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Messages - Shaostoul

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856
DF Modding / Re: Temperature Modding... (trying to freeze water) Help
« on: April 21, 2010, 04:57:28 pm »
Well it hasn't worked as planned.

I couldn't make dwarfs revert to their normal selves.

Upon embarking with the creatures I made (of fire and ice) although they worked, the fire one set flame to all surrounding grass, the ice one worked great! however it had a tendancy of freezing my dwarfs in water.

I couldn't seem to safely work with the fire one....

Also I could get the temperatures to adjust after the genned world, but oh well.

If anyone has had luck with anything similar let me know? I really don't want to get rid of the aquifers.

857
DF Modding / Re: Water/Ice in a reaction for custom workshop.
« on: April 21, 2010, 04:51:59 pm »
I've tried to get water to show up... effectively through reaction and it's a hassle.

I don't know about ice, I haven't thought about that one actually. If anyone knows that one, that'd be awesome. Also...

I have to go some where at the moment, so I'll try to make sense...

you'd probably want a reaction using a barrel (would be better than a bucket I believe, but I could be wrong) depending what it is for of course.

So something like...

Reaction-a-barrel preserve-reagent empty
product 100 1 water (i forget the tag) to-container a

something like that more or less.

858
DF Modding / Re: Temperature Modding... (trying to freeze water) Help
« on: April 21, 2010, 02:17:33 am »
So I take it you have to regen for changing homeotherm and set_heat........

Well through what I've tested... I've had no luck... well no good luck...

I made two separate beasts.. one ice and one fire...

they both worked great! however.. upon embark they immediately set EVERYTHING in the near vacinity (including dwarfs) on fire. (the ice guys didn't really do anything that I noticed...)

when i was finally able to some how manage to not get my dwarfs to die in the first couple seconds of embark... i made my way down to the aquifer...

The fire guys worked! they made tons of steam and if it were a little more controlled, i might've been able to do what I wanted... maybe... one of the ice ones showed up, encased 4 of the remaining 4 in ice as soon as it stepped onto their level and then the ice one got swept away and plummeted to its death. where it proceeded to create a ring of ice right around it's corpse. (fell in a major river)

the fire one kept steaming away and then some how out of no where, my last dwarf bled to death.

even taking the procaution of adding fireimmune and colddam point to try to counter possible effects... a lot of death was had on my part.

I guess I may have to mod out aquifers to really accomplish what I want.. but I'd really like to keep that aquifer.

Unless someone knows of a way to hack tiles, i think i am done tempting death and dieing...

859
No turtles, lobsters, cave turtles, cave lobsters?

I don't know about latest dwarf fortress, but I think in 40D all it took was as simple as adding the [HAS_SHELL] tag under some creature, but I've heard it's a little trickier now.

I think if your dwarfs ate the turtle it gave you a shell...

860
DF Modding / Re: Temperature Modding... (trying to freeze water) Help
« on: April 20, 2010, 09:05:55 pm »
Yeah, I guess I'll give them a look. Trying to go for freezing temps though, so hopefully I don't run into too many problems.

861
DF Modding / Re: Temperature Modding... (trying to freeze water) Help
« on: April 20, 2010, 08:46:22 pm »
Wellllllllllllllll I just had the most hilarious happening... setting their homeotherm to 5067 causes them to freeze instantaneously upon embark... anywhere.

862
...Are you ADDING that reaction to an existing save? or was it already there?

If you are unsure, add the reagent and product to an existing reaction in the smelter and test it there. (You'll have to remove the current reaction reagent and product)

It's in the Entity_Default and the Reaction_(Something) in the save and in the normal raws?

You could just regen and wait for the remains to pop up if anything and try to remove them then.

863
DF Modding / Re: Temperature Modding... (aquifer work at the moment)
« on: April 20, 2010, 07:22:58 pm »
So I just mod the homeotherm then?

I guess I'll have to play around with it... what if I set the dwarf homeotherm really low? Is there a too low?

This leads me to another question... how long does water take to freeze? Does it have a real high spec heat?

-edit-

the creature edit did nothing that i could see. yes temperature is on.

864
DF Modding / Temperature Modding... (trying to freeze water) Help
« on: April 20, 2010, 05:37:17 pm »
Well I wasn't too sure where to post this and I couldn't find that "little questions" thread, but it didn't quite seem appropriate anyways...

Is it possible to mod a mineral, say like a clay loam wall and have it freeze water on touch and then later re-mod the wall to melt the ice or burst things into flames that come into contact with it?

I'm asking cause I would like to do some slight changes to an aquifer, but I don't have the tools or exact know how to mess with aquifers... effectively.

-edit-

I tried that the mat set temp thing and it didn't seem to boil or freeze water. But I may of done it wrong.

-edit-

I tried with the creature edit and changing the homeotherm, but it appears to be doing nothing, I went from 10067 to 5067.

Yes, I edited the save file too.

865
DF Modding / Re: Fun with trailing dust breath.
« on: April 19, 2010, 04:19:06 am »
I vaguely remember something saying that the dust breath attacks are a little broken. Seems like it acts almost as if it were a hammer hitting stuff and sending it flying.

Oh yeah...

http://df.magmawiki.com/index.php/DF2010:Syndrome

Towards the bottom... physics are wonky with it. Could be a lot of fun and a lot of heartache to get it to act right.

866
DF Modding / Re: BOOM SCHAKALAKA
« on: April 19, 2010, 04:13:29 am »
Hmmm, I don't know about a bridge being built from booze... from coal yes, but booze... especially to where it'd be as explosive as its barrel counterpart.

867
DF Modding / Re: BOOM SCHAKALAKA
« on: April 19, 2010, 12:38:55 am »
Okay so flame bridge on first level and the second level has a stockpile of booze on a retractable bridge (surrounded by walls and ceiling so they just drop down and a door or dump pit above to refill.) monsters get on or near bridge, drop booze?

868
As a heads up with equipment reactions, you will get an unwearable helm for dwarfs. I believe it makes human size equipment. Your safer bet would be to use a metal reaction and then forge the equipment.

I'm not too sure about the selections, it may be hardcoded for a shop like that, I believe the soap maker shop and the smelter, kiln and i think one more are the only "custom" type of workshops, the others most likely have special parameters.

869
What exactly do you mean like regular workshops?

From what I can tell all workshops are practically identical, except with different menu items to build.

You can change how you want a workshop to look as well, there was a really handy program that someone posted, if you look you should be able to find it.

You may have a reagent in your reaction, in that case, I believe you need said reagent for it to appear. That way you don't have a list populated with impossible reactions.

Also, if you're having problems with the reaction show up, make sure it's in the entity file as well, see first page if you don't know what I mean.

Also, if you're modding the files and not regening a world every time, remember, that you have to add it to your saved game folder now as well.

--edit--

side note to everyone, i apologize i haven't been working on this, if you need me to work on a certain reaction type i'll help. however i've gotten myself involved in the new aliens vs predator game, online play turned out to be a total blast, so yeah, i've been playing that, my steam handle is Muug if anyone is interested.

870
No, I believe Magic_Nature might just be a place holder for the time being. It gives the Druid skill.

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