I'll try to give them each of those things, and see if either or both are able to fix the issue. I do like the idea of drinking angel blood or tears turning you into an angel anyway.

5
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 15, 2023, 06:21:58 pm »
Yeah, you can't modify the vanilla raws directly, you have to make a mod in the mods folder. If you then want to change vanilla raws you need to use the SELECT_ and CUT_ tags for the vanilla object you're editing.

The no effect is probably because the transformation doesn't actually take effect in worldgen, only in actual play on the map. They can't inherit immortality from a transformation into an immortal creature anyways. And since the secret itself doesn't give them Immortality, they will still die at or after the set date in their "soul"

Also, to get more gods of particular spheres sometimes it's best to list those spheres as part of an entity or two, so they're guaranteed to be generated by those entities. Especially while trying to test the secret. You can remove them later and rely on random generation of spheres.

As for the gods thing, I've found just adding a bunch of spheres to each secret is a pretty effective solution. There's bound to be at least some with the appropriate spheres. It's good to know the immortality things, but if they don't transform until they show up on the map then how do werebeasts work? Don't they go on rampages during worldgen in their werebeast form?

6
DF Modding / Re: Advanced Materials Mod
« on: January 15, 2023, 06:05:21 pm »
Oh! I've actually thought about the same concept but with titanium. The reason it wasn't used until recently in real life is because refining it requires electrolysis and some other weird chemical reactions just like aluminum. I don't know if any actual ores of titanium appear in dwarf fortress, but it'd be very interesting to see it used. Also, I like the general idea of being able to get unique metals or lots of rare metals through a more complicated process, so I'm excited to see where this mod goes!

7
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 15, 2023, 04:26:01 pm »
I've managed to solve my issue of secrets not spawning at all, I've been testing on the steam version of the game and for some reason uploading the mod to the workshop and downloading it from there fixed it. I suspect that adding modded files to the vanilla folders directly doesn't work on that version and that instead they need to go in the installed_mods folder.
I have, however, run into another strange issue. I've made some other secrets as part of the same project that transform those who learn them, but despite people learning them in worldgen nothing seems to happen. It just gives the line and the person goes on to die of old age anyway.
Here's the new bugged secrets:
Spoiler (click to show/hide)

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DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 14, 2023, 04:30:12 pm »
Hello! I've been trying to make some secrets, but I've run into a very fundamental issue: they don't seem to show up at all in the worlds I generate. I've tried setting number of secrets to 1, but it's still just regular necromancers. Is there something I'm missing?

Test setting secrets in advanced world gen to 0 (this disables generated necromancers, but your own secrets/interaction should continue to work) and perhaps give a entity/civ [RELIGION_SPHERE:OCEANS] to increase chances of a ocean god existing.

Generate a world and check Legends for any slabs and their history.

I've actually tried setting it to zero too, but that didn't generate anything at all. I thought it prevented people from looking for secrets completely. Checking for slabs has been my main method of looking to see if it worked, there are usually a lot right near the start of the legends mode list. I'll check gods, but I've generated like a dozen worlds and I find it hard to believe that none of them had any ocean gods.

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DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 14, 2023, 04:11:35 pm »
Hello! I've been trying to make some secrets, but I've run into a very fundamental issue: they don't seem to show up at all in the worlds I generate. I've tried setting number of secrets to 1, but it's still just regular necromancers. Is there something I'm missing?

Here's the secret:
Spoiler (click to show/hide)

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