Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Conrad

Pages: [1] 2 3 ... 10
1
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: July 02, 2016, 05:19:23 pm »
Hey all, I'm returning to Dwarf Fortress after a big hiatus. I've been trying to produce a metal that is a strong as adamantine but made from bone. The reaction to make the bars won't show up in the craftsdwarf shop and the reaction to use it to make armor/etc won't show up in the metalsmiths forge. I've already added the reaction to the PERMITTED_REACTION in the dwarf entity and regenned a new world. Am I missing something?

reaction_bonesteel
Spoiler (click to show/hide)

inorganic_bonesteel   
Spoiler (click to show/hide)

EDIT: I asked on /r/dwarffortress as well and received an answer there - I was missing the [OBJECT:REACTION] and [OBJECT:INORGANIC] tokens at the top of my files.

2
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 19, 2012, 06:35:07 pm »
I've been searching for it so I apologize if it's been brought up before...

I'm trying to add outpost liasons to elves. I'm not sure that's the right term either, I want to be able to settle trade agreements with the elves. Is this possible? Thanks.

EDIT: Is [RESPONSIBILITY:TRADE] the tag I'm looking for?

3
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 17, 2012, 10:11:52 am »
Posting to follow!

4
DF Dwarf Mode Discussion / Re: Grisly Megaproject
« on: April 17, 2012, 09:50:08 am »

Sounds sort of similar to the game I'm playing (modding it myself).

Have you played Fortress Defense? I would try looking there for enemies and modding the entity file for dwarfs to consider butchering sentient creatures and taking trophies to be acceptable. Fortress Defense should provide you with enough meat and bones to complete the construction. I'd consider adding leather blocks too as you'll have a decent amount of that and might add some cool constructions ( * Goblin leather blocks * ), though I'm not sure how that would go.

In my my current mod, I've also toyed with making skulls, bones and meat brew-able to skull brew, marrow beer and blood ale if you want to continue with the feel. I've done a few other things focusing on making use of the extensive bone supply but I think you'll have no problem with that. I'd be willing to contribute all the modding I've done if you're interested.

5
DF General Discussion / Re: Which graphics do you use?
« on: April 15, 2012, 04:38:32 pm »
ASCII is how I started and it's probably how I'll end playing.

Maybe I'm just too stubborn to learn a tileset but ASCII just feels right for me, like it's the way The Toady One sees it and meant it to be played. Then again, ASCII might just be a placeholder for bigger things he has in mind.

6
DF Dwarf Mode Discussion / Re: Greatest reactions to DF gameplay, ever
« on: April 14, 2012, 05:23:08 pm »
A few friends and I were sitting together, getting a round of games in after one of our exams.

Him: "What are you doing there?"
Me : "I'm expecting a siege soon, getting the butcher shops, soaping industry and food stockpiles expanded real quick."
Him: "In case they block your supply of food and soap?"
Me : "What? No, I changed a line or two in ethics file. I churn the sieges into meat and soap. It's great because I get to use their bones as ammunition or to decorate all the mugs I export. Once I tan their skins into leather and weave their hair into thread, I can probably forgo setting up a cloth industry in favor of mass slaughter."
Everyone goes silent.
Him: "You're joking, right?"

You know, unless you understand the game, you don't really realize how useful being able to butcher your enemies can be. You can feed and clothe your children with the skins of the enemies, supply your hospital with plenty of thread and soap and produce enough bone decorations to buy anything else you need. Perfect for Fortress Defense.

EDIT: Apparently "forgo" is spelled forgo and not forego. Guess that makes sense.

7
DF Community Games & Stories / Re: (Planning) Kelnimar - Metalpaths
« on: April 10, 2012, 01:01:26 pm »
Oh boy oh boy oh boy oh boy....

There's going to be a lot of fun with this release. I've already started thinking of ways to automate a fortress... This will make entirely new ways to use burrows. Different sections of the fort (smithing, farming, refuse + butchery, military barracks and outside, etc) spread all over the map connected only by the mine carts to "the hub", a central stockpile. I've already started thinking about what sorts of dwarven logic gates can be used for the most efficient hauling systems...

Posting to follow and to contribute devilish ideas!

8
DF General Discussion / Re: New and lost (Yes, another stupid newbie)
« on: August 31, 2011, 06:10:03 pm »
Try looking for a warm environment with a river/stream/brook next time and be sure to build a well. That will help while you get the hang of farming and brewing.

10
DF General Discussion / Re: New and lost (Yes, another stupid newbie)
« on: August 31, 2011, 01:30:32 pm »
How rude of me... I guess that's what I get for trying to answer questions at 4 in the morning!

I should have said welcome to the community! If you need to know how to do something, don't be afraid to ask around here!

Just one little point here, in DF there are no "stupid newbie"s. Only beginners and "people, who have managed to reach the state of not-beginnerness that a fort of theirs has died FPS death".

We all lose. Some just lose later.

11
DF General Discussion / Re: New and lost (Yes, another stupid newbie)
« on: August 31, 2011, 03:37:32 am »
By garbage, do you mean you've been dumping them? Dumped items are forbidden after dump. If you've been stockpiling them, that's different.

Just to save you hours of time: There's a mass-designation tool if you go through d-> b. This allows you to highlight and forbid/dump/hide items on mass instead of designating them one by one.

12
DF General Discussion / Re: New and lost (Yes, another stupid newbie)
« on: August 31, 2011, 03:28:59 am »
1. Dig. You'll most likely hit non-economic stone. Economic stone are things reserved for certain tasks (most ores, flux stone).

2. He might be on break, he might not have carpentry enabled. Check your units screen (hit u) and see what he's up to. If he has 'No job', something is in the way of him finishing. You can cut down some trees to get more wood (d -> t -> highlight the area)

Don't worry about the wagon thing. Wagons are broken and you might not even have a Trade Depot yet.

13
DF Dwarf Mode Discussion / Re: [SPOILERS] Glorious, glorious candy
« on: August 31, 2011, 12:05:54 am »
Wow, crazy! Someone do some more exploring! Thanks for the pictures, Naxza, and thanks for the save lielac!

But seriously, someone please do some more exploring for the forum : D

14
Hey khenal! Just warning you a little here... Ogres.

15
DF Modding / Re: Modding Glob of Fat to be a product
« on: August 30, 2011, 12:26:20 am »
Actually...

At the end of the day, I don't really care where the Glob comes from.  How would I word the reaction to just be a glob of cat fat?

[PRODUCT:100:1:GLOB:NONE:ANIMAL_MAT:CAT:FAT]  ?

Cat soap is the dwarfiest of soaps.

I would try [PRODUCT:100:1:GLOB:NONE:CREATURE_MAT:CAT:FAT]. I've never seen ANIMAL_MAT but I might just be looking at old files.

Pages: [1] 2 3 ... 10