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Messages - gopp

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1
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: March 11, 2017, 12:49:43 pm »


I'm getting an appcrash error on load, I've installed both versions (x86, x64) of C++ 2015 redist update 3.

2
Yes, uploading a separate textile industry overhaul would be nice.

3
Mod Releases / Re: [FPS Booster]State of Decay v.01
« on: June 27, 2015, 01:28:28 pm »
Alright, thanks, i'm gonna try it.

4
Mod Releases / Re: [FPS Booster]State of Decay v.01
« on: June 27, 2015, 02:37:23 am »
Would this work with dfhack 34.11 r5?

5
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r13
« on: June 24, 2015, 11:01:55 pm »
Here's the readme file.  The mod manager will appear when you create and add content to "LNP/Mods/*" - just drop in a mod folder containing the raws, and you'll be good to go.
[/quote]

Thanks!

6
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r13
« on: June 24, 2015, 10:10:18 pm »
On another thread (the modest mod one) you said the PyLNP had a mod manager, however, i downloaded the r13 version and can't find it anywhere... Maybe i'm blind or something, where is it?

7
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 23, 2015, 10:06:13 pm »
Any good mod merging utilities around?

I know a version of lnp had it, but im not too sure about now.

8
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 22, 2015, 04:23:33 pm »
Hello, is this version of the modest mod part of your other mod http://dffd.bay12games.com/file.php?id=10546 Button's raws.

If not, can i install normally and then copy-pasta modest mod with any other modules and stuff?

Also, could this be compatible with your mod? http://www.bay12forums.com/smf/index.php?topic=140950.0, it's DF wanderer.

9
Greetings, i'm trying to mod a new animal into the game, and i need some direction on what to do.

The animal in question has it's bones made out of iron or a material with similar properties and specific "shearable" gems that grow on it's back, is there a way to make these things into the game? I want the animal's bones to be able to be used as some sort of weapon/trap/armor material since i want them to have similar properties to iron, and also to add the shearable gemstones on it's back, giving them a proper gem value and making them fully usable in a jeweler's shop.

I suppose i'll need to make a separate material_template.txt/inorganic_material.txt for the mod in question, but how would i specifically tell the engine to look into those .txt files on the shearable and bone products?

Thanks in advance.

10
Masterwork DF / Re: TWBT problem with V.6.1
« on: March 06, 2015, 11:59:27 am »
yes of course.

Well, i can't.

Can't select boxes for digging, can't see units, can't scroll the map up/down/left/right

EDIT: I guess i'll just disable mousequery edge, live and track. I can get used to use  the arrows to scroll up/down/left/right but i can't live without the box selection, man.

Thanks for the help.

Also, is there a newer version of TWBT for dfhack r4 that's compatible with mousequery? I tried looking at the release pages but all the ones i found were for r5.

11
Masterwork DF / Re: TWBT problem with V.6.1
« on: March 06, 2015, 11:40:03 am »
It conflicts with mousequery.dll. Try deleting that one, should be in dwarffortress/hack/plugins, or try disabling it.

Will i be able to move my mouse around and stuff if i delete mousequery?

12
Masterwork DF / TWBT problem with V.6.1
« on: March 06, 2015, 11:09:17 am »
Greetings, i seem to have a problem with the latest MDF mod for 34.11, the mouse controls are all wonky and whenever i try to do a box selection for digging, the camera is automatically placed in the center of the map at z=1, i suspect it's the TWBT plugin that does this because that also happened with the LNP r67 for 34.11, my question is, what can i do to fix this? Installing a newer version of TWBT for v34.11 doesn't do crap, as those versions work for dfhack r5 and can't find the ones for r4 (if there ever were).

So, wut do?

13
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 23, 2015, 06:13:25 pm »
Thank for the help, mate.

Here's are the raws for the purring maggots in case anyone's interested (It goes in creature_subterranean.txt):
Spoiler (click to show/hide)

They reach adulthood in 1 year, live between 3 and 4 years, between 2 and 5 can be born at once and both males and females can be milked roughly every 6 or so days, when butchered they only yield a little meat, fat and skin because they're pretty small, so they're mainly for the milk industry.

I've never really used the milk and cheese-making industry, it's just a bother to micro manage everything, and i always ended up forgetting that i had milkable animals, i hope to change that with this.

I also wanted to make some shearable pre-existing underground animals, but none of them sort of fit in, i thought about rutherers and dralthas, but they're too big and take too long to reach adulthood, plus dralthas are like underground elephants and eat pastures too damn fast.

14
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 23, 2015, 05:14:32 pm »
You need at least one male and one female caste in order for breeding to occur.

NVM i just made males and females, they're all milkable.

Also, how do i define how many maggots can be born from the mother? i know the tag [CHILD:X] is the age a creature can be considered an adult, which token modifies the quantity of animals that are born?

15
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 23, 2015, 03:18:11 pm »
Thanks all, it works now.

Another quick question, if i leave them genderless, will they be able to reproduce? I introduced their child forms, but i'm unsure if they're able to breed like that because dwarf therapist shows them as asexual females.

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