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Author Topic: [Community Mod 44.12] Teh LOLmod 1.7.61  (Read 82200 times)

Nakéen

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #120 on: November 26, 2015, 10:49:39 pm »

Heh, hadn't thought of being able to disassemble substandard railguns.

The battery is fine being gold.

And now we have the Tech Lab! For all your stupidly complicated weapon and armor production needs! I feel like a computer tool should be needed - How else are we supposed to wiki how to make this stuff when professionals aren't around? :P

We actually already have a computer, it's just that it's a toy xD
I'm currently changing it to a tool, and also creating reactions for the computer. Phew, reactions aren't funny :(
It's not like with creatures where I can vent and have fun in the arena...
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Nakéen

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #121 on: November 27, 2015, 12:46:33 am »

Lot of fixes and additions !

List :
-Computers, TV, Game Consoles are now TOOLS (must replace the old toys)
-Many reactions to assemble magnetic disc launchers/railguns and create their components (new and updated)
-Reactions to create computers, TV, game consoles
-Fixed Computer Post and Home TV Set raws (as Computers, TV and Game Consoles are now TOOLS)
-Raws for the weapons and ammos (I copied them from what you posted Splint, did some minor modifications)

Some details :
-Railguns cost 10 steel bars, 1 gold bar, 1 aluminum bar, 1 copper bar, 1 magnetite boulder.
-Magnetic Disc Launchers 16 steel bars, 1 gold bar, 1 aluminum bar, 1 copper bar, 1 magnetite boulder.
-a Railgun Slug cost 3 metal bars
-a Disc cost 4 metal bars
-electronic components are made from silver (use metalcrafting)
-TV/Game Console/Computer are made from electronic components+1 metal bar (use metalcrafting)

Drop both into item_stealthyninja.txt
Spoiler: Railgun & Ammo (click to show/hide)


Drop into item_muffinbaker.txt

Drop into reaction_totallyacow.txt

Drop into item_sorrybanana.txt

Drop this into reaction_diepotato.txt

Drop this into the desired entity.

That was rather long. Errors are to be expected, because I didn't test this at all. Just used my dabbling modder insight, haha.
I haaaaate reactions !

« Last Edit: November 27, 2015, 04:18:28 pm by Nakéen »
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apiks

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #122 on: November 27, 2015, 06:47:01 am »

You folks have been busy, I see. I've added everything from the latest post. Is there something from the previous ones that I might have missed?
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Nakéen

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #123 on: November 27, 2015, 11:00:33 am »

You folks have been busy, I see. I've added everything from the latest post. Is there something from the previous ones that I might have missed?

Ah yes, the buildings (Tech Lab and Magma Tech Lab) are in a previous post. I didn't put them in the big one.

EDIT: I also tweaked some numbers in the disc launcher and disc ammo raws. You may want to re-copy the raws.

EDIT2: Little fix concerning spiderbots. I gave them the wrong biome, woops.


EDIT3: Fixed a typo in the electronic hardware raws. Typed METAL_CRAFT instead of METALCRAFT, which led to errors (so the whole "reactions for electronic hardware" has to be re-copied
« Last Edit: November 27, 2015, 06:47:14 pm by Nakéen »
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Nakéen

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #124 on: November 29, 2015, 07:45:17 pm »

Just a small comment. Are there kobolds in Teh LOLmod ? If yes, we should rename kobolds "lurkers" :p
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apiks

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #125 on: November 29, 2015, 07:57:10 pm »

Just a small comment. Are there kobolds in Teh LOLmod ? If yes, we should rename kobolds "lurkers" :p

All the default things are still in. Whether they work is a different matter. On a few occasions when I tested adventure mode, you could choose races you normally would not be able to.

But yes, that's a good idea.
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Splint

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #126 on: November 29, 2015, 07:59:41 pm »

apiks ninja'd me. I support the rename as well.

Nakéen

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #127 on: December 01, 2015, 03:10:49 pm »

The new DF version is out ! And I presume the next Necrothreat will take place in 0.42 :)

I will begin working on the current raws to update them to 0.42 soon.

(and yay for artifact transfer in reactions ! That resolves one of my fear concerning railguns.)
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apiks

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #128 on: December 01, 2015, 03:29:33 pm »

Let's hope everything works properly.
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Splint

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #129 on: December 01, 2015, 03:32:28 pm »

(and yay for artifact transfer in reactions ! That resolves one of my fear concerning railguns.)

What fears?

Nakéen

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #130 on: December 01, 2015, 03:40:48 pm »

To create a railgun, you have to create separate pieces and assemble them.

Which means that with the previous version, if you somehow got a strange mood which ended with one of the components, the resulting railgun would be like any other and the artifact status would be lost.

Same if somehow you decided to disassemble your artifact railgun : the artifact status would be lost.

But now, it can be transferred ! Which means assembling/disassembling no longer destroy artifact status !
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Splint

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #131 on: December 01, 2015, 04:06:55 pm »

Ahhh... Hadn't thought of that.

Dirst

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #132 on: December 03, 2015, 09:59:32 am »

To create a railgun, you have to create separate pieces and assemble them.

Which means that with the previous version, if you somehow got a strange mood which ended with one of the components, the resulting railgun would be like any other and the artifact status would be lost.

Same if somehow you decided to disassemble your artifact railgun : the artifact status would be lost.

But now, it can be transferred ! Which means assembling/disassembling no longer destroy artifact status !
Speaking of assembled items, can't wait to see how musical instruments fare.

"This is my electric guitar, though I ain't got no place to plug it in.  But this tuning peg right here is an artifact!"
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Nakéen

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #133 on: December 10, 2015, 07:52:12 pm »

Updated the reactions to 0.42.XX

The rest of what I modded doesn't need any change, tested and verified !

Spoiler: Reactions (click to show/hide)

Changed the name of Red Cow to Blue Bull.
Spoiler: Inorganic Material (click to show/hide)

Spoiler: Buildings (click to show/hide)

And that's it. Back to modding !
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apiks

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Re: [Community Mod 40.24] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #134 on: December 10, 2015, 08:05:22 pm »

Alright, I'm thinking it's time version 1.7 showed up. It has finally been released.

If anybody finds bugs and/or things that don't work with the latest DF version, I would appreciate it greatly if they are updated to a working version or at least reported.

Teh LOLmod v1.7
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