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Messages - sethtnt

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Mod Releases / Re: Splint's Vanilla Expanded Mod v9.8 - Final 47.05 update
« on: December 01, 2022, 08:02:49 am »
Hey just a small issue. The training pikes lack the training tag. Aside from that though it's been fun having variety in the game without having to learn some other games lore to understand what I'm dealing with.

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DF Suggestions / Re: Workshops as zones (and tool use/durability)
« on: November 30, 2017, 07:10:34 pm »
I think that there are a few pro's and cons with this way of creating things. First there is how much stuff you would need just to have a functioning kitchen, which would mean you'd have to embark with a bunch of different things. This won't amount to all the much, but when you try to have a fort with more than just a kitchen it would leave you dependent on either finding ore quickly.
As for wear on tools, I'm all in for it. It's something we've been needing so that forts don't just run on the same 4 pickaxes through the whole however many years you want to insert here that they have existed. There should be ways to take care of them though, such as mentioned above mill stones (Giving them more than flavor). Scholars discovering things could tie in at some point, but let's not get ahead of ourselves.
A combination of building and zone would be a good way to implement this, having said building being less than what they are currently, but with you being able to have the things in the zone to improve the workshop. Or you could ditch the workshop, that fine too. Either way, having all the tools that a work area can have shouldn't be necessary, it should improve the quality of said products though. For example, having just a way to heat the metal and an anvil you could in theory make a sword. It won't be a very good sword and you'd use quite a bit a fuel making it, but still, it's there. Not that it will do much else.
Small differences though such as between slicing and boning knives though should probably matter less, having the bigger things should be more important, with smaller things being for the perfectionist. (Which we'll probably all go for)

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Love this mod, and I also enjoy making full use of the droids capability. One thing I've noticed is that droids will follow the same job preferences as migrants, for example, a carpenter will use the carpenters workshop, and you'd have a worker who would do that forever gaining skill in it and never needing a break (Well, other than insanity or if they lose a leg, in which case they'd either be crazy or just sit in the hospital refusing to use a crutch). The only issue with droids (Other than losing legs, which I guess you can just burrow them in whatever area you want them to be in) is that they don't have any sort of natural skill at anything. (I guess maybe if you somehow manage to drive them insane, but it kinda makes sense that you can do that) Mining droids have no ability to actually mine (Assuming you don't import a miner mining droid), and other droids that say they are useful for certain things tend to actually have different jobs that don't actually match up to their description. I guess that this could be intentional, but either way I thought it was worth mentioning. (Great mod, this is the only thing that I don't particularly like; the rest is great)

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DF Modding / Re: Any way to make armor cover the tail?
« on: October 18, 2017, 05:18:51 pm »
If I remember correctly cloaks protect the tail, however that means that if you want to use anything other than cloth or leather to keep your tail you have to make adamatine cloaks, which will wear out. You can add something that covers the same as cloaks or (Haven't looked into it) make some sort of leggings that protect the tail as well.

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Mod Releases / Re: Furry Fortress 3 - Passing the Torch
« on: October 12, 2017, 07:02:26 pm »
I ran into and issue when I was trying to add finger less gloves, I tried making them work the same way as ninja gloves with bricks, but for some reason the game kept complaining about them having the attack_prepare_and_recover tag, so to make sure that it was spelled right I copied and pasted it from other places. The refused to accept this, eventually I just gave up on adding them this update all together.

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DF General Discussion / Re: How did you discover Dwarf Fortress?
« on: October 12, 2017, 05:57:09 pm »
I was just browsing the internet looking for interesting things, trying to find a game to get interested in. Months go by with me occasionally finding something and then getting bored of it or dissapointed by the over hype. Well, then I ended up on DF because it was on some list (Can't remember exactly what list). So I took a look and tried it out. I got a hell of a lot more than I expected to, with more details than I ever though possible with today's technology. DF is amazing.

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Mod Releases / Re: Furry Fortress 3 - Passing the Torch
« on: October 12, 2017, 04:36:15 pm »
Sorry about the delay, the computer I was on would not compress or extract files and the other computers were taken, but now I have it done. This update introduces the streetz civ, which mostly went according to plan. They use crowbars, baseball bats, sledge hammers, chains (A sharpened and  a normal version), night sticks, and machetes. They are also playable in fort and adv mode, though they won't fly in fort mode do to the current AI pathing issues. As for the link, it's the same link as always (thx to AceSV for sharing it). Again, sorry for the delay. (Also if you play as a streetz civ, expect to be at war as they are both baby snatchers and thieves)

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Mod Releases / Re: Furry Fortress 3 - Passing the Torch
« on: October 10, 2017, 02:42:15 pm »
The first update is almost ready, I just need the get the language done along with the creature file. I already know what I'm doing for both of them so it's just me needing to find the time to actually write it, it should be ready by tomorrow.

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Mod Releases / Re: Furry Fortress 3 - It ain't easy being Ninja...
« on: September 28, 2017, 01:05:38 pm »
Thank you for all of your ideas, I'll probably start off doing the ones that I already know something about and releasing new versions as I finish the civs. Odds are though that the wizards will be the last one I work on, as it will take a good amount of time to figure out how to work enchantments in the current version. Also whenever the new version of DF comes out feel free to take anything that I make and put it in there. (I'm probably just going to implement your ideas before I try adding anything of my own unless I get stuck anyways so you'd obviously have the right to use it, assuming I make a new civ that is unlike any of these you can use those as well) I appreciate all the information on the civs and I'll have the first new civs out ASAP.

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The idea of adding expansion packs that players can pick and choose from is brilliant (Not sure why nobody has thought of this before.) I would recommend having themed expansions like you seem to be doing, the heaven and hell expansion (Just what I'm calling it for now), adding other genre's would mean that players who like certain things in the mod don't have to also get the things they don't like. The only issue may be if for example somebody wants to get a large amount or all (Totally would be me) of the expansions. I would also recommend having having the packs and then also having larger packs that have more of the smaller packs packaged in it, in ways that they complement each other without having the same themes. (^I may have explained this badly or misinterpreted what you are saying, so sorry if I got the wrong idea XD)

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Mod Releases / Re: Furry Fortress 3 - It ain't easy being Ninja...
« on: September 26, 2017, 03:22:05 pm »
(I was unaware of Egyptian plurals, I guess you learn something new everyday) If FF3 is dead would it be alright for me to continue it for this version of DF? I have managed to get it working (Though differently due to the fact that I manually merged the original raws and the FF raws) and I enjoyed it, and I'm sure that I'm not the only one who wants to see what this can be made into. Also my sincerest apologies if I seemed to be trying to be rude when I mentioned the Japanese plurals, I thought that you were simply unaware of this fact and thought that I may be able to help. (All credit will be given and listed in the raws of course)

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Mod Releases / Re: Furry Fortress 3 - It ain't easy being Ninja...
« on: September 21, 2017, 04:07:37 pm »
I can't help but notice that after a recent update that the mod has stopped working as intended, the work seems to be inhabited by bumblebees; dragonflies, dragonfly men, giant dragonflies, fireflies, firefly men, and a few other random creatures that I can't remember. It seems to work on and off, I've been trying to fix this myself but I can only occasionally get it to work. Also I keep checking the error logs and it keeps telling me things about metals being missing, which I checked and they are there. Lastly the krakens and kappa keep saying that they are missing their tissues and tissue thickness, which is a problem. <Not sure if that's furry fortress' fault or DFs, but it's an issue that I don't seem to be able to resolve. Do you happen to have a way to fix this? At least a way to fix all the bumblebee's that seem to rule the world. (Also a side note, you misspelled the plural of samurai, katana, along with probably a few other Japanese words, as far as I know they don't have plurals on most of their words.)

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