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Messages - IndigoFenix

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3226
Masterwork DF / Re: [GNOME] - V0.5: Danger! Automatic Factory in Operation.
« on: February 19, 2014, 03:32:02 am »
That sounds delightful. Can I have one of these bodyshredder for the warlocks? It would fit right in. :)

Sure.  Unfortunately, a lot of the machines are very much tied together in the script, but if you simply copy the buildings from the gnomes it should work.  Or, if you have more specific requests, it would be simple enough to make a new building using the same basic functions.  Maybe a version that lets you put an empty bag on one end, any item on the other, and then the machine grinds the item to powder and outputs a filled bag...
New update!  This one adds a new powered machine, the Autocrafter.  Materials go in one end, items come out the other.  But be careful... it will sometimes snag creatures and pull them in by 'accident', creating gristly furniture from their bones.  You may want to cut the power before loading it up.  Or, you can load it by designating a pit above the input tile.  Or set a track stop to load it from a minecart.
Or you could just weaponize it and make goblin bone chairs, encrusted with muscle and decorated with tooth.

That sounds suspiciously like SCP-914. This mod sounds amazing, can't wait to try it out.

You can already.  I'm in the habit of calling my projects 'beta' long after their due.  It's only a beta in the 'more features are planned' sense.  And feedback would be nice.

3227
Masterwork DF / Re: [GNOME] - V0.5: Danger! Automatic Factory in Operation.
« on: February 18, 2014, 07:37:30 pm »
New update!  This one adds a new powered machine, the Autocrafter.  Materials go in one end, items come out the other.  But be careful... it will sometimes snag creatures and pull them in by 'accident', creating gristly furniture from their bones.  You may want to cut the power before loading it up.  Or, you can load it by designating a pit above the input tile.  Or set a track stop to load it from a minecart.
Or you could just weaponize it and make goblin bone chairs, encrusted with muscle and decorated with tooth.

3228
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: February 18, 2014, 04:35:40 pm »
Is there a simple way of causing a body part to fall off through a script?  I've tried using a modified version of Warmist's rip-heart script but that doesn't seem to give the severed part a material, a proper size or properties, etc... I can set the damage to 100% for each layer but is there a way to run the check?

3229
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: February 17, 2014, 08:16:39 pm »
So, another question: is there a function that can return the main material of any item, including corpses and organics, in a way that can be copied onto another item?  Like what you would get if you run a reaction that uses the item's material.

3230
Masterwork DF / Re: Self-destructing Forgotten Beast?
« on: February 17, 2014, 01:29:28 pm »
bugX materials are boiling rocks for reactions. Their gas forms have a normal name, like "Activate Golem" or "Start a war", describing what they do. The solid name is bug + number. This way I can find them easily, if they make an appearnce somewhere else.

Procedually generated titans or fbs sometimes take these materials... not much I can do about it.

Soooo... You don't have these materials in a creature? instead of inorganics?

Considering Randomly generated creatures cannot be made from another creatures material would be cool to see "I forgotten beast made of cat bone" I like to put all my MISC materials that I don't want to show up anywhere but my own choosing in plants/creatures. After my Ink monster incident I had to make some changes.

Generally, this is good practice.  However, currently the DFHack autosyndrome script works by matching a reaction product with a material in the inorganic files, so running a script from a creature material wouldn't work.

3231
Masterwork DF / Re: Self-destructing Forgotten Beast?
« on: February 17, 2014, 04:17:45 am »
This could be fixed if autosyndrome and itemsyndrome were changed to accept organic materials.  FBs will never be composed of the materials taken from creatures/plants.

It can be fixed by converting those boiling rocks into dfhack event scripts. I plan to do that once I learnt more about this, to reduce the number of raws. The problem however is that without products your worker gets no experience.

However, didn't the SPECIAL tag help to prevent FB made of those materials? Or perhaps this inorganic lacked it?

I don't think SPECIAL prevents megabeasts or slabs.  There are adamantine megabeasts, if I recall correctly.

Using scripts directly works.  You can also raise experience with the same script, so that's not a huge problem.  But I like the idea of direct interactions through raws anyway.

3232
Masterwork DF / Re: Self-destructing Forgotten Beast?
« on: February 17, 2014, 03:13:47 am »
This could be fixed if autosyndrome and itemsyndrome were changed to accept organic materials.  FBs will never be composed of the materials taken from creatures/plants.

3233
Masterwork DF / Re: [GNOME] - V0.43: Shocking Current Developments
« on: February 16, 2014, 06:22:38 pm »
Another update: Now with electrical technology.  And that means Tesla Coil traps at the top of the (rather long) tech tree.  But the Aerial Transport Device is still more fun, especially now that it can auto-fire items.

Build it so that the center lines up with a pit over it.
Set it to a low angle (5 works well) and high power (say, 150), and set it to launch items automatically.
Connect it to a power source that can be switched on and off.  Switch it off.
Designate a tile next to the pit as a garbage dump.
Dump whatever you want into the pit.  Rocks, logs, rotting corpses, whatever.
Aim towards an invading army.  Pull the trigger.

It can't be aimed and its range is lower than standard siege engines, which seem to defy the normal laws of physics, but it's a highly effective way of weaponizing anything.  Directing more power to the device causes it to fire faster.

3234
DF Modding / Re: Starting Adventure mode with a syndrom
« on: February 16, 2014, 03:15:36 pm »
Another option is to make an interaction that targets SELF_ONLY with the usage hint ATTACK.  The AI will never use it, but you can.

3235
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: February 16, 2014, 01:10:42 pm »
Is there a way to run a function whenever the game is saved?  I need to retain some persistent variables accurately but saving them every frame causes major slowdown.

If you are doing something every frame, it may be better done in C++, and the persistence API there is more low-level and allows you to keep a reference to the actual memory used to store the data, so it can be modified without any overhead. The downside of course is that you can crash some plugins if you delete their persistence entries without telling them, e.g. via the lua api.

I'd like to be able to mod things in C++, but I honestly don't know where to begin.  What program can I use to edit them?

Also, is there any way of making a workshop that copies the native reactions and behaviors of the smelter/forge, but without needing to use fuel?

3236
I noticed that a lot of people have been having problems with warlocks involving the skeletons leaving squads even when they're in range of the pylons.  I had a look at the code and made a few changes.  I didn't really test it, so it might not work, but it should help the issue, at least until an official solution is found.  However, it relies on the undeads not being opposed to life by default.  Not sure if that's a practical problem.

It requires the following interactions:
Spoiler (click to show/hide)

And in the creature file, ghouls and skeletons should have [OPPOSED_TO_LIFE] removed and be given the following interaction in place of REMOVE_OPPOSED_TO_LIFE:
Spoiler (click to show/hide)

while warlocks should have their remove_opposed_to_life interactions replaced by
Spoiler (click to show/hide)
and change the name of POWER_PYLON to OTL_POWER_PYLON.

3237
Masterwork DF / Re: [WARLOCK] - Discussion and Suggestions
« on: February 16, 2014, 03:12:36 am »
I think I know what the skeleton problem is.  Sounds like they have a short period of going opposed to life that the control interaction simply removes.  This can be fixed by making the ineraction multi-stage: instead of going opposed to life, they give themselves the ability to go OTL once the control wears off, which actually activates a week or so later if they haven't been re-controlled.  This way they never actually go OTL as long as they are within range of a pylon,  so no leaving squads or losing workshop profiles.

Meph's been busy, so I'll see if I can make a patch in the meantime.

3238
Masterwork DF / Re: [GNOME] - V0.42: More Mechanized Madness
« on: February 16, 2014, 02:26:04 am »

I fear that the benefits of the Nature Shrine will not overcome the temptation to unload a 200 KPM* automatic weapon into an invading goblin army.



I wonder if it would be possible to have magmalings release magma mid-flight, leaving a beautiful lava rainbow to descend on the enemy hordes.

That would probably require impeccable timing on the gnomes' part though

Gnomes can't use magmalings.  But between the drilling rig and old-fashioned DF physics, you should be able to make a ranged magma cannon easily enough.

I can't quite get the power to work on the Aerial Transport Device. How and where exactly do I have to connect it?

At the tiles that look like gears.  However, there is a bug in the last version when loading a saved game.  Try constructing a new building (any new building, the act of designating a building construction reloads the machine system).  It'll be fixed in the next update.

3239
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: February 15, 2014, 05:26:18 pm »
Is there a way to run a function whenever the game is saved?  I need to retain some persistent variables accurately but saving them every frame causes major slowdown.

3240
Masterwork DF / Re: [GNOME] - V0.42: More Mechanized Madness
« on: February 15, 2014, 05:22:05 pm »
I don't actually know how much power is needed.  I keep changing it.  Seems there might be some loop-around issues in the numbers.
But I figured out the item/unit problem, so the next update will let you fire items to test the distance.  It's still not exact, but it's close enough.

EDIT: It seems that this is only accurate at low power levels.  Apparently item projectiles have a speed limit that creatures don't need to obey.  Which is unfortunate, because it means that the automatic item-launching gatling gun I just made has fairly limited range.  Unless you decide to fill it with live animals.

I fear that the benefits of the Nature Shrine will not overcome the temptation to unload a 200 KPM* automatic weapon into an invading goblin army.

*Kittens per minute

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