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Author Topic: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1  (Read 102432 times)

Splint

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #465 on: April 30, 2015, 06:55:07 pm »

From what I understand the main issue is the DFHack script, itemsyndrome I think, that lets respirators and I think one other thing function properly; might be hazmat suits or something. And there's the need to update (and in the process probably  balance) some stuff. If I had a vague idea of what size each thing was a quick and dirty update for the raws would be something I could do, but all the same it'd be best for Suds to take care of it.

Also: Autogun rounds should be able to blast right through steel armor. Those things are just kinetic lasguns for all intents and purposes (thier drawbacks mainly being thier ammo's considerable bulk and resources to produce it and recoil, though autoguns have a decent variety of ammo.) On that note, when it is brought up to date I have some propositions.
Spoiler: Said ideas. (click to show/hide)
Just a thought, and I kinda would like to shoot the shit over possible (not energy weapon) additions. Like feral orks for example.

mcolombe

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #466 on: May 01, 2015, 04:18:28 am »

feral orks, sounds like a very interesting idea. If you can update and enhance this mod splint, then you are a LEGEND.
« Last Edit: May 01, 2015, 04:23:25 am by mcolombe »
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Jdorf

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #467 on: May 14, 2015, 07:27:44 am »

I like the idea of specialised autoguns and/or incinerator rounds. In the event that itemsyndrome allows you to pull the latter off, is there something similar that could be done to make boltgun/autocannon rounds actually explosive? I suppose it wouldn't make that much difference, since they already take off limbs, but it'd be a nice touch. It would also, now I think about it, give the autocannon more reason to exist.
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milo christiansen

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #468 on: May 16, 2015, 02:47:17 pm »

From what I understand the main issue is the DFHack script, itemsyndrome I think, that lets respirators and I think one other thing function properly; might be hazmat suits or something.

I have a version of Item Syndrome for DF 40.x just about ready for release, I just need to test it and do any bug fixing needed.

Supposedly you can use modtools/item-trigger together with modtools/add-syndrome, but item trigger seems to be broken. Anyway, my version will be up in a week or two once I test it and get it working. Keep an eye on the modding forum :)
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Rubble 8 - The most powerful modding suite in existence!
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Yourmaster

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #469 on: May 19, 2015, 07:42:28 pm »

Not sure if this has been asked before, but is this good for adventure mode?
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10/10.
Wants to rape and enslave my innocent night faeries ;-;

Jdorf

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #470 on: September 09, 2015, 04:11:56 pm »

Any word on whether this is still alive?
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Ruludos

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #471 on: September 10, 2015, 12:44:12 pm »

Any word on whether this is still alive?

You just posted in a thread that has had no activity for four months.

Please draw your own conclusions.
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Jdorf

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #472 on: September 11, 2015, 09:48:17 am »

The thread that has previously had a nine-month fallow spell and then picked up again, you mean? Many thanks.
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Arven

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #473 on: September 12, 2015, 04:11:02 pm »

Got very exited when I saw posts in this thread :(
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Splint

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #474 on: September 12, 2015, 04:15:50 pm »

Tis sad, I know. Kinda wondering what happened to Suds.

Jdorf

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #475 on: September 14, 2015, 04:36:33 pm »

Got very exited when I saw posts in this thread :(

Didn't mean to get your hopes up, like. Would be a shame if this died the death, but there's no way I could even begin to start converting this to DF2014, dunno about youse lot (I'd be happy to help out with entity raws and the like if anybody else is up to the challenge though).
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TastyMints

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #476 on: October 06, 2015, 06:44:55 am »

We miss you Suds. Come back to us. :'(
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Gotham123

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #477 on: March 30, 2016, 08:51:05 pm »

hey does anyone know how to mine in this?.
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Splint

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #478 on: March 30, 2016, 11:00:57 pm »

Soil is undiggable, if that's what you're getting at. There's also bits and pieces of old Hive support structure that are too sturdy for mining drills to even scratch, nevermind dig through.

There's compressed and I think some sort of loose rubble, ores (such as scrap, carboniferous waste - basically coal - and ferrus slag - iron ore,) halite which will probably poison miners if they have the poor fortune of a boulder dropping and subsequently evaporating, since you can't give them protective gear, and of course, the hive ash, which forms the undiggable and presumably highly-toxic-to-breath-if-disrupted soil.

Gotham123

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« Reply #479 on: April 01, 2016, 08:52:29 pm »

Okay thank you!, I figured out how to mine now.

But I have a question, I made a water still machine and all, and I made a water filling area right next to a small river, but however I cannot purify the water and that I need food storage item's (barrel's), so I went and made some barrel's but I still cannot purify water, can you please help?
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