![]() ![]() This could happen in a fortress with hundreds of characters in it, and may not even be noticed by the player right away.ĭwarf fortress dwarf fortress wiki there are other conditions without ability to really be overcome like this such as athsma-like ''permenantly winded'' condition theres a lot under the hood in this game but this is one of the features that just. It’s about learning and adjusting.Įach character can “feel” differently through the process, having different reactions to traumatic injury (flashbacks, depression, numbness) to their treatment in the hospital (thankfulness, embarrassment, numbness), and to improving speed back towards their original walking speed (satisfaction, pride, hope, nothingness). The process is slow, but eventually the character can reach about the speed they had before the injury, without the injury itself ever being “fixed”. Major nerve damage to a leg, or total loss of a foot, or similar injuries means the character needs to acquire a crutch, and learn the crutch-walking skill. If the user wants more than 4 units per unit of charcoal for better balance, the number of reagents can easily be expanded.Another pretty amazing thing about dwarf fortress is how it handles mobility aids. ![]() Turning every single wooden bolt into 0.25 charcoal is considered cheaty, so it is up to the user to use the code appropiately. The text below replaces the original 'billon making' reaction in data/save/'your save'/raw/objects/reaction_smelter.txt.Īn important thing to note is that the code above works with all wood items. This allows you to burn low quality items, while preventing your masterpiece beds going up in flames. in the current code, each type of wooden object is elligible, so it is advisable to create an additional wood furnace and link specific stockpiles to this furnace. Since 4 different reagents are used, this does not necessarily need to be 4 beds, but can be 4 diferent wood objects. Since custom reactions can't work in the same way as melting metal, 1 bar of charcoal is generated for 4 units of furniture. In the example below, for each piece of wood furniture, 0.25 charcoal is generated. The example below shows how a reaction ID of a current game (making billon from raw ores) can be used to add a new reaction without having to start over a map. The downside of a new reaction is that a map regen is necessary. Normally, a new ID is used for a new reaction. The code below lets you burn furniture and other wooden objects at a wood furnace to obtain charcoal. Also, trains clothesmaking.īurning furniture and other wooden objects Results in 1 bar of ash, and also automatically populates itself in an idle smelter like the loom cloth and tan a hide tasks.Ĭreates adamantine wafers, pretty self-explanatory.Īgain, self-explanatory. name: The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus. After reading through this guide, a user should be capable of editing creatures, entities, materials et al, and creating their own. identifier: The internal ID of the reaction. Guide edit This is intended to be a guide to inform those new to Dwarf Fortress modding on what elements of the game can be modified, and how. Generally speaking they adhere to the following structure: 1. Incinerates all those non-rotting vermin remains so they stop cluttering up your hallways. Reactions are found within reactionx files (such as reactionsmelter or reactionother). Misc Item Reactions Cremate Vermin Remains This wiki page has a huge list of possible reaction products. Make a long sword out of four rough gemstones of the same type. barrel or any non-absorbing tool with FOOD_STORAGEīucket/Alcohol Reactions Weapon Reactions Gemstone Long Sword only accept plants that have drinks defined This is the built-in reaction to brew alcohol from plants. Results in 4 copper bars, with a 50% chance of a silver bar. Simulates the built-in smelting of galena ore. Simulates the built-in smelting of hematite ore. 5.4 Burning furniture and other wooden objects. ![]()
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