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Author Topic: Colonisation: Year 3000  (Read 39494 times)

adwarf

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Re: Colonisation: Year 3000
« Reply #45 on: February 05, 2011, 09:27:07 pm »

It doesnt matter if you accept any of the things I suggest it still going to be a good mod but how does a laser gun do damage
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Brandstone

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Re: Colonisation: Year 3000
« Reply #46 on: February 06, 2011, 12:15:34 am »

I'm not the author, but something like this thread might be used. http://www.bay12forums.com/smf/index.php?topic=69205.0

Edit: Although, that type of weapon sounds more like a railgun with incendiary ammo. Maybe playing with the names could get something feasible sounding.
« Last Edit: February 06, 2011, 12:18:17 am by Brandstone »
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Azkanan

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Re: Colonisation: Year 3000
« Reply #47 on: February 06, 2011, 07:54:49 am »

I'm not the author, but something like this thread might be used. http://www.bay12forums.com/smf/index.php?topic=69205.0

Edit: Although, that type of weapon sounds more like a railgun with incendiary ammo. Maybe playing with the names could get something feasible sounding.

Hm... It seems I had misconceptions about mass driver technology. Heh, woops.

I'm going to boot out energy weapons for now. Although that link is impressive and useful, I find the 20-foot plume of smoke a little OTT. For now, I just want to get basics in. I'll add Energy Weapon Experimentation to the list of to-dos :P
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Deon

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Re: Colonisation: Year 3000
« Reply #48 on: February 06, 2011, 10:40:16 am »

Did you think about making an exoskeleton into a full body suit rather than separate it into upper/lowebody parts? That's how I made Power Armor in Wasteland mod. Easier to micromanage, and no top/bottom mismatch this way.
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Azkanan

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Re: Colonisation: Year 3000
« Reply #49 on: February 06, 2011, 11:21:47 am »

Did you think about making an exoskeleton into a full body suit rather than separate it into upper/lowebody parts? That's how I made Power Armor in Wasteland mod. Easier to micromanage, and no top/bottom mismatch this way.

That's what I attempted, but alas failed. How do you make it full-body? And, is there a tag that stops other clothes from being worn, under/over it? I thought [SHAPED] did so, but apparently not.

==============

Progress:

I've been wrestling with materials for about five hours now, going to and fro. I'm attempting to make stone/metals into soft-craftable clothing (ie, plastic waste > plastic > nylon > nylon pants). I've pretty much completed it, exception of two issues...
1. World gen doesnt use it (Probably because of a custom workshop, oh well).
2. The game doesn't allow the clothier to make them, apparently not recognising the nylon cloth as plant fibre cloth - although, the material *is* set as a plant fibre cloth.

The above two points would point me in the direction that I've done it wrong. However, in the arena mode, soft clothes have appeared *in* nylon/spandex/latex/etc.



Spandex being crafted.



Another annoying bug. One bar of Plastic > 200+ cloth. Bah.



Arena mode, where apparently synthetic clothing is available.



I am perplexed. =[
« Last Edit: February 06, 2011, 11:26:16 am by Azkanan »
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adwarf

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Re: Colonisation: Year 3000
« Reply #50 on: February 06, 2011, 11:32:35 am »

I think deon is working on the same thing and I cant think of anything to fix that
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adwarf

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Re: Colonisation: Year 3000
« Reply #51 on: February 06, 2011, 11:45:43 am »

This is what I was thinking of he implemented nylon pretty early on so I am sure it works

http://www.bay12forums.com/smf/index.php?topic=24878.0
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Azkanan

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Re: Colonisation: Year 3000
« Reply #52 on: February 06, 2011, 11:59:00 am »

This is what I was thinking of he implemented nylon pretty early on so I am sure it works

http://www.bay12forums.com/smf/index.php?topic=24878.0

Nay, the way you mod a game in DF2010 is completely different from then... Thanks, anyway. :)
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adwarf

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Re: Colonisation: Year 3000
« Reply #53 on: February 06, 2011, 12:11:03 pm »

Oh, well I tryed.
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Deon

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Re: Colonisation: Year 3000
« Reply #54 on: February 06, 2011, 01:12:36 pm »

Quote
That's what I attempted, but alas failed. How do you make it full-body? And, is there a tag that stops other clothes from being worn, under/over it? I thought [SHAPED] did so, but apparently not.
I just make it a chest item with LBSTEP to cover legs. You can still wear leggings under it, I am okay with that, I have leather leggings.

Quote
The game doesn't allow the clothier to make them, apparently not recognising the nylon cloth as plant fibre cloth - although, the material *is* set as a plant fibre cloth.
A workaround: make a "plant" which grows nowhere, has no seeds and call it nylon. Produce it in reactions.
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Azkanan

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Re: Colonisation: Year 3000
« Reply #55 on: February 06, 2011, 01:33:13 pm »

Quote
That's what I attempted, but alas failed. How do you make it full-body? And, is there a tag that stops other clothes from being worn, under/over it? I thought [SHAPED] did so, but apparently not.
I just make it a chest item with LBSTEP to cover legs. You can still wear leggings under it, I am okay with that, I have leather leggings.

Quote
The game doesn't allow the clothier to make them, apparently not recognising the nylon cloth as plant fibre cloth - although, the material *is* set as a plant fibre cloth.
A workaround: make a "plant" which grows nowhere, has no seeds and call it nylon. Produce it in reactions.

But, how do players reproduce this if they want to grow their own? :/
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adwarf

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Re: Colonisation: Year 3000
« Reply #56 on: February 06, 2011, 01:36:46 pm »

Grow plastic ?
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Deon

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Re: Colonisation: Year 3000
« Reply #57 on: February 06, 2011, 01:36:54 pm »

Wait, you wanted it to be NOT a plant, right? Just make a reaction which turns plastic into plant.

Grow plastic ?
I think the main point is that the plastic is NOT a plant, otherwise it would be too easy to do (like rope reed).
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Azkanan

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Re: Colonisation: Year 3000
« Reply #58 on: February 06, 2011, 01:44:04 pm »

Wait, you wanted it to be NOT a plant, right? Just make a reaction which turns plastic into plant.

Grow plastic ?
I think the main point is that the plastic is NOT a plant, otherwise it would be too easy to do (like rope reed).

That's what I did...

1. Mine plastic waste.
2. "Smelt" it into plastic.
3. Synthetic Workshop it into Nylon Cloth.
The problem then, is to make it usable at the clothier's workshop.

Code: [Select]
Reaction_smelter

[REACTION:PLASTIC_TO_NYLON]
[NAME:make nylon from plastic]
[BUILDING:SYNTHETICSTATION:NONE]
[REAGENT:A:1:BAR:NO_SUBTYPE:INORGANIC:PLASTIC]
[PRODUCT:100:1:CLOTH:NO_SUBTYPE:INORGANIC:NYLON][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

Code: [Select]
inorganic_metal

[INORGANIC:NYLON]
[USE_MATERIAL_TEMPLATE:THREAD_PLANT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:nylon]
[STATE_NAME_ADJ:LIQUID:thermonylon]
[STATE_NAME_ADJ:GAS:boiling nylon]

Have I set it to use the right template? I get the feeling I havn't!
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Deon

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Re: Colonisation: Year 3000
« Reply #59 on: February 06, 2011, 01:44:50 pm »

As I said! Make "nylon" a plant! Inorganic cloth does not work.
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