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Messages - InsanityPrelude

Pages: [1] 2 3 ... 26
1
DF Dwarf Mode Discussion / Re: I thought my civ was dead
« on: December 14, 2015, 11:09:43 pm »
A couple times I've gotten the "Your civilization is dead or dying. Your dwarves may assume important positions." message on embark. What are the conditions for that? It's happened when that was the only dwarf civ in the world (small region) and I know I didn't turn the "require controllable civilization" option off.

From the sound of it, people sometimes get dead civs even without that message?

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 14, 2015, 11:05:52 pm »
So I wasn't able to regen that spire volcano site I mentioned before, but the 3x3 patch of land Eldergilt sits on is even better.

Let's see what all we have here: limestone, lignite, magnetite and tetrahedrite within the first few z-levels; sphalerite, galena, gold and silver further down. And the first artifact in the fort is a silver mace. Jesus H. Christ. If there were surface magma it'd be Dwarfhalla.

Also, my civ is at war with the elves. I've never had that happen before, so that should be entertaining.

Edit: Also, the first book written in the fortress is "Probing and Other Travesties."  :o

3
DF Gameplay Questions / Re: Why aren't they surviving worldgen?
« on: December 12, 2015, 11:11:22 pm »
As I recall, medium and bigger worlds took a significant FPS hit in the 40.x versions. Is that still the case in 42.x?

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 11, 2015, 09:51:06 pm »
Generated a world with a downright glorious site- volcano (inconveniently tall, but i've got a great idea for an eruption-based siege control), couple of natural towers I'm going to put most of the fort in, clay, marble, easily accessible iron and gold ores. There's no sand and few trees, but that's what trading's for. ... Too bad the humans went extinct in worldgen.

I want to play some more tonight, but I'm going to wait for tomorrow's release and regen the world to try and get all five races alive. Hopefully I get the same site (I should, since nothing about the geology's being changed that I know of.)

I'd offer the seed, but I modded in a couple extra stones so it probably wouldn't generate the same without them.

5
DF Gameplay Questions / Why aren't they surviving worldgen?
« on: December 11, 2015, 05:57:32 pm »
I've been playing small region-type worlds since 40.x to compensate for world activation slowing things down, and I never had a problem getting all five races to survive worldgen before. However, in seven out of ten of my worldgen attempts in 42.02, either the elves or humans are gone by the year 300. Kind of inconvenient if I want to trade for something my home civ doesn't have... (or, you know, have !!FUN!! with the treehuggers.)

Is anyone else noticing this? Any idea why it's happening, or am I just unlucky? Mod-wise, I just use Modest Mod, Expanded Glazes and a bunch of new plants and furniture-making reactions, so it's not like goblins are any stronger than usual. In fact, I tweaked them to have a MAXAGE same as the dwarves', to try and curb their spread a little.

6
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: December 11, 2015, 03:32:49 pm »
I just realized the placeholder version I posted breaks parchment-making (since the vanilla reaction looks for a BODY_COMPONENT instead of a glob- tanning uses globs so that tanned scale didn't need to be a new template, right?) But I'm going to pull it when the official release goes up anyway. Just thought I'd give a heads-up.


Suggestion for the next one: [EDIBLE_COOKED] on the blood template so those barrels of blood the caravans keep bringing are actually good for something. Who's up for black pudding?

7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 09, 2015, 01:45:49 am »
How am I supposed to start a war with the elves when they've already been extinct in my last like, six worldgens? (Small Region, barely changed from vanilla: more minerals, a couple extra volcanoes and megabeasts, running to the year 300.)

8
Mod Releases / Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« on: December 09, 2015, 12:51:06 am »
*** Error(s) finalizing the interaction MINERALS_STONESKIN_SECRET
Error Initializing Text: raw/objects/text/secret_mineral.txt
*** Error(s) finalizing the interaction FISH_NOBREATH_SECRET
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction WATER_WATER_SECRET
Error Initializing Text: raw/objects/text/secret_water.txt
*** Error(s) finalizing the interaction CHAOS_MISCHEVIOUSNESS_SECRET
Error Initializing Text: raw/objects/text/secret_chaos.txt
*** Error(s) finalizing the interaction FIRE_FIRE_SECRET
Error Initializing Text: raw/objects/text/secret_fire.txt
*** Error(s) finalizing the interaction METAL_WEAKNESS_SECRET
Error Initializing Text: raw/objects/text/secret_metal.txt
*** Error(s) finalizing the interaction SALT_DESSICATE_SECRET
Error Initializing Text: raw/objects/text/secret_salt.txt
*** Error(s) finalizing the interaction EARTH_EARTH_SECRET
Error Initializing Text: raw/objects/text/secret_earth.txt
*** Error(s) finalizing the interaction ANIMAL_ENTHRALL_SECRET
Error Initializing Text: raw/objects/text/secret_animals.txt[/spoiler]

Looks like the relevant files weren't included.

9
DF Modding / Re: The most METAL MOD EVER idea
« on: December 08, 2015, 11:18:55 pm »
disregard this post, somebody answered already

10
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: December 08, 2015, 11:15:39 pm »
Code: [Select]
[REACTION:CLEAR_GLASS_MANUFACTURE_EXAMPLE_PUTNAM]
    [NAME:Make clear glass]
    [BUILDING:GLASS:NONE]
    [REAGENT:pearlash:150:BAR:NONE:PEARLASH:NONE]
    [REAGENT:sand:150:POWDER_MISC:NONE:NONE:NONE][IS_SAND_MATERIAL]
    [REAGENT:bag:1:NONE:NONE:NONE:NONE][BAG][CONTAINS:sand]
    [PRODUCT:100:1:BAR:NONE:GLASS_CLEAR:NONE][PRODUCT_DIMENSION:150]
    [FUEL]
    [SKILL:GLASSMAKER]

Thanks! I wanted to add a couple missing bits of furniture (glass barrels etc.) now that we can use the glass furnace itself in reactions.

The animal person creature variation adds the ability to speak and learn, as well as the potential for animal-people populations to produce adventurers and heroes.

Though I have yet to see a subterranean animal person on the list of selectable animal-adventurers. Might be my poor luck, but it may be worth a try to make your creature appear above ground as well.

Subterranean animal people lack the LOCAL_POPS_CONTROLLABLE/LOCAL_POPS_PRODUCE_HEROES tokens.

11
DF Dwarf Mode Discussion / Re: Mysterious Cat Deaths
« on: December 08, 2015, 02:06:23 am »
Put doors on the tavern, set them to pet-impassable. Might still have a few sneak through with the patrons but it should reduce the casualties.

12
DF Modding / Re: how to mod multiple wood blocks from one log
« on: December 08, 2015, 01:45:00 am »
42.01 enabled the carpenter's shop (CARPENTER) and wood furnace (WOOD) for reactions, if you'd rather have it take place in those.

13
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: December 08, 2015, 01:34:19 am »
How do I use sand bags in reactions?

14
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: December 08, 2015, 12:52:11 am »
I severely underestimated the amount of time it would take to copy the MM changes over to the new raws. To be fair, I probably didn't do it the most efficient way for a lot of the creatures...

Anyway, I did it for myself to play with until the next official release but I figured I'd share in case other people wanted it too: DFFD link. Let me know if you want me to take it down, since none of it's actually my work.

This doesn't include the modules or Accelerated, since the only one I use is the pedestal building which doesn't need updating.

By the way, are hydra eggs supposed to be only size 2?

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 06, 2015, 05:33:31 pm »
I want to try this out so bad now that the worst crash bugs seem to be fixed, but Modest Mod has spoiled me for vanilla DF. Since the changes are all labeled anyway, I might have to transfer them over to the new version myself...


My goal for the next fort: tame GCSes. I think that speaks for itself. Also, mod in bone blocks again so I can make a castle out of the bones of my enemies.


* or at least my livestock.

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