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Poll

What should Zathel do on his turn?

Hook up FAILCANNON to magma sea (powered by a huge dwarven reactor).
- 11 (28.2%)
Build a castle over the fortress entrance.
- 11 (28.2%)
Flush all the grime from Battlefailed with carefully arranged sewage system.
- 7 (17.9%)
Construct opulent quarters for every dwarf in Battlefailed.
- 3 (7.7%)
Get rid of every Forgotten Beast using huge cave-in traps
- 7 (17.9%)

Total Members Voted: 39

Voting closed: July 31, 2010, 02:35:48 pm


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Author Topic: Battlefailed (Succession) Legendary Clusterf**k, free for all reclaim  (Read 598880 times)

Twobeard

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #630 on: July 28, 2010, 06:23:49 pm »

The diamond slug should be killable. It will be hard but achievable. I think. :P wait untill you have a viable population again and go for it.
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Robocorn

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #631 on: July 28, 2010, 06:51:11 pm »

Code: [Select]
[REACTION:NICKEL_SILVER_MAKING] Creiydrek actually likes pewter
[NAME:make bone blocks]
[BUILDING:KILN:CUSTOM_B] only certain buildings work with custom reactions, dunno why
[REAGENT:A:5:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]  they grab grouped stacks of bone so 5 makes them grab 5 stacks
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
FUEL  you can bracket this if you like but we have magma kilns anyway
[SKILL:BONECARVE]

Sorry if this is extremely clunky, and I haven't tested it, but it should work.  I haven't had a great deal of time to figure out how the bones are handled.

Also, awesome turn, Pisano!  It's great that we're still alive (and thriving, so to speak).

Your reaction doesn't crash the game, but every time I use it it just annihilates the bones and leave us with nothing.
I'll experiment with it a little further.

Nothing like deceased hellbound former leaders working together to make a building material out of corpses.

Twobeard

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #632 on: July 28, 2010, 07:02:41 pm »

That is such an awesome idea. Dear gods i just want to make coffins out of bone.
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Urist Imiknorris

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #633 on: July 28, 2010, 08:02:05 pm »

Change
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

to
[PRODUCT:100:1:BLOCKS:NONE:NONE:NONE][GET_MATERIAL_FROM_REAGENT:A]

I think that will work. I know I forgot the ":A" in my reaction.

I can't believe we're actually considering using bones as a building material.

For the coffins, replace BLOCKS in the product line with COFFIN. Maybe overwrite repurpose another reaction for that.
« Last Edit: July 28, 2010, 08:34:42 pm by Urist Imiknorris »
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Pisano

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #634 on: July 28, 2010, 08:34:59 pm »

Actually I want to change my vote, build a castle over the water and entry way...out of bone blocks.  Heck this makes me want to apply this reaction to one of my current games in order to build a bone block fortress.
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melkorp

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #635 on: July 28, 2010, 08:37:25 pm »

ASK DR. MELKORP

An aquifer breach? Oh no!  Is Battlefailed flooding again?

No, the aquifer breach is sealed off and doesn't flow: it was walled off about 10 tiles SW of the breach.  Yeah, that was once an irrigation floodgate, before I dismantled it, and all the controls for the surface bridges/gates.  The resulting flooded chambers are collectively known as Lake Mistake.

You dismantled all the gate levers?  Are you insane?

Yes.  Regardless, my vision was of Zathel's Lower Battlefailed, a Keep In the Deep, where no dwarf would ever set foot above the blue bridge on level 70something: pretty much what Robocorn found his second time around.  So I didn't want to leave any levers out where our enemies could get at them.  Just lots of bones. 

Should Failcannon be used to cleanse the tainted deep, or is it a huge mistake?
Yes!
« Last Edit: July 28, 2010, 08:41:54 pm by melkorp »
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He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...It should be pretty fun though.

Robocorn

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #636 on: July 28, 2010, 08:49:13 pm »

Code: [Select]
[REACTION:NICKEL_SILVER_MAKING] Creiydrek actually likes pewter
   [NAME:make bone blocks]
   [BUILDING:KILN:CUSTOM_B] only certain buildings work with custom reactions, dunno why
   [REAGENT:A:5:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]  they grab grouped stacks   of bone so 5 makes them grab 5 stacks
   [PRODUCT:100:1:BLOCKS:NONE:MATERIAL_TEMPLATE:BONE_TEMPLATE]
 [GET_MATERIAL_FROM_REAGENT:A]
   FUEL  you can bracket this if you like but we have magma kilns anyway
   [SKILL:BONECARVE]

So this works, which is an advantage. I've been working on trying to get it to identify the object as bone instead of just saying "this is blocks" but the fact that we can convert bones into building material at between 12 to 50 bones per wall, then we're making progress. But we all know that this is for naught unless the walls can be identified as bone. I'll need some help with that.

Urist Imiknorris

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #637 on: July 28, 2010, 09:05:07 pm »

Wiki time!

Quote from: The wiki
Material reaction products are similar, but are generally used more for things like different kinds of creature materials than universal materials like stone. This token is how skin can be tanned into leather, which are two separate materials - the skin material has leather as a MATERIAL_REACTION_PRODUCT.

In short, they require the material to have a token such as

  [MATERIAL_REACTION_PRODUCT:X:Y:Z]

...where X is the name of the reaction product that will be referred to in the reaction (RENDER_MAT, in the reaction class example, or TAN_MAT for leather), Y is the matgloss type of the desired product (such as INORGANIC or LOCAL_CREATURE_MAT) and Z is the specific material, like LEATHER or OBSIDIAN.

Source: http://df.magmawiki.com/index.php/DF2010:Reactions#Anatomy_of_a_reaction#ixzz0v25PnE74

From what I understand, in our case it would be [MATERIAL_REACTION_PRODUCT:BONE_MAT:LOCAL_CREATURE_MAT:BONE] (in material_template_default's bone template)

Red is speculation.

EDIT: Perhaps we could rig (yet) another reaction that turns a corpse into a bone block? I don't believe skeletons are counted as bone items.

EDIT2: Rereading this makes me believe the answer lies elsewhere. I'm confused by DF2010's reactions.


EDIT3: Checking raw/material_template_default reveals this in the skin template:

Quote from: Toady
   This lets the game know to use this item to determine the exact material type for the leather product in the tanning reaction.
   [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]

There is no counterpart in the bone template.
« Last Edit: July 28, 2010, 09:42:47 pm by Urist Imiknorris »
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Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

SethCreiyd

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #638 on: July 28, 2010, 09:48:33 pm »

You could try making a new material in inorganic_other.txt using the bone template as a base:

Code: [Select]
[INORGANIC:BONE_BLOCK_MAT]
[STATE_NAME:ALL:bone]
[STATE_ADJ:ALL:bone]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_COLOR:LIQUID:WHITE]
[STATE_COLOR:GAS:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:2]
[SPEC_HEAT:1000]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:200000]
[IMPACT_FRACTURE:200000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:200000] cortical bone
[COMPRESSIVE_FRACTURE:200000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:115000]
[TENSILE_FRACTURE:130000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:115000]
[TORSION_FRACTURE:130000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:115000] used 'bone (limb)' from wikipedia tensile strength
[SHEAR_FRACTURE:130000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:115000]
[BENDING_FRACTURE:130000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[BONE]
[ITEMS_HARD]
[ITEMS_BARRED]

Then the new code would be:

Code: [Select]
[REACTION:NICKEL_SILVER_MAKING] Creiydrek actually likes pewter
[NAME:make bone blocks]
[BUILDING:KILN:CUSTOM_B] only certain buildings work with custom reactions, dunno why
[REAGENT:A:5:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]  they grab grouped stacks of bone so 5 makes them grab 5 stacks
[PRODUCT:100:1:BLOCKS:NONE:INORGANIC:BONE_BLOCK_MAT]
GET_MATERIAL_FROM_REAGENT:A  try without this
FUEL  you can bracket this if you like but we have magma kilns anyway
[SKILL:BONECARVE]
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Urist Imiknorris

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #639 on: July 28, 2010, 10:00:38 pm »

Wouldn't that require a regen?



I DID IT.

Replace a reaction in reaction_smelter with:

[NAME:make bone blocks]
[BUILDING:KILN:NONE]
[REAGENT:A:5:BONE:NONE:NONE:NONE][REACTION_CLASS:BONE]
   [HAS_MATERIAL_REACTION_PRODUCT:BONE_MAT]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:BONE_MAT]
[SKILL:BONECARVE]

and add


   [REACTION_CLASS:BONE]
   [MATERIAL_REACTION_PRODUCT:BONE_MAT:LOCAL_CREATURE_MAT:BONE]

to the BONE_TEMPLATE in material_template_default.

« Last Edit: July 28, 2010, 10:45:46 pm by Urist Imiknorris »
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Robocorn

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #640 on: July 28, 2010, 10:14:02 pm »

Wouldn't that require a regen?
yes, I'm just going to copy over nickel silver because we can't make it anyway. I'll see if it works.



It totally does.

for the pure awesomeness we have condensed we have had togive up nickel silver. Anyone who liked nickel silver now likes bone and anything made of nickel silver is now made of bone. For this reason feel free to increase the material multiplier even though we can only make blocks out of it.
Code: [Select]
[REACTION:NICKEL_SILVER_MAKING] Creiydrek actually likes pewter
   [NAME:make bone blocks]
   [BUILDING:KILN:CUSTOM_B] only certain buildings work with custom reactions, dunno why
   [REAGENT:A:5:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]  they grab

grouped stacks of bone so 5 makes them grab 5 stacks
   [PRODUCT:100:1:BLOCKS:NONE:METAL:NICKEL_SILVER]
   GET_MATERIAL_FROM_REAGENT:A  try without this
   FUEL  you can bracket this if you like but we have magma kilns anyway
   [SKILL:BONECARVE]

Code: [Select]
[INORGANIC:NICKEL_SILVER]
[STATE_NAME:ALL:bone]
   [STATE_ADJ:ALL:bone]
   [STATE_COLOR:ALL_SOLID:WHITE]
   [STATE_COLOR:LIQUID:WHITE]
   [STATE_COLOR:GAS:WHITE]
   [DISPLAY_COLOR:7:0:1]
   [MATERIAL_VALUE:2]
   [SPEC_HEAT:1000]
   [IGNITE_POINT:10508]
   [MELTING_POINT:NONE]
   [BOILING_POINT:NONE]
   [HEATDAM_POINT:10250]
   [COLDDAM_POINT:9900]
   [MAT_FIXED_TEMP:NONE]
   [SOLID_DENSITY:500]
   [LIQUID_DENSITY:NONE]
   [MOLAR_MASS:NONE]
   [IMPACT_YIELD:200000]
   [IMPACT_FRACTURE:200000]
   [IMPACT_STRAIN_AT_YIELD:100]
   [COMPRESSIVE_YIELD:200000] cortical bone
   [COMPRESSIVE_FRACTURE:200000]
   [COMPRESSIVE_STRAIN_AT_YIELD:100]
   [TENSILE_YIELD:115000]
   [TENSILE_FRACTURE:130000]
   [TENSILE_STRAIN_AT_YIELD:100]
   [TORSION_YIELD:115000]
   [TORSION_FRACTURE:130000]
   [TORSION_STRAIN_AT_YIELD:100]
   [SHEAR_YIELD:115000] used 'bone (limb)' from wikipedia tensile strength
   [SHEAR_FRACTURE:130000]
   [SHEAR_STRAIN_AT_YIELD:100]
   [BENDING_YIELD:115000]
   [BENDING_FRACTURE:130000]
   [BENDING_STRAIN_AT_YIELD:100]
   [MAX_EDGE:1000]
   [ABSORPTION:100]
   [IMPLIES_ANIMAL_KILL]
   [BONE]
   [ITEMS_HARD]
   [ITEMS_BARRED]
« Last Edit: July 28, 2010, 10:25:41 pm by Robocorn »
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SethCreiyd

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #641 on: July 28, 2010, 10:23:40 pm »

And so, the dark wizards on the other side of the ephemeral vortex enjoined upon the cosmos a fell ritual, folding pockets of astral cognition in such a precise manner as to turn all the universe's nickel silver into bone for some unknown malignant purpose.  Halfway across the Windy World, a lowly jeweler who had never before encountered anything so unusual, screamed.
« Last Edit: July 28, 2010, 10:25:21 pm by SethCreiyd »
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Urist Imiknorris

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #642 on: July 28, 2010, 10:28:14 pm »

Two simultaneous breakthroughs. Which would you like to implement?
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I don't know how it works. It does.
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YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

SethCreiyd

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #643 on: July 28, 2010, 10:39:29 pm »

Yours is superior in that it doesn't replace existing materials and it shows the creature it came from.  I think without the body component tag they might grab bone crafts and armor (edit: or other bone blocks) to make blocks with.

Maybe this will work?

Code: (Reaction) [Select]
[NAME:make bone blocks]
[BUILDING:KILN:CUSTOM_B]
[REAGENT:A:5:BONE:NONE:NONE:NONE][REACTION_CLASS:BONE][HAS_MATERIAL_REACTION_PRODUCT:BONE_MAT][USE_BODY_COMPONENT]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:BONE_MAT]
[SKILL:BONECARVE]

Code: (Add To Bone Template) [Select]
   [REACTION_CLASS:BONE]
   [MATERIAL_REACTION_PRODUCT:BONE_MAT:LOCAL_CREATURE_MAT:BONE]
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Robocorn

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Re: Battlefailed (Succession) Coastal Zombie Hellscape.
« Reply #644 on: July 28, 2010, 10:41:18 pm »

I think we should do yours except for replacing bitumious coal (which already exists in the fortress and is actually useful) with nickel silver for the replaced element. Mostly because you've managed to get the species in the decription of the bone. A goblin bone bridge or a forgotten beast bone wall is way cooler than just a bone block wall or bridge.
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