211
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 17, 2012, 09:55:48 pm »
They can be in the same file, they all fall under [OBJECT:ITEM] so it's all good.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
More importantly, he has CASTE:NAME when he should have CASTE_NAME.
Code: [Select][SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[PLUS_TL_GROUP:BY_CATEGORY:EAR:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:TAIL:HAIR]
[TL_COLOR_MODIFIER:BLACK:4:GRAY:4:SILVER:4:WHITE:2:RUSSET:3:BURNT_UMBER:2:DARK_CHESTNUT:1:RUST:3:AUBURN:2:SEPIA:1:BROWN:2:CINNAMON:1:RAW_UMBER:1:CHARCOAL:3:SLATE:GREY:2]
[TLCM_NOUN:hair:SINGULAR]Code: [Select][CASTE:OKAMIMI_MALE]
[CASTE:NAME:okamimi male]
Okay I am working the most Op weapon evar and all it seems to do is dent skin. Tips?
Does the INSULATION tag only protect against cold, or will it make creatures melt more easily in hot enviroments as well?
Ok, last chance before the next release: Does anyone has any idea why this does not work ?
[PRODUCT:100:50:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT][PRODUCT_TO_CONTAINER:container][REAGENT:container:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT] (taken from vanilla "make mead" reaction)[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED]
Is it possible to make thrown weapons for the AI to use? Such as darts, throwing knives/axes, ect.
[ITEM_WEAPON:ITEM_WEAPON_THROWING_GLOVES]
[NAME:throwing gloves:throwing gloves]
[SIZE:200]
[SKILL:THROW]
[RANGED:THROW:HAMMER]
[SHOOT_FORCE:1200]
[SHOOT_MAXVEL:400]
[TWO_HANDED:0]
[MINIMUM_SIZE:10000]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:1000:4000:bash:bashes:NO_SUB:1250]
[ITEM_AMMO:ITEM_AMMO_THROWING_HAMMERS]
[NAME:throwing hammer:throwing hammers]
[CLASS:HAMMER]
[SIZE:100]
[ATTACK:BLUNT:100:2000:impact:impacts:NO_SUB:1000]
[IMPROVEMENT:100:A:GLAZED:MAGMA]
[PRODUCT:100:1:FOOD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[REACTION:REFINE_FOOD]
[NAME:prepare extravagant meal]
[BUILDING:MAGMA_KITCHEN:NONE]
[BUILDING:KITCHEN:NONE]
[REAGENT:target:150:FOOD:ITEM_FOOD_ROAST:NONE:NONE]
[PRESERVE_REAGENT]
[REAGENT:decoration:150:FOOD:NONE:NONE:NONE]
[IMPROVEMENT:100:target:GLAZED:GET_MATERIAL_FROM_REAGENT:decoration:NONE]
[SKILL:COOK]
I thought that improvements would raise the value of an item ? If not, then I have to change it, and produce a new, high value food item. But I would like to keep it in relation to the original value. Any ideas about that ?
The lovely things said by homophobic folks.
I noticed that the buildings I use for this are categorized under WORKSHOP, not SMELTER like I hoped. appearently it is not the needs_magma tag.
And another one: Sould take any 25 bolts and a special gem, and produce 25 of my self made ammo, made of a metal with a syndrome that melts at body temperatur.