Off Topic > Games
Dwarf Fortress Megathread! - Necro'd enough to count as a vampire
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Block Box:
Ok also me being stupid:
how do I change my weapon
I have a bow and a copper dagger
I want to use the dagger
nienhaus1:

--- Quote from: Block Box on April 06, 2012, 03:21:10 AM ---Ok also me being stupid:
how do I change my weapon
I have a bow and a copper dagger
I want to use the dagger

--- End quote ---
Press "p" then put it in your backpack, then press "r" then the key for the dagger so it get's "Removed" to your hand.

And this time I didn't ask Jacob/Lee on how to do this.
Jacob/Lee:

--- Quote ---I went ahead and just debug-put a cart on a track and debug-pushed it. They gain speed going down ramps, get slower going up, lose a little speed on the rest of the track, a bit more on corners, and they fly in little parabolas and crash into the ground when you set them free, either straight off a cliff or launched from a short upward ramp. I've put off updating the rest of the projectiles to have parabolic paths because I don't want to lose time dealing with adv mode targeting etc., but you may well see parabolic unit paths when creatures are unfortunate enough to take flight without wings.
--- End quote ---

--- Quote ---Toady One I added track "stop" constructions, which greatly increase the friction in a square and cause (most) carts to stop (say, blocks, narrowing grooves, whatever might work). These stopping points will generally be where the hauling jobs take place. There are constructed tracks, and bridges now also act as tracks. Pressure plates can be given a weight range for being triggered by carts. I tested it out by making a retracting bridge system that sorted carts by whether or not they were loaded. I knew it was working when I started making little kerchunk sounds at the screen. There are powered "rollers" placed in strips that increase the speed of minecarts in a given direction, up to a point (more than enough to get them up a ramp, anyway). I don't have an engineering sense at all, so you can imagine the rollers to be... whatever you like. Perhaps they even make sense. Carts can also collide with each other, whether they are on the ground or in the air, and are generally one-cart-per-tile, though that can be violated where the code treats them more like general items (I doubt I'll be able to catch all of the cases, but I'll try to get the ones that matter). It will require a bit of tweaking to look good, but I did stack some carts vertically and shot a cart through the air into the middle of the stack, disrupting it, so that was fun.
--- End quote ---
Jacob/Lee:
Here I am, a modding newb, trying to make an aliens mod. I've been staring at the interactions file for a bit now and managed to put together a basic interaction that *should* cause instant, severe, localized necrosis when someone gets "facehugged." Right now it says "you facehugs!" and nothing happens, but it's progress I guess. The interactions RAWs are really simple when you figure it out, actually.
Jacob/Lee:
Hi, news from the newb modder. It probably has tons of issues and isn't done, but I have the majority of the xenomorph base done.

--- Code: ---[CREATURE:XENOMORPH]
        [DESCRIPTION:A very dangerous creature. They reproduce via facehuggers implanting live hosts with eggs, and the aliens bursting out of the chest. Facehuggers are hatched from eggs laid by the queen.]
        [NAME:xenomorph:xenomorphs:xenomorph]
[CREATURE_TILE:'X'][COLOR:0:0:1]
[LARGE_ROAMING]
[LIKES_FIGHTING]
[EXTRAVISION]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[OPPOSED_TO_LIFE]
[POPULATION_NUMBER:10:40]
[CLUSTER_NUMBER:5:15]
[CANOPENDOORS]
[ALL_ACTIVE]
[CAN_LEARN]
[NO_SLEEP]
[NOBREATHE]
[CARNIVORE]
[HOMOTHERM:10028] <--- should be 60 degrees fahrenheit
    [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
    [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
    [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
    [HAS_NERVES]
        [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
    [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[MAXAGE:10:30]
[CASTE:FACEHUGGER]
[CASTE_NAME:facehugger:facehuggers:facehugger]
[POP_RATIO:100]
[NO_GENDER]
[CASTE:DRONE]
[CASTE_NAME:xenomorph drone:xenomorph drones:xenomorph drone]
[MALE]
[POP_RATIO:0]
[CASTE:HUNTER]
[CASTE_NAME:xenomorph hunter:xenomorph hunters:xenomorph hunter]
[POP_RATIO:0]
[NO_GENDER]
[CASTE:QUEEN]
[FEMALE]
[CASTE_NAME:xenomorph queen:xenomorph queens:xenomorph queen]
[POP_RATIO:0]
    [SELECT_CASTE:DRONE]
[SELECT_ADDITIONAL_CASTE:HUNTER]
[SELECT_ADDITIONAL_CASTE:QUEEN]
        [BODY:HUMANOID:HEART:GUTS:BRAIN:SPINE:NECK:SKULL:TAIL]
[SELECT_CASTE:FACEHUGGER]
        [BODY:FACEHUGGER_PROBOSCIS:2SKIN_FLAPS:8LEGS:TAIL]
[SELECT_CASTE:ALL]
            [BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[SELECT_CASTE:DRONE]
[SELECT_ADDITIONAL_CASTE:HUNTER]
[SELECT_ADDITIONAL_CASTE:QUEEN]
            [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
        [ATTACK_SKILL:GRASP_STRIKE]
        [ATTACK_VERB:punch:punches]
        [ATTACK_CONTACT_PERC:100]
        [ATTACK_FLAG_WITH]
        [ATTACK_PRIORITY:SECOND]
    [ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
        [ATTACK_SKILL:STANCE_STRIKE]
        [ATTACK_VERB:kick:kicks]
        [ATTACK_CONTACT_PERC:100]
        [ATTACK_FLAG_WITH]
        [ATTACK_PRIORITY:SECOND]
    [ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
        [ATTACK_SKILL:BITE]
        [ATTACK_VERB:bite:bites]
        [ATTACK_CONTACT_PERC:100]
        [ATTACK_entry_PERC:100]
        [ATTACK_FLAG_EDGE]
        [ATTACK_PRIORITY:MAIN]
        [ATTACK_FLAG_CANLATCH]
    [ATTACK:SLASH:BODYPART:BY_TYPE:TAIL]
    [ATTACK_SKILL:STRIKE]
[ATTACK_VERB:slash at:slashes at]
[ATTACK_CONTACT_PERC:100]
[ATTACK_entry_PERC:100]
[ATTACK_PRIORITY:MAIN]
[SELECT_CASTE:HUNTER]
    [AMBUSHPREDATOR]
[NATURAL_SKILL:AMBUSH:8]
[NATURAL_SKILL:BITE:10]
[NATURAL_SKILL:STRIKE:5]
[BODY_SIZE:0:10:10000]
[BODY_SIZE:0:40:50000]
[BODY_SIZE:0:80:85000]
--- End code ---
The materials for their skin and stuff were taken from antmen. Xenomorphs are said to have a material similar to chitin for skin, so it's all cool. I'm not entirely sure what I have even works yet, but that's part of the modding process.

Some of the lines were incorrectly spaced, if you know how to mod then you'll see some strange, random spaces.
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