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Author Topic: What about a outer space fortress mod?  (Read 2916 times)

milo christiansen

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Re: What about a outer space fortress mod?
« Reply #15 on: March 20, 2014, 01:48:48 pm »

Correct me if I'm wrong, but it is possible to remove vanilla REACTIONS from a vanilla workshop via DFHack eventful.
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Quietust

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Re: What about a outer space fortress mod?
« Reply #16 on: March 21, 2014, 04:30:48 pm »

Correct me if I'm wrong, but it is possible to remove vanilla REACTIONS from a vanilla workshop via DFHack eventful.

Yes, like I said:
For example, you can use it to modify the "Add new task" list for a Carpenter's Workshop or a Craftsdwarf's Workshop, but you cannot do the same to a Farmer's Workshop or Loom. The former two workshops generate their job lists dynamically (because they're based on your raws) into a place DFHack can mess with, but the latter two are completely hardcoded.
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mosshadow

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Re: What about a outer space fortress mod?
« Reply #17 on: March 23, 2014, 10:42:44 am »

Well try modding to make all of the atmosphere a poison(clouds everywhere) and make custom clothes that prevent you from dying in it. Thats as far I think is possible, I have no idea how to simulate oxygen tanks. 
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Orange Wizard

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Re: What about a outer space fortress mod?
« Reply #18 on: March 23, 2014, 10:28:09 pm »

Well try modding to make all of the atmosphere a poison(clouds everywhere) and make custom clothes that prevent you from dying in it. Thats as far I think is possible, I have no idea how to simulate oxygen tanks. 
A kind of shirt called Oxygen Tank? Never mind, that just makes me think of a tank top with O2 written on it...
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mosshadow

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Re: What about a outer space fortress mod?
« Reply #19 on: March 23, 2014, 10:40:12 pm »

Well try modding to make all of the atmosphere a poison(clouds everywhere) and make custom clothes that prevent you from dying in it. Thats as far I think is possible, I have no idea how to simulate oxygen tanks. 
A kind of shirt called Oxygen Tank? Never mind, that just makes me think of a tank top with O2 written on it...

but you cant make them runout, unless there is a way to make clothing decay really fast. It would be a nightmare to get dwarves to equip them correctly too.
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darkflagrance

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Re: What about a outer space fortress mod?
« Reply #20 on: March 23, 2014, 10:44:03 pm »

Well try modding to make all of the atmosphere a poison(clouds everywhere) and make custom clothes that prevent you from dying in it. Thats as far I think is possible, I have no idea how to simulate oxygen tanks. 
A kind of shirt called Oxygen Tank? Never mind, that just makes me think of a tank top with O2 written on it...

but you cant make them runout, unless there is a way to make clothing decay really fast. It would be a nightmare to get dwarves to equip them correctly too.

Just make it an overall called 'survival suit,' and let it wear out naturally in the game. Oxygen management doesn't have to be a serious challenge.

Although, you could make the plant material that makes up the suit disintegrate when exposed to syndromes from the new wildlife you add, or from deposits in stone.
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wooks

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Re: What about a outer space fortress mod?
« Reply #21 on: March 26, 2014, 04:27:14 pm »

As for the ship being in empty space, The only way I see the game letting that happen is if you had a DF hack script remove all the tiles on embark and then place your ship's tiles. You'd probably also have to have some sort of timed script (which sounds...interesting...) for the asteroids/meteors that places the tiles. That said, "collision" with the asteroids after initial embark would likely prove too complicated to work effectively. The only way I could even see doing it would be to probe every tile on the map and then place tiles based off of what tile was probed, and that would not work very well. Best results I could see would be on occasion random clumps of rock/metal/junk appearing in random places, and if you're unlucky/haveabigship it happens to appear on/in your ship/spacedwarfs.
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