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Messages - Snergler

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1
thanks, it works like a glove!, you rock :D
as a reward, here is an updated version of make.rb
it makes just about every item type, exept items with subtypes, i don't know how to do that :'(
items that have quality levels are base quality, and imported.
Spoiler (click to show/hide)
great for quick fortress mode "testing" :P 

2
nice work! I am having a hiccup though, creatorship is edit:always assigned to the first dwarf in the unit list random AFIAK, even when I use "v" or "k" to view a specific unit. is there a unit or target argument? or is it supposed to work with a unit selected?
i'm talking about artifake.lua :)

3
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r3
« on: May 10, 2015, 03:02:48 pm »
i managed to build the item as part of the wagon with the script, then used gm-editor to change the in_building flag to false.
the item remains in the wagon but is no longer "built" into it, so success!
but i have a ways to go before doing it with a script, thanks for pointing me in the right direction :)

4
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r3
« on: May 09, 2015, 10:24:57 pm »
hi, i made a simple edit to the putontable script that "builds" items into your wagon, but what i would really like is to be able to put items "inside" buildings and containers. is it possible with this same style lua script?
or perhaps using gmeditor?

5
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: May 09, 2015, 03:42:07 pm »
oh, thanks, maybe i'll make them bones into an intermediary object, like a bar or block, then require those as reagents for the reactions producing the items i want

6
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: May 09, 2015, 02:49:49 pm »
so i made some reactions that use bones as reagents, but every job i que  creates multiple products, until it uses up the whole stack. is there a way to stop that, and make them use just the number of bones called for in reaction, and leave the rest of the stack alone?

7
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: May 07, 2015, 02:59:09 pm »
thank you guys :)

8
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: May 07, 2015, 02:48:03 pm »
It's included in the package.
thanks, but i'm not seeing it anywhere in DFHack 0.40.24-r3 for OSX

9
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: May 07, 2015, 02:03:37 pm »
There's a DFHack script - fix-handedness.rb, I believe it's called - but no way without DFHack.

Thanks,  is there a link or location to get   fix-handedness.rb  ?

10
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: May 07, 2015, 01:21:00 pm »
does anybody know of a in reaction method(if not a dfhack script maybe) to fix glove_items made by custom reactions, so that they have a left and right "handedness" ? (not sure if thats a word, but you kow what i mean right...)   

11
DF General Discussion / Re: Preferred monsters
« on: May 06, 2015, 09:51:19 pm »
A Kraken as an aquatic megabeast would be cool, if they could attack coastal civs
also maybe Matt Damon, and Ben Aflek. I'm think'n Matt as a Mega, and Ben as a SemiMega.

12
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: May 02, 2015, 03:42:22 pm »
I created a plant growth using the BUD template, then gave the bud the plant thread template, I then created a custom reaction at the farmers workshop to process the growth to thread, but the loom does not recognize the thread as usable plant thread. My question is, do plant thread have to  come from  a "structural" part of the plant in order to be woven to cloth?

AFAIK it is not possible to weave plant thread derived from growth items,  DFWiki seems to confirm this also.
Though it may be possible to use these thread items in suturing, like thread spun from creature hair, I have not tested it.

13
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: May 01, 2015, 08:15:25 pm »
I created a plant growth using the BUD template, then gave the bud the plant thread template, I then created a custom reaction at the farmers workshop to process the growth to thread, but the loom does not recognize the thread as usable plant thread. My question is, do plant thread have to  come from  a "structural" part of the plant in order to be woven to cloth? 

14
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r3
« on: April 10, 2015, 11:44:19 am »
I think that tiletypes can be used to enable magma workshops, by painting an tile with the MAGMA material. you can use the FLOOR shape(you might have to make the tile visible with HIDDEN 0) then use gui/liquids to fill the hole with lava.

15
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: March 19, 2015, 04:06:30 pm »
so to answer my original question, i guess it is possible.... but at what price ???
And I thought implementing the raws-only method of spawning a creature was convoluted.  I salute your persistence and ‼SCIENCE‼ skills.

yea, i used to think cheese bins were weird, but know i know that is just the tip of the weirdberg :)
thanks to you and blackflame and urist and Zarathustra30 for the collaboration, it was a learning experience.
now it got me all interested in playing with temperature, heatdam point, and spec heat values.
i've learned that by using [SPEC_HEAT:1] and [MAT_FIXED_TEMP:10015](normal underground temp) then lowering the [HEATDAM_POINT] below [MAT_FIXED_TEMP] in increments, the material wears out faster the larger the difference between the two. for every 10 degrees lower, the material wears out about 5 seconds faster, but only within a certain range.
once you hit larger differences, say 100 degrees the effect is accelerated, and about 1000 degrees, materials disintegrate instantly. so the closer to your  [MAT_FIXED_TEMP] the more accurate you can be, i assume that   [COLDDAM_POINT] would behave the same, but you just raise the value above the   [MAT_FIXED_TEMP] AFAIK 

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