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Messages - Meph

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18136
Food and drink wont work, because of stack size and quality modifiers. I can only take single items, that are not crafted. As in: cant be superior, masterwork, fine crafted... and so on.

Rought metal ideas:
New building: Arc Furnace and *Magma Arc Furnace

WEAPON-ARMOR-GRADE
Damast steel - same as steel
uses ore of iron (6) for one bar
no flux needed
needs magma
smelts to bars
(an alternate way of steel production)

Mithril - super light, bit weaker then steel
Small clusters, deep in the earth.
Smelt to bars

Coarse Slade - super heavy, bit weaker then steel.
Veins and small clusters, only inside of slade. You might find an entry point through it.
Enviroment spec stone:slade
Smelt to slade bars

Titanium - light and valuable, better then steel.
take existing titanium bearing stones
Grind to powder
Smelt powder to bars

Wolfram - heavy and durable, better then steel.
take existing wolfram bearing stones
Grind to powder
Smelt powder to bars

Cobalt - medium, between bronze and iron
take existing cobalite stone
Ore of cobalt
Smelt to bars

NON-WEAPON-ARMOR-GRADE
Chrome - valuable
take existing chromite
ore of chrome (3)
smelt to bars

ALLOYS
diluted adamantine
less valuable then adamantine
slightly worse in armor/weapons
Needs: 1 adamantine bar
Produces: 3 diluted adamantine bars (maybe just two ?)

stainless steel
morevaluable then steel
slightly better in armor/weapons
Needs: 1 steel bar, 1 chrome bar
Prodcues: 2 stainless steel bars (maybe just one ?)

mirror platinum
More valuable then platinum
Needs: 1 platinum bar, 1 chrome bar
Produces: 2 mirror platinum bars (maybe just one ?)

rose gold(new)
More valuable then gold
slightly better in armor/weapon
Needs: 1 gold bar, 1 copper bar
Prodcues: 2 rose gold bars (maybe just one ?)

sterling silver
more valuable then silver
slightly better in armor/weapon
Needs: 1 silver bar, 1 copper bar
Produces: 2 sterling silver bars (maybe just one ?)

white bronze
more valuable then bronze
slightly better in armor/weapon
Needs: 1 bronze bar, 1 copper bar
Prodcues 2 white bronze bars (maybe just one ?)

EDIT: My new TODO list. Quite long and will take a while. If anything is missing, or you have another idea to add, feel free.
Spoiler (click to show/hide)

18137
Valid buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, and any custom buildings.

You can add unlimited reactions to each of those.

You can add unlimited custom workshops and furnaces (only difference is that furnaces require architecture and are under the: b-e submenu, same as smelter and forges)

You can add unlimited reaction to each of these new buildings.

Keep in mind that only 15 reactions are portraied, before you have to scroll down to a secong page in the workshop. This makes workshops with 15,30,45 (and so on) reactions handy.


And what I meant with a lot of work, regarding the workaround to remove the old reactions from the game: You would have to redo every item, reaction, inorcanic mat, material template, tissue template and anything else I can think of for this. AND you would have to old buildings still in the game, just without the ability of using them. It would be very non-economical, a poor solution that requires a vast amount of time. I only mentioned it, because it would theoratically be the only way.

I'd love to help, but currently I have my hands full with my own, unfinished, mod.

Best of luck though :)

18138
I usually train on wildlife. As soon as one group of animals is eridaced, a new one appears. Trains a lot faster then barraks/demonstrations, and is not as cheaty as a danger room. slight injuries might occur though.

@darkflagrance: got your PM, thanks.

@rephikul: how did you disable danger rooms ? Removing training spears ?

18139
I sent you a PM with some reaction concerning your buildings and mechanixs buildings.

EDIT: About the announcement settings you were looking for:
Check data/init/announcements.txt and look for these lines:
[DIG_CANCEL_WARM:A_D:D_D:P:R]
[DIG_CANCEL_DAMP:A_D:D_D:P:R]

They handly to pause on warm and damp stone. Change them to whatever you want, you have enought templates in that file ;) Mining will be a lot more dangerous without those... aquifers would have no warning, and kill fortresses without mercy ;)

Also, just for fun:

Sausages:
Add this to the animal parts you want in your sausages:
[MATERIAL_REACTION_PRODUCT:GROUND_MAT:LOCAL_CREATURE_MAT:GROUND_MEAT]

Add to entity:
   [PERMITTED_REACTION:MAKE_SAUSAGE]
   [PERMITTED_REACTION:GRIND_MEAT]

reaction:
Spoiler (click to show/hide)

material template:
Spoiler (click to show/hide)

inorganic:
Spoiler (click to show/hide)


18140
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 29, 2012, 11:04:19 pm »
Thanks once more.

I also encountered a little problem with fossil reactions, and the wiki does not help much. These one should create a bone, a skull, a horn and a shell. But they crash the game, and the error-log says that the inorganic material is missing.

raws:
Spoiler (click to show/hide)

Is it correct that there are no materials tokens for these four items ? If yes, I will make 4 custom inorganic mats, that have to necessary material reactions, or tags. (hope that works)

18141
I second this, will test it, and add it, if all works as excepted :)

Thanks to both of you, you will be credited, of course.

18142
DF Modding / Re: Fixable Bugs / Removable Exploits / Workarounds LIST
« on: January 29, 2012, 10:47:50 pm »
Yes, this is amazing. I added it into my mod, and remade all the material sizes around it. I noticed while testing that even furniture, like doors, statues, cabinets, all those need more bars (mostly 3) now.  If you melt these objects, you get only one metal bar however.

Luckily the prodcut dimension in the reactions (150 for one bar, 10000 for cloth and so on) is not influenced by this.

This should be added to profits great modding list. Such a simple thing, compatible with every version. Hope that the next DF version does not kill this ;)

18143
Mod Releases / Re: Automaton Fortress (3.0)
« on: January 29, 2012, 10:25:31 pm »
Adamantine would be too strong. Steel is very strong already, anyway. Most invaders wont be able to take those out.


I just made an automaton for my mod. If you want you can have the raws. They have cs-gas as blood (steampunky) and when they die, explode in a bright flash that renders units around it unconscious for a short time.

Same goes for landmines, turrets, golems, hydraulical fluid, any contruct, techy thing I made, feel free to have a look.

A new idea for the mod:
Add tasers.

Would use ammo that get embedded in the body a lot (have a look at the item_ammo_guns.txt in my mod) and make the ammo out of a material that melts at body temperatur. Give it a syndrome that fits a taser, like uncounciousness or pain or numbess or vomiting ^^

Add lasers.

Same as above, just with different syndromes, like blisters and pain and bleeding.

Add freezeray/heatray
Material breath attack that causes melting or frostbites. Maybe add those to a rare caste ? Or a rover ?;) (btw love the rovers)

18144
You can add reactions only to a small list of workshops, but create unlimited new ones.

You can only change the vanilla reactions in the reaction_other and reaction_smelter raws. (mostly kiln, soap and smelting)

The only way to alter it is to remove base materials. This is rather radical, but for example: Remove all types of wood.  Add a new tree, that creates an item called logs, with a materail reaction type: make wood, but without the actual WOOD tag. This way, all vanilla reactions that require wood cant be used. Now make a copy of those reactions, with any changes you like (harder,  more complex, and so on) and make those reaction use a material that has the: material reaction type:make wood.

Do the same for stone, gem, metal, ore...

This is a great deal of work. I mean, a colossal amount of work. You would have to alter the other civs as well, otherwise the invaders/traders bring no items.


Another "problem" I see is that most of your proposed changes have no merit for the player.  For example this:
Code: [Select]
One thing I'd like to try is to develope several different methods of preserving meat and fish, so coding ideas for modding in smoking, salting, barrel-brining/pickling, and potting (cooking the meat/fish, then placing it hot in a jug or a jar with herbs, spices, sometimes salt, and covering with either hot tallow, honey, or strong wine or spirits) would be welcome.
Many different, complex ways of making fish. All produce, in the end, the same item. I personally dont see the advantage. The only thing it could be used for is making the reaction more easily aviable on some maps, and harder on others. Like:Frozen fish is easy on a glacier, smoked wish easier in woodland, salting easier in maps with rocksalt...

18145
I am not uploading this yet. I first want to see what people think of the proposed changes, and finish the research lab (or however it will be called in the end, the buildings for megabeast/demon items) and the new metals/alloys.

When this is done I make an update. I am also curious about the new DF version, if it really is just a short time, than I might wait for it. Make a compatible version with the new DF and upload it then.

EDIT: Another thing I will add is a new reaction for the wheelbarrow. For bodyparts. That is about the only item lying around en mass, at least in my testfort. Would collect 10 bodyparts, put it in the wheelbarrow, and move it to the unloading station, preferably next to the crematory. (or make the crematory the unloading station ^^)

18146
Most of the new stuff is not aviable through trading, only by producing or finding it yourself.

I also made all constructs and warbeasts cheaper, 50%. More difficult enemies = more easily aquired allies ;)

18147
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 29, 2012, 08:52:57 pm »
Thanks to both of you.

Second question: In this case I make the reactions favor only one skill.

Third question: I had hoped to freeze the entire body of water. But you say ice mephits freeze it automatically ? Than I could add pets instead, and throw them into the water. A one-way pet, cheaply made. When you say: That part of the pool, do you mean one tile ? Or all connecting tiles ? (3*3) ?

18148
Yeah, you would have to create new reactions for each of those:  helms, gloves, shoes, shields, and pants

Would be awesome if one could add this to the jeweler, instead of the craftsman. They are quite well hidden, you have to scroll to the second page. And stupid me, the armor/weapon mixup was my fault.

The new buildings for my mod (and all the bugfixes) are finished by the way, so If you want to have a look, i could send you some raws in a PM.

18149
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 29, 2012, 08:31:26 pm »
Two quick questions:

Is it possible to use water as a build mat ? I managed to add it, no errorlog, BUT the building cant be built, because apparently I have no water. (as in: I have water, but cant use it to built) Anyone knows a workaround or fix, using buckets full of water maybe ?

If a reaction has multiple labor skills, does it train every possible labor skill ?
Example: Making a cabinet trains masonry, since masonry is needed as labor skill. If I have a reaction that uses axe, spear and sword skill, would it train axe, spear and sword, OR only the one the worker uses for it ?

Ok, make it three:
Is it possible to make a material that freezes water when it comes in contact with it ? I tried a really cold stone, called dry ice, but the only thing that happens is that the watercovering on the stone itself freezes, not the actual liquid around it. Would be great for icetraps.

18150
Ok, got Internet again. This will be a huge post, but stay with me.

@putman: It is a hexedit change in the exe. Following things are fixed: Crystal glass, wagons, magmasafe(was formerly only firesafe) and material size (as in: statues need 3 bars and so on)

@se5a: Ah... yes, that might be it, they get constantly paralyzed for 5 secs. I thought the syndrome would only affect them once for each time they are exposed to it. I WILL change it.

@ifeno: Thanks, will be fixed. Edit: Is fixed.

@gearheart: I actually never chain them, since they dont move much anyway. I will do more testing, although I usually test in the arena. I will try in fortress mode with chains. :)

@prologue: GUI is less then one mb, but I can leave out the utilities. BUT the GUI might produce error messages, if you want to open the utilities through it. I would remove the PDFs as well, since all info is in the manual now :) I try to upload it and will send you a PM when I am done.

---------------------------------------------------------------------------------------------------
NEW CHANGES:

Cave Fireflies.
Small yellow vermin that you can see even in the dark. (what i mean with this: If you scroll down and see only black, unrevealed stone, it is solid. If you scroll down, and so only black, unrevealed stone WITH little yellow fireflies, then you look at open space. As in: HERE IS A CAVERN) This is a indicator for players to find or avoid caverns more easily.
Here a picture. They move a lot, so they blink. They shouldnt affect FPS, since as vermin they have no pathfinding. If I am wrong, I will make them optional.
Spoiler (click to show/hide)

Complete building overhaul.
15 old buildings out, 5 new buildings in. I hope you like it, it should make a lot of things a lot easier. I removed no reactions, even added a few. Here the new building guide, with every change:
Spoiler (click to show/hide)
Here the proposed research lab (working title) To use the special item drops of megabeasts and demons.
Spoiler (click to show/hide)

Fixed bugs and inbalances.
30 bugs fixed.
Among the major ones: Traders bring wagons. Ammunition mint can now be built. Fortress Defense races can use the bigger weapons now.

Reworked guns.
Rebalanced fighting skills and made it easier to produce guns, ammo and gunpowder. Fixed every bug in the old reactions, added bayonets.
Musket:slow:strong:uses bullets:uses crossbow skill for ranged, uses spear skill for melee
Rifle:fast:strong:uses bullets:uses crossbow skill for ranged, uses spear skill for melee
Flintlock:slow:weak:uses small bullets:uses crossbow skill for ranged, uses dagger skill for melee
Pistols:fast:weak:uses small bullets:uses crossbow skill for ranged, uses dagger skill for melee

Pistols and flintlock pistol can be worn together with shields. All guns can be equiped with bayonets.

New Race: Automatons.
Yep, relentless terminator-like killing machines. Seriously, these guys should be tough, so take care. Are armed with the new guns. Have cs gas as blood and die in a bright flash of light, rendering nearby dwarves unconsious.

Throwing weapons.
Dagger, Axes and Hammers. They use the fitting weapon skill, so even your melee squads might enjoy a bit of ranged combat before they go into the brawl. Just think of roman soldiers, having 3 spears for the first attack, and then using the sword. Same idea here.

Bricks.
For people who like to build constructions in color. The brick oven creates up to 8 different kinds. See picture:

Archeogical System.
Adds 15 types of fossils, some with unique properties. Was great fun setting his up. The point I like most: Old collapsed walls, with deadly traps or treasure chests inside. Also Trex skulls, shark jaws and rusted weapon/armor/ammo bundles, hidden by adventurers long ago.

See picture:
Spoiler (click to show/hide)


FUll changelog (very long):
Spoiler (click to show/hide)

---------------------------------------------------------------------------------------------
None of the above mentioned things is uploaded yet, I want to do the optional new metals and alloys before the next upload. But I finished three of the items from the poll.

I cant get around a working system for different embark races. It is a giant clusterf*ck, because many settings only target the dwarf race. If anyone wants to help, he/she would be very welcome.

Also another stupid idea for the megabeast item drops: An item that can be used to instantly make a dwarf legendary in one skill. I already have the reaction here, it works. :) Just dont have the lore and the best setup for it. You guys think this is a good reward for beast hunting ? One skill maxed out ? I thought it is something different and more interesting, then just items or materials.

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