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Messages - Schattensonner

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1
DF Modding / Re: Skill rust
« on: March 29, 2012, 09:23:32 am »
Add the token [SKILL_RUST_RATES:NONE:NONE:NONE] to the creature raws.
It -should- do the trick (Never used/tested this specific tag by myself, its taken from the wiki)



2
I have a question/suggestion about/for splinterz version

Can we combine multible roles into a new/custom one ?
For example I want to have the evaluation of a custom profession I defined, let it be my "Forager" (Woodcutter+Herbalist(+opt. Beekeeper)) for now.
Right now I just arranged the corresponding skills/roles to be next to each other in the gridview, but Iīd rather just have the "Forager" role which is just combination of those 2 (+1/2) basic roles.
Well, I could just combine those 2+ roles by using the respective skills/attributes/traits/whatever in the ini-file, but it seems like a quite clumsy solution.

I wonder if its possible to let the Forager role use the respective other roles values (WC/Herb/(BK)) in the calculations.
Maybe in the Ini it could just look a bit like this..

Spoiler (click to show/hide)

If this is already implented in some way, Id be thankful if someone could point me into the right direction, I cant find it myself right now.

btw.. Big thanks to all of you who work on this essential tool

3
DF Modding / Re: Tree Farming
« on: September 09, 2011, 07:05:37 pm »
The only Treefarms I have seen use an additional custom reaction to turn the harvested Plant to wood+seeds.
I read that you cant make trees have seeds for planting, neither can make plants to "grow to logs".
So, I think that without a custom reaction you canīt have woodbearing plants/plantable trees.

I cant really help about actual plant implentation, cause I s*** at creature/plant raws.
I would just copy/paste Plump Helmet raws and remove everything but the structural plant and the seeds section
and rename some things..

The reaction could be

Spoiler (click to show/hide)

Maybe I missed/misspelled/messed up  something, but its a little late and im also a "little" drunk,
so I apologize in advance.. ^^

4
DF Modding / Re: Workshop that requires cotton candy?
« on: August 25, 2011, 09:58:30 am »
Just as Seriyu said,
Add one of the following lines to the buildings raws and it should work as intended

Spoiler (click to show/hide)

5
Hm.. If you use a preset world with advanced parameters you can find and edit the starting embark points in  *DF-FOLDER*/data/init/world_gen.txt

Spoiler (click to show/hide)

This way you can also have more than 10,000 embark points.. waaay more

6
DF Modding / Re: Noble fix (kinda)
« on: June 13, 2011, 09:58:15 pm »
So far the selection by class seems to work fine in Fortressmode and is messed up in Legends for me.

For example the initial expedition Leader (if normally class-restricted) will be selected independent from creature_class, beside other elected Nobles,
but once you try to (r)eplace him only dwarves with the proper class show up in the list as intended.
It shows -something- like "Theres noone worthy enough for this position" if you dont have the proper caste available..

I never had a Heir (or whatever it is called) so I dont know if the restriction will be bypassed in this case

7
DF Modding / Re: Iron Knuckles.
« on: June 13, 2011, 09:20:28 pm »
I think it should be
[SKILL:GRASP_STRIKE]


8
Just as a note : You could change the Workshop without a regen

9
DF Modding / Re: Starting dwarf change
« on: May 24, 2011, 09:09:15 am »
Afaik the tool DFusion had such an option, but I havenīt tested it myself..
The DFusion Thread:
http://www.bay12forums.com/smf/index.php?topic=69682.0

10
DF Modding / Re: Shadowrun mod development (discuss, share, borrow)
« on: May 12, 2011, 07:27:52 am »
OMG.. Sounds awesome..
I enjoyed all of your mods so far, and I loved to play the SR P&P years ago..
So I just cant wait to have this mod on my PC..

Some Ideas:
*Dermaplast Fiber/Cloth for Stitchings/bandages as kind of Dermal-Armor (right translation ? ) for the wounded - Not useful as armor, just for the style
*Roaming Cyberzombies of various kinds
*Drones as Pets - Well, just like the way the robotic pets appear in your Wasteland mod

For Cybertech all I could imagine would be creature variations(or was it body variations - i always mix up all these terms) to replace/modify some parts of the body-
sadly this wont give us the chance to use a clinic for implants- but at least some "pre-cybered" castes/creatures/whatever

Hm.. I think Iīll have a look and try to find my Sourcebooks.. Somewhere in the planes of chaos called "basement"

11
DF Adventure Mode Discussion / Re: Draw your adventures
« on: April 28, 2011, 02:45:53 pm »

Finally a Goblin siege.. My sole Defender dwarf got bored all year long and rushed out..
He would kill them all, defend the fortress and sacrify their bodies (or whats left of them) to Armok..
...
At least this was the plan..

It turned out that the goblin leader was kind of.. well.. sensitive..

Spoiler (click to show/hide)

He triggered a -very- weak weapontrap, got a minor injury and retreated.. All other gobs followed.. Not a single drop of goblinblood for Armok that day..

Kicked my mayor off the walls instead.. Making such a fuss bout nothing.. He deserved it..

12
DF Modding / Re: Problems with automated Plant Processing
« on: April 26, 2011, 12:27:51 am »
Thank you for your response Kilumanjaro

Sadly this reaction just produces the above mentioned generic "thread"... Unusable..
I tried everything else I could imagine to be working, like adding the first to pig tails.. Varying the product..
Spoiler (click to show/hide)
and other things.. none of them worked so far..

DF doesnt seem to use the "Thread" part of the plant in the reactions no matter what I try..
Spoiler (click to show/hide)
as reagent still takes the right plants but the product is the unusable "thread" or "plant thread", depending on the rest of the reaction..

Still stuck and clueless..
Maybe ill go take a rest, early morning now..


13
DF Modding / Problems with automated Plant Processing
« on: April 25, 2011, 08:18:52 pm »
Hello everyone..

Iīve got mayor problems getting a custom reaction to work as intended.

The main purpose of this reaction is to process ANY thread-yielding plants to respective useable threads.
I donīt want to make a reaction for every single one, so I added some tags to the plants to make the reaction "autoselect" the right ones (which works out quite well so far)

Instead of giving "Pig Tail fiber thread" it spits out "Pig Tail plant thread".. Not perfect but better than nothing I think..
Itīs stored in the according SP; Itīs weaved in a loom,resulting in "Pig Tail plant cloth".. Cloth products can also be made of it..
Itīs useable at last..

But it cant be dyed for example, so I guess the plant cloth is not considered the same as the "original" ones.
EDIT:Ok.. Not as useable as i thought.. my bags are Boxes.. DF doesnt seem to recognize the material as common cloth although its being stored in cloth SP

I tried to vary the Product but the only differing result was a "thread", unusable in any way..

I want to get the "original" thread out of the plants, not an artificial one.. Maybe itīs not possible, as the original "processing"-reaction seems hardcoded
 Maybe Iīm just blind and cant see the obvious..But if anyone could help me with this one, Iīd be glad..

The reaction so far (Yes, its Genesis mod and takes place in itīs Altar,for now at least):

Spoiler (click to show/hide)

The [HAS_THREAD] reactionclass is the Tag I added to the respective plants, and it works perfect by now..
I wasnt able to find another working tag to get the same results without editing the plants so far..
[HAS_MATERIAL_REACTION_CLASS:THREAD] or anything this way didnt work so far.. And without such tags I got (useable as stated) "Plump Helmet plant thread"..
So the [HAS_THREAD] tag works like a charm.. But it takes a time do browse the raws setting it up..

argh.. dont talk nonsens.. "POST".. !!now!!

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