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Messages - MrDim

Pages: 1 [2] 3 4 5
16
DF Modding / Re: Definitely not an Elf mod here....
« on: April 28, 2012, 06:05:42 pm »
You're really getting the hang of this! Maybe you should take the "dim" off of your name.

It totally went down like this.


17
DF General Discussion / Re: Oh Snap
« on: April 28, 2012, 06:03:36 pm »
Dark fiend? A night creature. Against a well trained soldier, it's an even fight.

The Dark Fiends in this world are modded into some serious killing machines.

It totally went down like this.


18
DF General Discussion / Re: Oh Snap
« on: April 28, 2012, 04:20:44 pm »
An elf killing things isn't too unusual, but it still doesn't make this Xor any less of a loser. :P

Some crazy world I just genned. Elves and Dwarves are killing all sorts of super megabeasts. In duels.

19
DF General Discussion / Oh Snap
« on: April 28, 2012, 03:55:37 pm »



20
DF Modding / Re: Definitely not an Elf mod here....
« on: April 28, 2012, 02:31:22 pm »
I remember seeing somewhere an elf mod for farm plots that produce wood, maybe you could do the same thing only with finished products.
Linen shirt seeds, wooden table seeds etc.
Then you don't need to hack the wood apart like a damn tree murderer.

Hmmm, thats something to consider. I rather just make a new craftable resource. Or multiple ones with different attributes. Which file lets you mod a minerals attributes? Do all metals have the same effect on weapons? I would like to have a farm that grows special wood, and special plant fiber for crafting. And maybe even have a special farm that grows finished goods. Or maybe have an ultra special farm that grows special wooden steel to be used in the magical blades of fancyness. Oh yeaah~!
inorganic_whatever. No. The ideas sound neat.

Ok, Ill go find out what effects different minerals have on weapons and armors.

EDIT:

[SOLID_DENSITY:7850]
   [LIQUID_DENSITY:6980]
   [MOLAR_MASS:55845]
   [IMPACT_YIELD:542500]
   [IMPACT_FRACTURE:1085000]
   [IMPACT_STRAIN_AT_YIELD:319]
   [COMPRESSIVE_YIELD:542500]
   [COMPRESSIVE_FRACTURE:1085000]
   [COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
   [TENSILE_YIELD:155000]
   [TENSILE_FRACTURE:310000]
   [TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
   [TORSION_YIELD:155000]
   [TORSION_FRACTURE:310000]
   [TORSION_STRAIN_AT_YIELD:189]
   [SHEAR_YIELD:155000]
   [SHEAR_FRACTURE:310000]
   [SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
   [BENDING_YIELD:155000]
   [BENDING_FRACTURE:310000]
   [BENDING_STRAIN_AT_YIELD:73]
   [MAX_EDGE:10000]

Okay, I assume I just found what changes the effects on a weapons quality.

So if I wanted to make my new special wood material, I'd just copy and paste the details from steel or something? Right?
And BENDING_YIELD controls how much force it takes to bend or break my material?
Now I only have to figure out how to make this thing growable, and figure out how to farm whatever I want.
And then, the tree thing... I wish I knew how to control how civilizations built stuff. So I could tell them to seek a tree fortress building, where they want to use a special material they use to build the fort up and live on the top.
And grow alot of tree farms.

21
DF Modding / Re: Adding playable race to adventure mode?
« on: April 28, 2012, 02:29:53 pm »
Of course, then you'll also have tentacleguy traders. That might or might not be an issue.

It won't because they'll eat wave at you and go on their way.

22
DF Modding / Re: Definitely not an Elf mod here....
« on: April 28, 2012, 02:04:52 pm »
I remember seeing somewhere an elf mod for farm plots that produce wood, maybe you could do the same thing only with finished products.
Linen shirt seeds, wooden table seeds etc.
Then you don't need to hack the wood apart like a damn tree murderer.

Hmmm, thats something to consider. I rather just make a new craftable resource. Or multiple ones with different attributes. Which file lets you mod a minerals attributes? Do all metals have the same effect on weapons? I would like to have a farm that grows special wood, and special plant fiber for crafting. And maybe even have a special farm that grows finished goods. Or maybe have an ultra special farm that grows special wooden steel to be used in the magical blades of fancyness. Oh yeaah~!

23
Utilities and 3rd Party Applications / Re: [Tool] DF Entity Checker
« on: April 28, 2012, 02:01:36 pm »
So the recycler was the only building the Dwarves couldn't build?

24
DF Modding / Re: Definitely not an Elf mod here....
« on: April 28, 2012, 12:10:55 pm »
I see them wiggling off large branches and weaving them into tree-houses.

rofl

25
DF Modding / Re: Definitely not an Elf mod here....
« on: April 28, 2012, 12:05:46 pm »
When I think about a Tree city I think bamboo huts on the trees with plant cloth roofs over them.

Hmm, I'm thinking thatched walls and roofs made of weaved plant fibers. The elves must see the trees as beings, and see the plants as like, hair. That grows back. I'm wondering if its possible to farm a constructable resource?

No idea how to create giant trees that you could build on top of, or build stairs to climb up on. Wish I knew how......

26
DF Modding / Re: Specific Questions Thread
« on: April 28, 2012, 12:01:16 pm »
Yes, but normal stance armor will be worn on custom parts and vise versa.

You can mostly alleviate this problem by making sure that no one except the custom race can make the custom armor, and that they can't make normal STANCE or whatever armor, and making the race a sufficiently different size from all others.

So only normal stances have restrictions in place? And custom stance armor is used on any part?
Hmmm.

27
DF Modding / Re: How to create cybernetics?
« on: April 28, 2012, 11:59:51 am »
Yup, cool. (FYI, I suggested turning them into female dwarves to avoid unexpected results with pregnant females. If you're "lucky," you'll get unexpected issues with pregnant males.)

Wait what?

28
DF Modding / Re: Sweat Failure
« on: April 28, 2012, 11:58:10 am »
Yup, hence the [SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:BODY_UPPER:COPPER] tag.

Hm, sounds a lot like vanilla iron men. Does this gas cause necrosis, by any chance?

Not sure then, could it be a conflict of materials? Like the copper is negating the sweat?
I dont know, I was playing as the Iron Man so I might have been immune to my own gas.

29
DF Modding / Re: Definitely not an Elf mod here....
« on: April 28, 2012, 11:56:05 am »
Well yeah, but if one were to make an elf mod ( the heresy ) he'd have to take into account the latest stories on the website.

But wouldn't they live in the woods? Wouldn't you have to make a new plant material thats used like rocks and wood? I'm sure an Elf City would have woven plant floors over tree wood everywhere.

30
DF Modding / Re: Specific Questions Thread
« on: April 28, 2012, 11:51:44 am »
Oh, so there are hardcoded stances then?
...What? STANCE is just a token that body parts can have that tell the game that they're what's stood on. So feet, some legs, snake tails, and some tentacles would have the STANCE token. If a creature loses too many of their STANCE parts they fall over and can't get up, just like if you had one of your legs chopped off you'd have difficulty standing anymore.

So you can create custom armor for custom stance parts then right?

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