Author Topic: Positive Moddening  (Read 2870 times)

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Chaosvolt

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Re: Positive Moddening
« Reply #45 on: August 23, 2016, 10:23:35 pm »
That does add to the complexity though, admittedly. Especially if it entails more selective "some weapons yes, others no" things of that nature.

Also, it makes it easier to allow any stone, but is that a good or a bad thing? o3o

saltmummy626

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Re: Positive Moddening
« Reply #46 on: August 23, 2016, 10:36:53 pm »
I think so, but then again, I could be wrong.
I'm really just a sexy skeleton in a suit.
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Chaosvolt

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Re: Positive Moddening
« Reply #47 on: August 23, 2016, 10:49:47 pm »
Regarding what? >.>

ApatheticExcuse

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Re: Positive Moddening
« Reply #48 on: August 23, 2016, 11:00:12 pm »
That does add to the complexity though, admittedly. Especially if it entails more selective "some weapons yes, others no" things of that nature.

Also, it makes it easier to allow any stone, but is that a good or a bad thing? o3o

IMO, the majority of the complexity of DF is player created and comes mostly from trying to build dwarfy shit. Since KK removes most of the resources with which to do that (mechanisms, metalworking, etc.), a little re-added complexity wouldn't hurt, at least in this sense where it's not bloaty and fits with the theme.
Gone. Cheers guys.

Chaosvolt

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Re: Positive Moddening
« Reply #49 on: August 23, 2016, 11:04:31 pm »
Hmm, maybe. Oh joy, one other complication I've discovered. Seems that added gem arrows means they have to count as metal too, which means embark options gets filled with gem crafts and mugs. :V

ApatheticExcuse

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Re: Positive Moddening
« Reply #50 on: August 23, 2016, 11:09:40 pm »
What's it list as on the crafting screen?
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Chaosvolt

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Re: Positive Moddening
« Reply #51 on: August 23, 2016, 11:14:08 pm »
I'm not sure what you mean. The crafting itself just takes rough gems, with reaction_class "unsharpened" so... >_>

It seems to be a ide effect of combining IS_METAL with ITEMS_HARD, actually.

saltmummy626

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Re: Positive Moddening
« Reply #52 on: August 23, 2016, 11:29:50 pm »
Regarding what? >.>
I don't even know anymore 0-0
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

Chaosvolt

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Re: Positive Moddening
« Reply #53 on: August 23, 2016, 11:49:47 pm »
You have officially broken reality. ;w;

Chaosvolt

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Re: Positive Moddening
« Reply #54 on: August 25, 2016, 02:39:50 am »
I might also be doing something in Adventurecraft, mainly via trying to make megabeast-tier materials less common by making semimegabeasts use the tier-2 body materials. This also means I'd need to add another source of megabeast-tier chitin and shell, because mi-gos and gargoyles are semi-megabeasts.

I do have an idea though. As well as some possiblities for making a lesser tier of monsters, using the NIGHT_CREATURE_HUNTER token. Also? There might be sandworms.

saltmummy626

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Re: Positive Moddening
« Reply #55 on: August 25, 2016, 05:27:23 am »
I like sandworms.

Would it be possible for me to simply drag and drop the files for adventure craft into DAII to merge the mods (for my own use), or would I have to do some real raw modification? DAII has it's own adventure crafting stuff, but it is no where near as good as adventurecraft.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

Chaosvolt

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Re: Positive Moddening
« Reply #56 on: August 25, 2016, 11:33:29 am »
I like sandworms.

Would it be possible for me to simply drag and drop the files for adventure craft into DAII to merge the mods (for my own use), or would I have to do some real raw modification? DAII has it's own adventure crafting stuff, but it is no where near as good as adventurecraft.

Depends pretty much on what files are being edited by DAII. Mixing and matching tends to be a pain in the ass, because of how many different things any given mod might overwrite. D:

Chaosvolt

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Re: Positive Moddening
« Reply #57 on: January 03, 2017, 02:27:14 pm »
Welp. Time to necropost the shit outta this, because I got an idea.

In adventurecraft, I'm considering replacing the generated instruments with generic ones. Reason is, much like writing material in vanilla, instruments can sometimes be hard to get ahold of, especially when you want a specific one your musical styles require. They also are civilization specific, with no way to at least adapt a comparable instrument to another musical style, even at a penalty. Lastly (not highly important), generated names are not good for easily telling what type of instrument it is, which is a minor annoyance.

My idea is that you can still use the old [INSTRUMENT:X] entity token to give civilizations generic instruments, based off real-world ones. This would allow my to add crafting recipes for them. It'd also allow the possibility of an instrument being available to multiple entities, allowing a musician that learns a foreign style to potentially play them.

 

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