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Author Topic: Meth Fortress  (Read 6717 times)

SlyStalker

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Meth Fortress
« on: November 25, 2014, 07:13:00 am »

Firstly, I do not endorse the use of drugs except for authorised medicinal purposes.

With that out of the way, I'd like to ask how I'd go about making a mod where dwarves can run their own meth lab, or "Meth Fortress", if you will. There are a few components to this.
1. Firstly, some plants to process. Maybe one aboveground and one underground. Do I just add new plants into the raws?
2. A workshop ("Meth Lab") that processes these things with the use of, say, coke or something. How do I add the reactions in and stuff?
3. A chance for the workshop to catch fire. This will introduce a factor of risk to the lucrative industry and will probably force people to create a sprinkler system somehow. How do I do this?
(Too much Breaking Bad in my opinion)
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Meph

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Re: Meth Fortress
« Reply #1 on: November 25, 2014, 08:47:04 am »

I feel like I should have something to do with this, considering how often people mistype my name. :D

Trick question: Why is your proposed meth lab producing coke?

Catching fire can be done by using flameable materials as build mats, and giving the reaction a low chance of producing an object of a material thats hot enough to ignite them. Usually done with boiling rocks. This will also deconstruct the workshop. You can play around with fixed_temp and heat_dam values, see the wiki on "inorganic tokens" for more info.
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Sergarr

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Re: Meth Fortress
« Reply #2 on: November 25, 2014, 08:59:24 am »

Sadly I do not think there's any way to make items induce custom emotions.

Unless you use DFHack, but if you can use DFHack, you're already a wizard.
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smeeprocket

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Re: Meth Fortress
« Reply #3 on: November 25, 2014, 09:05:53 am »

well, alchemy is still in the system, right? You just can't build a laboratory or get someone with it as a profession. You can enable the labor though, so that is probably where I would start. I don't know if you can raise the skill at all.

Maybe, no matter what the lab is made out of, it becomes a flammable material when constructed?
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Steam Name: Ratpocalypse
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Meph

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Re: Meth Fortress
« Reply #4 on: November 25, 2014, 09:28:53 am »

Maybe, no matter what the lab is made out of, it becomes a flammable material when constructed?
Not possible, but you can just use one single piece of wood as build mat. Thats fine.

good players can use nethecap logs to potentially build a fireproof version if they want. :)
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smeeprocket

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Re: Meth Fortress
« Reply #5 on: November 25, 2014, 09:51:53 am »

this just seems limited. Unless it had some big effect when traded to another civ, like causing them to have massive problems with drug addiction and making it easier to win a war against them (or just generally leading to a decay in their society.)

Drugs are only fun in games for me if they have life ruining consequences, but to each their own.

When I played Eve I wanted to mine gas clouds and make drugs to sell to the enemies' marketplaces. That was a lot easier said than done tho.
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Steam Name: Ratpocalypse
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"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

HaterSkater

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Re: Meth Fortress
« Reply #6 on: November 25, 2014, 09:54:22 am »

Think that blue crystal should be produced simply out of raw adamantine (who said microcline?)
Also it will be good to have DEA sieges arriving after you start selling your valuable good to merchants

That's an interesting project  ;D
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Meph

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Re: Meth Fortress
« Reply #7 on: November 25, 2014, 10:31:32 am »

You can replace all drinks/water with drugs.

Make a race that is ALCOHOL_DEPENDANT (yeah, we already have a tag for making people addicted to drugs), and replace the alcohol with different drugs.

People will have preferences, will get upset if they always take the same old stuff, like/dislike different types, and require it to get through a work day.
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smeeprocket

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Re: Meth Fortress
« Reply #8 on: November 25, 2014, 10:48:52 am »

oh! Consuming meth could cause periodic tantrums (that crap makes you act nuts) but I don't know what the upside would be. Meth lacks any real upside.

Please also include crocodile which has the chance to create an infected would on a random limb. (does this game have gangrene?)

Heroin would be fun. could lower a dwarf's stress but cause them to fall asleep randomly.

Cocaine or crack could produce super productivity/speed in dwarves, with the downside of them tantruming more easily. I suppose you could do that with meth also, because some people do meth so they can work for a few days straight with no downtime.

Remember, mixing alcohol with any of these drugs would have !!FUN!! effects on the user, so that should be taken into account.
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

Itnetlolor

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Re: Meth Fortress
« Reply #9 on: November 25, 2014, 03:08:29 pm »

On the next episode of |Br|eaking |Be|ard...

Quote
He knew too much, we have to dispose of the body.
Okay, let the magma lever go. Dissolve the body.
IT MELTED THROUGH THE FLOOR! RUN!
I said dissolve the body, not the fortress!
« Last Edit: November 25, 2014, 03:13:51 pm by Itnetlolor »
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BlackFlyme

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Re: Meth Fortress
« Reply #10 on: November 25, 2014, 04:27:57 pm »

oh! Consuming meth could cause periodic tantrums (that crap makes you act nuts) but I don't know what the upside would be. Meth lacks any real upside.

Please also include crocodile which has the chance to create an infected would on a random limb. (does this game have gangrene?)

Heroin would be fun. could lower a dwarf's stress but cause them to fall asleep randomly.

Cocaine or crack could produce super productivity/speed in dwarves, with the downside of them tantruming more easily. I suppose you could do that with meth also, because some people do meth so they can work for a few days straight with no downtime.

Remember, mixing alcohol with any of these drugs would have !!FUN!! effects on the user, so that should be taken into account.

I don't believe you can make a creature tantrum or directly alter their emotions, but you can simulate something like it by making them [CRAZED] or [OPPOSED_TO_LIFE]

Additionally, there is necrosis, which will rot body parts. And you can make dwarves fall unconscious or become drowsy. Finally, you can alter a creature's movement speed, though I don't know about their productivity.
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Putnam

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Re: Meth Fortress
« Reply #11 on: November 25, 2014, 10:02:32 pm »

Sadly I do not think there's any way to make items induce custom emotions.

Unless you use DFHack, but if you can use DFHack, you're already a wizard.

My add-thought script is already in DFHack proper IIRC, which basically means that yeah, you can totally do that and without much trouble. There's even a pretty nicely-formatted list of all thoughts and emotions here for use with it.

Malecus

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Re: Meth Fortress
« Reply #12 on: November 25, 2014, 10:15:15 pm »

DFHack might not be necessary for a meth-induced personality change.  Syndromes can apparently alter the physical and mental traits of the subject (amongst other things).  Your dorfmeth powder (which could count as a basic food so dwarves would consume it like plump helmets) could simulate a hit of meth by increasing Endurance and increase speed while impairing Analytical Ability, Willpower, Patience, and Memory (some of these on a permanent basis).  Heck, you could even change their appearance and give them a hollow, sunken-eyed look to them.

Or you could just use the CE_BODY_TRANSFORMATION token to turn a dwarf into another, custom-created creature by the name of 'Meth-Head' for a certain length of time and have their attributes be typical of a real-world user.
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SlyStalker

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Re: Meth Fortress
« Reply #13 on: November 26, 2014, 12:42:44 am »

1. I'll do it to get db but I can't figure out how to make dwarves not consume it.
2. Meth should definitely make dwarves drowsy.
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Putnam

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Re: Meth Fortress
« Reply #14 on: November 26, 2014, 01:38:28 am »

syndromes can't make dorfs drowsy
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