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Messages - StLeibowitz

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226
Code: [Select]
[OBJECT:PLANT]

[PLANT:WIZARDSBANE_STL]
[NAME:wizardsbane][NAME_PLURAL:wizardsbane][ADJ:wizardsbane]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:5]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:'*'][PICKED_COLOR:1:0:1]
[WET][DRY][BIOME:ANY_WETLAND]
[VALUE:5]
[AUTUMN][SUMMER]
[FREQUENCY:25]
[CLUSTERSIZE:5]
[PREFSTRING:soft luminescence at night]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:5]
[SEED:wizardsbane seed:wizardsbane seeds:0:0:1:LOCAL_PLANT_MAT:SEED]

[PLANT:STINKWEED_STL]
[NAME:stinkweed][NAME_PLURAL:stinkweed][ADJ:stinkweed]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:'$'][PICKED_COLOR:6:0:1]
[WET][DRY][BIOME:NOT_FREEZING]
[VALUE:3]
[AUTUMN][SUMMER]
[FREQUENCY:45]
[CLUSTERSIZE:5]
[PREFSTRING:pungent aroma]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:3]
[SEED:stinkweed seed:stinkweed seeds:6:0:1:LOCAL_PLANT_MAT:SEED]

[PLANT:CALMROOT_STL]
[NAME:calmroot][NAME_PLURAL:calmroot][ADJ:calmroot]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:';'][PICKED_COLOR:3:0:0]
[WET][DRY][BIOME:ANY_WETLAND]
[VALUE:3]
[AUTUMN][SUMMER]
[FREQUENCY:45]
[CLUSTERSIZE:5]
[PREFSTRING:calming tea]
[PREFSTRING:anaesthetic properties]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:3]
[SEED:calmroot seed:calmroot seeds:3:0:0:LOCAL_PLANT_MAT:SEED]

[PLANT:NUMWORT_STL]
[NAME:numwort][NAME_PLURAL:numwort][ADJ:numwort]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:231][PICKED_COLOR:0:0:1]
[WET][DRY][BIOME:NOT_FREEZING]
[VALUE:3]
[AUTUMN][SUMMER]
[FREQUENCY:45]
[CLUSTERSIZE:5]
[PREFSTRING:calming tea]
[PREFSTRING:anaesthetic properties]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:3]
[SEED:numwort seed:numwort seeds:3:0:0:LOCAL_PLANT_MAT:SEED]

[PLANT:CINNAMON_STL]
[NAME:cinnamon][NAME_PLURAL:cinnamon][ADJ:cinnamon]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:6]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1008]
[PICKED_TILE:232][PICKED_COLOR:4:0:0]
[WET][DRY][BIOME:ANY_FOREST][GOOD]
[VALUE:6]
[SUMMER][SPRING]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:light-absorbing aura]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:6]
[SEED:cinnamon berry:cinnamon berries:1:0:0:LOCAL_PLANT_MAT:SEED]

[PLANT:SHADOWCAP_STL]
[NAME:shadowcap][NAME_PLURAL:shadowcaps][ADJ:shadowcap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:6]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1008]
[PICKED_TILE:232][PICKED_COLOR:1:0:0]
[WET][DRY][BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:2:3]
[VALUE:6]
[AUTUMN][SUMMER][SPRING][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:light-absorbing aura]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:6]
[SEED:shadowcap spawn:shadowcap spawn:1:0:0:LOCAL_PLANT_MAT:SEED]

[PLANT:BLOODSTALK_STL]
[NAME:bloodstalk][NAME_PLURAL:bloodstalks][ADJ:bloodstalk]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:6]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1008]
[PICKED_TILE:152][PICKED_COLOR:3:0:0]
[WET][DRY][BIOME:ANY_DESERT]
[VALUE:6]
[SUMMER][SPRING]
[FREQUENCY:30]
[CLUSTERSIZE:5]
[PREFSTRING:vein-like appearance]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:6]
[SEED:bloodstalk seed:bloodstalk seeds:0:0:1:LOCAL_PLANT_MAT:SEED]

The alchemical herbs and spices and fungi - the easier-to-acquire (and make) ingredients for the incenses. They're scattered pretty well, I think - most aboveground, one in the deeper caverns, one only in good forests, one only in deserts, and two only in wetlands, plus two that can grow anywhere that isn't coated in inch-thick ice year long.

The reactions I've made so far:

Code: [Select]
[OBJECT:REACTION]

## Incense-ivizing ##

[REACTION:MAKE_NUMBING_STL]
[NAME:Mix numbing incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_N]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:B:1:PLANT:NONE:PLANT_MAT:CALMROOT_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NUMBING_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:NUMBING_VOLATILE] Chance of leak; keep animals far away!
[SKILL:ALCHEMY]

[REACTION:MAKE_BLOODLETTING_STL]
[NAME:Mix bloodletting incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_SHIFT_B]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:B:1:PLANT:NONE:PLANT_MAT:BLOODSTALK_STL:STRUCTURAL][UNROTTEN]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:NUMWORT_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BLOODLETTING_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:BLOODLETTING_VOLATILE] WELL away
[SKILL:ALCHEMY]

[REACTION:MAKE_BLINDING_STL]
[NAME:Mix blinding incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_B]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:SHADOWCAP_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BLINDING_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:BLINDING_VOLATILE] Urist McUnluckyKitty cancels catsplosion: cannot see mate
[SKILL:ALCHEMY]

[REACTION:MAKE_HASTE_STL] Make haste, make haste! Hurry! Get inside! That crazy alchemist from next door is coming this way!
[NAME:Mix hastening incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_H]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:B:1:PLANT:NONE:PLANT_MAT:WIZARDSBANE_STL:STRUCTURAL][UNROTTEN]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:CINNAMON_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:HASTE_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:HASTE_VOLATILE]
[SKILL:ALCHEMY]

Paralysis and Stoneward both need basilisk tears, which I've not added yet, so I haven't created their reactions quite yet. All proceeds smoothly.

Well then. I should have known you guys would not let me known. Not bay forum. :)

It was wholly accidental, I can assure you, but it works out nicely :D

227
No, the Aeshnidae are benign and content to buzz around diving at vermins. Bandits moths aren't aggressive, either - they're gentle, larcenous giants, who will flee in terror at the hurling of a halfling's rock.

228
The world is filled with giant insects thanks to me, I'm also working on alchemical "incense" gas stuff and Bioshock Infinite-style Vigors.

Mastahcheese made wizards, seems to be working on some form of outsider civilization, and created the much-lamented Tarnish Stalk plant, which will soon be a fuel (I think). Booze now causes drunkenness and hangovers for the uninitiated.

Laula populated the underground with many types of stone, and the Pale Rider.

That's the highlights as I recall them.

229
I plan to make them difficult to make, especially paralysis incense because that's like being bitten by a vanilla GCS (tested; it works beautifully :) ). The plant ingredients for the combat ones are rare and expensive, and some will require animal ingredients like Basilisk Tears - which are needed to make stoneward, which lets you safely harvest those by making halflings immune to petrification, so you'll have to make a sacrifice to the basilisk to safely get those.

Using smoking pipes to ignite these at the braziers sounds like a good idea - I'll employ that for the reactions.

EDIT: the only one that should be very easy to make will be the numbing incense; its side effect is dangerous enough in battle (sudden unconsciousness) that it counters the six or so days of nopain it grants. Probably least dangerous use would be a medical anaesthesia.

230
The bloodletting one is intended as a defense mechanism - have a few hobbits running boulders of the stuff out to braziers near the front gate of town to catch thieves and such, or put in pits outside near invaders to gas them. That second one should be made possible by the Blinding incense, so they don't freak out and run away at the sight of the spider-centaurs. Blinding incense confirmed to work, by the way.

Subject 2 from Bloodletting died eventually. One boulder of incense burned seems a good deal more balanced than three, perhaps - less ridiculous-spontaneous-exsanguination and more internal-bleeding-caused-by-poison-gas. He lived long enough that I tried to draw a giant smiley face with his blood by walking in a pattern, but he didn't quite make it.

EDIT: Haste incense works. Could work very well alongside numbing incense to prepare soldiers for battle - speed-demon, nopain halfling clubmen of doom. As long as the battle doesn't last long enough for the side effect of the numbing incense to kick in, that should be a good tactic.

231
Okay, doublepost on the state of Incense Testing:

Numbing Incense: Yep, that worked. Jumped off an arena tower, broke the dummy's everything, summoned a few blocks of volatile numbing incense and he stopped complaining about the pain instantly. Hooray!

Bloodletting Incense: Very erratic. Test Subject 1 bled out in under ten ticks, thanks to everything suddenly bleeding at once, but Subject 2 is being toyed with. Random parts of his body start spraying blood for a few ticks or so and then just stop. May have to do with dosage - 1 had three boulders, 2 had only 1.

232
Also, I just recently finished bioshock infinite as well, and holy shit. I don't think a video game will ever blow my mind so completely as that.

Agreed wholeheartedly :D

233
You called?

EDIT: Got the save. Noticed my status in OP - "Probably Didn't Get Foot Chopped Off By Kobold". I am amused.

234
So, I decided to start working on an alchemy thing. Basically, you mix ingredients at an alchemy lab and create a boulder of a certain incense, which you then burn at a brazier - turning it into a volatile version that explosively boils and spreads a syndrome.

Spoiler (click to show/hide)

Since I just finished Bioshock Infinite, I was also considering adding Vigor-like potions in that would allow the drinker to perform an interaction (such as hurling a fireball), and I have an idea for abusing werecreature-ism to make a healing potion, too. Plus, I'll need to add some new creatures and plants to supply ingredients. I'll post it as a separate download from my raws once I've got everything working :)

EDIT: Also, how fares the tarnish-stalk-as-a-fuel thing?

235
We're going to have to make tarnish stalks obscenely useful - past just being an easy fuel source and dirt cheap - to justify ever even scrolling over them in the trade interface, much less farming them. Maybe make them required in some kind steel-like metal production, too, for fun :)

236
Make the reaction produce a boulder that evaporates, to give the smoke a syndrome too! That way every single form or part of the Tarnish Stalk will be toxic in some capacity. Have it bruise the inhaler's lungs or something and make them cough blood - there's no way in hell burning something like that would be harmless.

237
...if the interior bit of a wormy has a syndrome fluid inside like the steam in the Masterwork "automatons", that creates 2 wormies as a reaction to being let out, you could certainly have fun with exponential wormie progressions that may be fun until you get FPS death.

Holy shit, that'd be awesome. Doubt it's possible, but I'm still new at this stuff, especially interactions (copy-pasted the vampire reactions from these raws to my own personal raws and somehow broke it irreparably while tweaking).

238
DF Modding / Re: Making loam gatherable for compressed earth blocks
« on: July 20, 2013, 12:19:32 am »
Off the top of my head, I can think of a way to make that happen - give the SOIL_SAND token or whatever to all the soil types you want blocks to be made of, and then specify those specific inorganic materials in the reaction to make the blocks. I believe the sand/clay gathering behavior is hardcoded, though.

EDIT: Probably give the clay token instead, so you can't turn dirt into glass.

239
That's a mistake on my part, if one without much effect. And here I was, thinking my raws were good now :(

Sadly, the way DF bodies work, bisecting a creature with the wormy body plan would just kill it.


It'll work.

Wait, woah - what? You can bisect a wormy and it will just keep on ticking?  :o Or were you referring to something else entirely?

240
every part but the eyes.

That's so they can see the cold desperation of their situation and marvel at the lovely patterns of thickening ice on their exoskeleton as winter comes to claim them as its own :D

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