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Topics - Nate McCloud

Pages: [1]
1
DF Modding / Multiple containers in a reaction?
« on: February 28, 2018, 04:02:55 pm »
I'm trying to create reactions that either require multiple containers of reagents (e.g. 7 buckets of water at my Obsidian Forge for 1 boulder of obsidian) or give multiple containers of product (e.g. 1 ore boulder at my Pulverizer for 2 bags of ore sand). How would I go about this?

Two methods come to mind, but I'm not sure which is correct.

Method 1:
Code: [Select]
[REAGENT:water:3000:LIQUID_MISC:NONE:WATER]
[REAGENT:water container:7:NONE:NONE:NONE:NONE]
[CONTAINS:water]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

Method 2
Code: [Select]
[REAGENT:water 1:150:LIQUID_MISC:NONE:WATER]
[REAGENT:water container 1:1:NONE:NONE:NONE:NONE]
[CONTAINS:water 1]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:water 2:150:LIQUID_MISC:NONE:WATER]
[REAGENT:water container 2:1:NONE:NONE:NONE:NONE]
[CONTAINS:water 2]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:water 3:150:LIQUID_MISC:NONE:WATER]
[REAGENT:water container 31:1:NONE:NONE:NONE:NONE]
[CONTAINS:water 3]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:water 4:150:LIQUID_MISC:NONE:WATER]
[REAGENT:water container 4:1:NONE:NONE:NONE:NONE]
[CONTAINS:water 4]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:water 5:150:LIQUID_MISC:NONE:WATER]
[REAGENT:water container 5:1:NONE:NONE:NONE:NONE]
[CONTAINS:water 5]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:water 6:150:LIQUID_MISC:NONE:WATER]
[REAGENT:water container 6:1:NONE:NONE:NONE:NONE]
[CONTAINS:water 6]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:water 7:150:LIQUID_MISC:NONE:WATER]
[REAGENT:water container 7:1:NONE:NONE:NONE:NONE]
[CONTAINS:water 7]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

EDIT: ...I'm just now realizing that this won't work no matter how I do it, because dwarves won't fill buckets with water to do the reaction, anyway, and there's no vanilla way to store water in buckets...

2
General Discussion / Happy Birthday, Toady!
« on: April 17, 2012, 02:23:49 am »
Topic.

3
DF Modding / Weapon enchantments/weapon-based special attacks
« on: April 07, 2012, 01:54:54 am »
Is it possible in any way to enchant weapons so that, for instance, they become indestructible?

Also, is it possible to attach special attacks to certain kinds of weapons and/or materials so that the equipper can use it? For example, I wanted to create either a special kind of sword, or a special metal that can be made into a sword, that gives the equipper the ability to fire cutter beams at targets.

EDIT: I think I may have answered part of my second question...

4
DF Modding / Idea for potions--but how?
« on: March 28, 2012, 03:20:59 am »
A couple of friends of mine were discussing custom reactions with Alchemy, and one of them suggested creating potions. How would you go about making potions with different effects in the game? One idea that was inspired was a potion to regrow missing limbs.

5
DF Modding / Putting modifications into separate files
« on: March 28, 2012, 01:36:22 am »
I've heard that it's possible to put raw file additions and modifications into separate files so that they can easily be transferred between versions. How would I go about doing that (both making additions and making alterations to existing files through a separate file)? And would I be able to make all the alterations through a single file, or would I have to use a separate file for each type of edit (e.g. separate files for creating new reactions and for adding those reactions to the dwarf race)?

6
DF Modding / Powder state for metals
« on: March 07, 2011, 10:50:56 pm »
I'm trying to make a custom workshop--a Pulverizer--that can be used to pulverize any basic metal ore into two bags of metal powder. I've already changed a line of the basic metals from this:
Code: [Select]
[STATE_NAME_ADJ:ALL_SOLID:metal]
to this:
Code: [Select]
[STATE_NAME:SOLID:metal]
[STATE_NAME:SOLID_POWDER:metal dust]
[STATE_ADJ:ALL_SOLID:metal]

but the wiki says nothing about a [PRODUCT_POWDER] modifier. How do I make sure the metal comes out as a powder? Or is it even possible to add a powdered state to basic metals?

7
DF Modding / Idea for mod that adds uses for power...
« on: March 07, 2011, 05:26:45 pm »
Now, I'm no good at modding, but thanks to the IndustrialCraft mod of Minecraft, I've thought up a few ideas that would utilize power more...

1. Batteries, battery rechargers, and electric workshops/tools. Workshops that would normally use fuel can use units of power stored in a battery instead, and dead batteries can be left in a charging station to recharge. I'm thinking, maybe, one month to recharge each battery? This would be good for people who just find it way too complicated to bring magma up from the magma sea for a magma-powered workshop. Additionally, a new electric workshop could be used to make ore dust out of ores--two dust for each one ore--and each ore dust can be smelted into bars, effectively doubling the metal turnout. Finally, electric tools such as mining drills and chainsaws would use batteries to do the jobs of tools such as picks and axes much, much faster.

2. Same for electric workshops on the first suggestion, but instead of electric power and batteries, simply workshops that use mechanical energy for power. For instance, attach a waterwheel to the side of a forge directly over a river, and voila, no fuel necessary!

3. Power coils! These work like Tesla coils in that they can transmit power wirelessly (or in this case, axlelessly) through the air in a spherical pattern over a certain distance (even through walls!) to a receiver. A repeater can be created by attaching a receiver within range of a powered coil to another coil, essentially extending the range. Good for if you don't want a bunch of axles everywhere, but need to transmit power across a long distance.

How hard would some/all of these things be to mod into the game?

8
For some reason, even though I've made a stone stockpile ~right next~ to a Mason's Workshop that only holds one type of stone, but dwarves who use that workshop insist on traveling much farther to grab some other kind of stone to use rather than just use what's right next to them. So my question is this: How do I restrict the kinds of materials used in a particular workshop without confining a dwarf to a burrow?

9
DF Gameplay Questions / Setting a specific world param (spoilers)
« on: April 12, 2010, 05:32:54 am »
Spoiler (click to show/hide)

10
DF Gameplay Questions / Uses of pipe section?
« on: April 07, 2010, 07:01:13 pm »
Are there any uses of pipe sections besides screw pumps?

11
DF Modding / Custom reaction not showing up
« on: April 06, 2010, 04:14:35 pm »
So I created a new reaction for the Smelter that should allow me to use 10 bars of any metal, 10 logs of any wood, 10 pieces of any stone, and 10 pieces of any gem to make one raw adamantine. I even remembered to put the custom reaction into the dwarf entity file. However, when I move to the Smelter while in q mode, there's a slight lag, and the reaction doesn't show up! There shouldn't be a problem, according to my empty error log...
Code: [Select]
[REACTION:RAW_ADAMANTINE]
[NAME:make raw adamantine]
[BUILDING:SMELTER:NONE]
[REAGENT:A:10:BAR:NO_SUBTYPE:METAL:NO_MATGLOSS]
[REAGENT:B:10:WOOD:NO_SUBTYPE:PLANT_MAT:NO_MATGLOSS:WOOD]
[REAGENT:C:10:BOULDER:NO_SUBTYPE:INORGANIC:NO_MATGLOSS]
[REAGENT:D:10:ROUGH:NO_SUBTYPE:INORGANIC:NO_MATGLOSS]
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:RAW_ADAMANTINE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

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