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Author Topic: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+  (Read 84611 times)

Mekboy

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #435 on: September 28, 2011, 01:49:19 pm »

When the next version comes out, I am so making a were-human.
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BigD145

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #436 on: September 28, 2011, 07:32:38 pm »

When the next version comes out, I am so making a were-human.

Were-elf?

Make a special building called "HumanCon" especially for those werewolves cursed with being humanophiles.
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Scottzar

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #437 on: October 07, 2011, 04:30:27 am »

I'll contribute my Cuban Pete. It's a megabeast which is basically a GIGANTIC (3500 X as big as roc/BC) blob of ultra-fragile flesh. With 60 001 degree plasma for blood.
The spoiler has the creature, tissue, and materials.
Spoiler (click to show/hide)
Edit: added in the newer stats. Don't know how my old stats got in there.
« Last Edit: October 07, 2011, 08:11:01 pm by Scottzar »
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Rose

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #438 on: October 07, 2011, 04:34:15 am »

This project looks amusing. I will contribute later with mine-able treacle.
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Putnam

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #439 on: October 09, 2011, 10:48:45 pm »

I'm going to throw in a joke weapon I made for my mod.

Spoiler: sord... (click to show/hide)

Gizogin

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #440 on: October 09, 2011, 10:53:09 pm »

I'm going to throw in a joke weapon I made for my mod.

Spoiler: sord... (click to show/hide)
I thought this had many, many more copies of those attacks, as well as a massively overpowered special attack...

Did I ever contribute my unkillable fluffballs to this?  If not, here they are:
Spoiler (click to show/hide)
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Crazy Cow

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #441 on: October 09, 2011, 10:54:21 pm »

Those attacks are stupidly overpowered. That weapon will cut through anything like butter.

EDIT:
Actually, those penetration depths are pathetic. It might not do much...
*performs SCIENCE*

Sphalerite

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #442 on: October 10, 2011, 09:00:37 am »

The Sharktopus:

creature_sharktopus.txt
Spoiler (click to show/hide)

body_sharktopus.txt
Spoiler (click to show/hide)
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Putnam

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #443 on: October 10, 2011, 09:00:38 am »

I'm going to throw in a joke weapon I made for my mod.

Spoiler: sord... (click to show/hide)
I thought this had many, many more copies of those attacks, as well as a massively overpowered special attack...


Yeah, that was back when you couldn't create them in Adventurer mode for free.

InsanityPrelude

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #444 on: October 21, 2011, 02:06:58 am »

I modded in the various mushrooms from Kingdom of Loathing. Thought they might fit best in this thread.

Since mushroom breeding isn't exactly possible in DF as of yet (or probably ever,) I just made the higher-gen ones deeper and harder to find.

Spoiler (click to show/hide)

I probably overlooked something. It's 2 in the morning.

Here's the reaction that should make getting oil from golden mushrooms work:

Spoiler (click to show/hide)

(That one might be handy if you have Flora and Fauna installed, too, as I noticed several plants in that have the structural material set as the PRESS_LIQUID_MAT item instead of seed paste and the standard reaction only covers paste.)
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Clotifoth

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #445 on: November 04, 2011, 09:19:40 pm »

necropost!

Is this still happening? I love the idea but wish I could make it run and not crash :[
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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #446 on: November 21, 2011, 07:56:17 pm »

Since mushroom breeding isn't exactly possible in DF as of yet (or probably ever,) I just made the higher-gen ones deeper and harder to find.

This is just a random thought, but couldn't you add a custom reaction to a workshop that uses x of two different seeds and has a chance of producing a single seed of the "bred" variety? Maybe make it take a long time like strand extracting and use the plant gathering skill (so it's actually useful for something :3). Then to make them keep breeding the seeds... make the plant not leave seeds somehow when eaten/brewed/whatever?
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Person

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #447 on: November 21, 2011, 11:08:54 pm »

So wait, with the "make me a weapon"/etc reactions, a lot of the stuff won't have values for weapons and armor right? So is it randomized like glass used to be when the game loads? If so, idea for succession game. Luck fortress. Your survival is based on weapons getting randomized well for combat. Still might be too easy in vanilla. It's especially amusing because you ca go all with 1 material and hope that works, or go with many materials and guarantee getting screwed over somewhat.
« Last Edit: November 21, 2011, 11:11:31 pm by Person »
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Gizogin

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #448 on: November 21, 2011, 11:26:09 pm »

So wait, with the "make me a weapon"/etc reactions, a lot of the stuff won't have values for weapons and armor right? So is it randomized like glass used to be when the game loads? If so, idea for succession game. Luck fortress. Your survival is based on weapons getting randomized well for combat. Still might be too easy in vanilla. It's especially amusing because you ca go all with 1 material and hope that works, or go with many materials and guarantee getting screwed over somewhat.
The randomization with glass happened because glass itself didn't have the values set.  The weapons will take on the properties of whatever material they're made of, as normally happens.
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One FB post. Many dick jokes. Pokemon. !!VOLCANO!!. Dwarven mood thingee. Derailment itself. Girlinhat's hat. Cuba. Karl Marx. This is why i love Bay12 forums.
The rest of my sig.
Fear the fluffballs

Person

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Re: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+
« Reply #449 on: November 21, 2011, 11:41:38 pm »

The randomization with glass happened because glass itself didn't have the values set.  The weapons will take on the properties of whatever material they're made of, as normally happens.
Oh, everything has the values now because of material templates. Forgot. So if I were to remove
Spoiler: These Tags (click to show/hide)
or just remove the values, they would randomize?
Those are the ones from [MATERIAL_TEMPLATE:PLANT_SOAP_TEMPLATE] by the way, just as an example.
Also we need a reaction that makes things into bolts.

Edit: Thought about removing the template reference but that would probably mess things up badly because temperature and such is stored in there.
« Last Edit: November 21, 2011, 11:45:17 pm by Person »
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