True. Being lazy on adding the bare minimum, only to work my way up, is easier though.
Wuffle said they did a thing, so I’ll need to see how they implemented it.
True. Being lazy on adding the bare minimum, only to work my way up, is easier though.
Wuffle said they did a thing, so I’ll need to see how they implemented it.
And belatedly, I see the branch. Looks like las energy weights even more than batteries, I think. 250 grams is 250 per single unit of lazing, and this will translate directly into weight in the magazine, because the game doesn’t care if the energy should technically be weightless.
What the hell, then! You know what, I’m going to make it a recipe! No more ammo, no more batteries! You reload the mag by tossing it in fire or it being bright enough to craft. You select & and then to ammo then it’ll take 6 hours to refill a charge pack in fire and 8 to recharge in sun.
It’s easy enough to omit the weight property and make lasgun energy weightless. o3o
And yeah, I tried that. I still dunno how to make a recipe forcibly output a full magazine, and likewise the solar effect doesn’t seem to work on it.
[quote=“Random_dragon, post:64, topic:13558”]It’s easy enough to omit the weight property and make lasgun energy weightless. o3o
And yeah, I tried that. I still dunno how to make a recipe forcibly output a full magazine, and likewise the solar effect doesn’t seem to work on it.[/quote]
I guess that you could have the recipe consume the magazine and output a magazine that has full ammunition that weighs nothing, that can’t be unloaded.
Also, how do I book because I want to make a book of orky recipes to make shootas with sheet metal, glue, a pipe and two bottles of alcohol.
You can add booklearn to recipes and add a book for it. Dunno what skill an orky book should raise though. Melee? o3o
I did it! There’s a book that you read and learn how to make a Shoota. I still need to figure out how to make a gun mod how to make the gun accept every kind of mag of every caliber of ammo.
Also, I’m going remove the lasgun in this next update and add a bunch of orky weapons.
Ah, how silly. <3
Now being able to load literally any ammo would be orky as fuck, but no idea how to do that. D:
[quote=“Random_dragon, post:68, topic:13558”]Ah, how silly. <3
Now being able to load literally any ammo would be orky as fuck, but no idea how to do that. D:[/quote]
I wonder if I could make a custom ammo type that only works with the shoota or a bog shoota. Also, the acuracty is super low. OH! I’m going to make Orky boolitz! Like, a sheet of scrap metal, a bottle of liquor, some duct tape or glue and black powder to make 50 rounds of Orky Boolitz! They’d be stupid loud, deal next to zero damage and buck your gun like nothing ever seen before!
Also, what’s the code for applying multiple skills learned though books?
See orky stuff on an earlier page. I’d went with casing options of various large casings or scrap, large rifle primer or shotgun primer, plentiful gunpowder or blackpowder, and various bullet material options.
Orky stuff pushed to the main branch. I’ll work on the itemlist and other shit later. I still can’t figure out how to make nids. Everything i try, crashes my game. Also, I haven’t removed the IG weapons yet but I still think that I can make it work.
I figured out how to make monsters not smashbreahblowupbluescreen my game and so I’m working on Tyranids, officially, now. Well, not right now but tomorrow. After that, it’s Orks, with all their Dakkaness and then it’s up to sugestions.
I had a rough idea for hand-forging your own Bolter after collecting some books of the Mechanicus and a copy of The History’s Of The God Emperor. Alternatively, I could start work on vehicles in the universe or just balance everything that is there and make it a more playable experience. Or drugs and alcohol or clothing and armor. As always I take requests!
Yaaay. I have no bloody idea how best to implement orks. Spores is tempting, but that tends to be hardcoded silliness.
Right, after four hours, Hormagaunts are working! They do a really cool leap, hit, make you bleed and then run away. They are really vicious and super speedy so if you see one, you better run real quick! I still haven’t figured out how to get them to spawn naturally so if you or anyone else has any ideas, don’t be afraid to hit me over the head with them. I’ll be doing three or four nid types then move on to orks. There will be Nobs, Grots, Boyz, Lootaz and Meks. I don’t know if they’ll drop anything besides copious amounts of alcohol, dakka and a shoota or two but I want to make it so that when they see the player it outputs a message, “You hear an ear-piercing ‘WAGHHHHH’”.
neat mod
Thanks Pisskop! That actually means a lot coming from you!
Oooh yiss.
So I will leave this here as an example of how ludicrous you can make weapons in the game…
{
“id”: “flesh_rifle”,
“type”: “GUN”,
“symbol”: “(”,
“color”: “dark_red”,
“name”: “Biological Rifle”,
“description”: “A rifle made out of fleshy material enclosed by metal. It fires… something - something quite damaging and flammable. It seems to absorb radiation and electricity. Occasionally it twitches or lets out disturbing noises that sound suspiciously like moans. Hopefully it’s not sentient…”,
“price”: 580000,
“material”: [
“flesh”,
“steel”
],
“ammo_effects”: [
“BOUNCE”,
“NEVER_JAMS”,
“INCENDIARY”
],
“flags”: [
“NO_AMMO”,
“NEVER_JAMS”,
“NO_UNLOAD”,
“MODE_BURST”
],
“skill”: “rifle”,
“weight”: 1872,
“volume”: 8,
“bashing”: 8,
“to_hit”: -1,
“ranged_damage”: 40,
“pierce”: 20,
“range”: 35,
“dispersion”: 30,
“sight_dispersion”: 50,
“aim_speed”: 5,
“recoil”: 20,
“durability”: 8,
“burst”: 5,
“reload”: 0,
“valid_mod_locations”: [
[
“sights”,
1
],
[
“stock”,
1
]
],
“use_action”: “ARTIFACT”,
“artifact_data”: {
“effects_carried”: [
“AEP_ATTENTION”,
“AEP_PBLUE”,
“AEP_RESIST_ELECTRICITY”
],
“effects_wielded”: [
“AEP_EVIL”,
“AEP_DEX_UP”,
“AEP_PER_UP”,
“AEP_MUTAGENIC”
]
}
}
[quote=“Noctifer, post:78, topic:13558”]So I will leave this here as an example of how ludicrous you can make weapons in the game…
{
“id”: “flesh_rifle”,
“type”: “GUN”,
“symbol”: “(”,
“color”: “dark_red”,
“name”: “Biological Rifle”,
“description”: “A rifle made out of fleshy material enclosed by metal. It fires… something - something quite damaging and flammable. It seems to absorb radiation and electricity. Occasionally it twitches or lets out disturbing noises that sound suspiciously like moans. Hopefully it’s not sentient…”,
“price”: 580000,
“material”: [
“flesh”,
“steel”
],
“ammo_effects”: [
“BOUNCE”,
“NEVER_JAMS”,
“INCENDIARY”
],
“flags”: [
“NO_AMMO”,
“NEVER_JAMS”,
“NO_UNLOAD”,
“MODE_BURST”
],
“skill”: “rifle”,
“weight”: 1872,
“volume”: 8,
“bashing”: 8,
“to_hit”: -1,
“ranged_damage”: 40,
“pierce”: 20,
“range”: 35,
“dispersion”: 30,
“sight_dispersion”: 50,
“aim_speed”: 5,
“recoil”: 20,
“durability”: 8,
“burst”: 5,
“reload”: 0,
“valid_mod_locations”: [
[
“sights”,
1
],
[
“stock”,
1
]
],
“use_action”: “ARTIFACT”,
“artifact_data”: {
“effects_carried”: [
“AEP_ATTENTION”,
“AEP_PBLUE”,
“AEP_RESIST_ELECTRICITY”
],
“effects_wielded”: [
“AEP_EVIL”,
“AEP_DEX_UP”,
“AEP_PER_UP”,
“AEP_MUTAGENIC”
]
}
}
[/quote]
Also, mind if I hijack some of this code for the Hormegaunts?
Feel free to use it in whatever way you like. As to the why? Why not?