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Messages - TerminatorII

Pages: 1 ... 15 16 [17] 18 19 ... 25
241
DF Modding / Re: Metal Mod v0.1 released
« on: May 10, 2008, 08:54:00 am »
v.0.1b is released all know problems with earlier releases are FIXED!! WHOO!

mod is stable and totaly incompatiable.
please give it a try and let me know any problems.


242
DF Modding / Re: Metal Mod v0.1 released
« on: May 09, 2008, 10:35:00 pm »
@Sean Thanks! Ill fix that tomorrow and release v.0.1b then.

Cheers!

TerminatorII


243
DF Modding / Re: Metal Mod v0.1 released
« on: May 09, 2008, 10:34:00 pm »
v.0.1 was buggy. I thought I had the problem licked (up too late lol) and released it before crashing. Most(90%) of the new reactions did not appear and all old reactions were there.

v.0.1a fixes this (I hope) no metals are "doubled" instead existing metal tasks are replaced with the new ones. Thus allowing new metal amounts to be generated for all types of metals, and not confusing the player.

The way I fixed the problem (without replacing all old metal ore/stone types was by removing the [METAL_ORE:XXXX] tag from matgloss_stone_mineral and under reaction_metalmod using stone instead of ore tags. This to my befuddled eyes appears to have solved the problem.


Note: Install mod, generate new world. It "SHOULD" work. please post if it doesn't


244
DF Modding / Metal Mod v0.1 released
« on: May 08, 2008, 08:16:00 pm »
I have uploaded a preliminary release of my Metal Mod on DFFD

please check it out and post comments questions and errors here.

I also have uploaded my 1280x800 tileset. (no fancy pics just large) It also includes my customized performance 1280x800 init file.


:D Have fun!


245
DF Modding / Re: Metals n' shit
« on: May 07, 2008, 08:32:00 pm »
what reaction did it disable?

246
DF Modding / Re: Metals n' shit
« on: May 07, 2008, 07:25:00 pm »
code:
 
[REACTION:SMELT_DOOMLINITE]
[NAME:smelt doomlinite ore]
[SMELTER]
[REAGENT:4:STONE:NO_SUBTYPE:STONE:RAW_DOOMLINITE]
[PRODUCT:100:4:BAR:NO_SUBTYPE:METAL : DOOMLINITE]
[FUEL]

Change it to this and it should work.


code:
  
[REACTION:SMELT_DOOMLINITE]
[NAME:smelt doomlinite ore]
[SMELTER]
[REAGENT:4:METAL_ORE:RAW_DOOMLINITE]
[PRODUCT:100:4:BAR:NO_SUBTYPE:METAL : DOOMLINITE]
[FUEL]

have fun    :D

[ May 07, 2008: Message edited by: TerminatorII ]

[ May 07, 2008: Message edited by: TerminatorII ]


247
DF Modding / Re: Metals n' shit
« on: May 07, 2008, 07:09:00 pm »
look at the example in my post a few down. It works for new metals to smelt to ore. you have to have the stone with ore tags in matgloss_stone_mineral and the reaction under reaction_whatever  However, I am still puzzled on some aspects of the process so any info you turn up I would like to know.  :D

248
DF Modding / Re: TerminatorII's Metal Mod
« on: May 07, 2008, 07:58:00 pm »
I got it to work. here is the break down:

matgloss_stone_mineral

code:
 

[MATGLOSS_STONE:MALACHITE]
[NAME:malachite][COLOR:2:7:0][TILE:156]
[ENVIRONMENT_SPEC:LIMESTONE:VEIN:100]
[ENVIRONMENT_SPEC:MARBLE:VEIN:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:COPPER:100]
[VALUE:2]


reaction_metals

code:
  

[REACTION:MALACHITE]
[NAME:Smelt MALACHITE to Bars (uses Ore)]
[SMELTER]
[REAGENT:1:METAL_ORE:MALACHITE]
[PRODUCT:100:100:BAR:NO_SUBTYPE:METAL:COPPER]
[FUEL]



This works for all hard codded mineral types.

in the product line the second number is the quantity of product.

[ May 07, 2008: Message edited by: TerminatorII ]


249
DF Modding / Re: TerminatorII's Metal Mod
« on: May 07, 2008, 07:11:00 pm »
[PRODUCT:100:100:BAR:NO_SUBTYPE:METAL:GOLD]


gives 100 bars

[PRODUCT:100:23:BAR:NO_SUBTYPE:METAL:GOLD]

gives 23 bars.

easiest way to get multiple bars.


250
DF Modding / Re: TerminatorII's Metal Mod
« on: May 07, 2008, 11:38:00 am »
my method gives 100 gold bars, but it only works with gold, and coal.


WHY?


251
DF Modding / TerminatorII's Metal Mod
« on: May 07, 2008, 06:56:00 am »
I tried to create my first ever mod with mixed results. If someone with knowledge could look this over and let me know what I did wrong, I would appreciate it.


basically I want to make it possiable to smelt all raw ores into multiple bars. However, the only way to do this (I think) is to use a REACTION. I also wanted to remove old metals so the user of the mod wasn't confused by having 2 smelting tasks for all metals.

so I moddified   matgloss_stone_mineral  

code:
 

[MATGLOSS_STONE:GOLD2]
[NAME:native gold][STONE_NAME:gold nuggets][COLOR:6:7:1][TILE:156]
[ENVIRONMENT:IGNEOUS_ALL:VEIN:100]
[ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:GOLD:100]
[SOLID_DENSITY:19320]
[VALUE:30]


every metal ore got renamed. ( I put a 2 on the end of them all.)

then I added reaction_metal  document with the new reactions in them. All the reactions were similar.

code:
 
reaction_metal

[OBJECT:REACTION]

[REACTION:GOLD]
[NAME:Smelt Gold to Bars (uses Ore)]
[SMELTER]
[REAGENT:1:METAL_ORE:GOLD2]
[PRODUCT:100:100:BAR:NO_SUBTYPE:METAL:GOLD]
[FUEL]


what puzzles me is that though I used this format for all the metal ores only gold works. And I also got coal to work.

code:


[REACTION:COAL_BITUMINOUS]
[NAME:Smelt BITUMINOUS COAL to COKE (uses Ore)]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:COAL_BITUMINOUS2]
[PRODUCT:100:100:BAR:NO_SUBTYPE:METAL:COKE]
[FUEL]



I don't understand what is happening that the other ones fail to work. I think it is probably either a tag or hard code issue.


252
DF Adventure Mode Discussion / Re: Removing weapons stuck in you?
« on: July 28, 2007, 04:49:00 pm »
I once had an axe stuck in my neck.... Ipulled it out after I had already left to the world map and reentered then traveled to the edge of the map. I then yanked it out...

...
...
...
...
...
...

And bled to death before I could move even one square.


253
DF Adventure Mode Discussion / Re: The commands for adventure mode.
« on: April 12, 2007, 11:40:00 am »
I am a little frustrated.


HOW DO YOU PICK UP ARROWS????? I can only seem to get tehm back by pulling them out of corpses if them happen to stick. but what about my other 30 arrows lining the walls of the room?


254
DF Adventure Mode Discussion / Re: lol, a great game, but...
« on: July 10, 2007, 10:24:00 am »
nh just sneak until you are legendary in that, then go stangle a zombie until you are ultra legendary then go kill things with a weapon.  :)

255
There were special Chainmail armors made for stopping arrows. They were usually about 2-3x as "dense" as normal.
Usually this was accieved by making the rings half as big, and instead of overlapping a ring with it's 4 neighbors, it would be interlocked with all 8 of it's neighbors. then riveted closed. Thus, making the armor nearly arrow proof, and also being INCREDIABLY heavy. (80+ lbs)

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