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Messages - dimondmine2

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1
If they're not useful, you can always change the raws, atom smash them, or banish them from your fortress. The one upside is the chores they do.

2
DF Modding / Re: Megabeast Ideas
« on: April 04, 2018, 05:57:30 pm »
You could make a giant(?) legendary suit of sentient hollow candy (or steel) armor. Something that was bewitched or cursed long ago or something like that. When it dies it could drop a random masterwork quality candy armor piece or weapon.

You could make an Ent megabeast that attacks on its own or perhaps tags along with the hippies.

Another idea is a sandman megabeast with a deadly dust which puts people to sleep and has freddy kruger like claws.


3
DF Modding / Re: Mini-Mod: Driftwood! (Help/Testing requested.)
« on: April 04, 2018, 05:38:16 pm »
This is brilliant. What sort of frequency are you looking to set? How many logs per season is what I mean. Also, as a potential area to check for bugs, I wonder if a frozen embark with frozen ocean (arctic sea?) as one of the embark tiles will generate driftwood.

4
Thank you Fricy! I really appreciate it.

5
How would I go about importing the TomiTaipo Old Genesis mod into the Meph launcher? Assuming that its possible and reasonable to explain in a forum post.

6
I guess that explains one of issues. I'll write down any more developments as they occur.

7
New information: Even after disabling corpses from my refuse pile (which was dual refuse and corpses), the  dwarf corpses are still brought back to that stockpile.

8
Like the title says, there are two particular corpses that my dwarves will carry from the refuse pile to a coffin assigned to the dead dwarf. However, as soon as they reach the coffin, the pick up the corpse right away and take it right back to the refuse pile.

Does anyone know what's going on here or how to fix it?

Other information:
It's likely the corpses were reanimated at one point.
The corpses are mangled partial skeletons.
The corpses use what appears to be the dead human graphic (I am using Meph's tileset with TWBT through the LNP).
I am absolutely sure that these are dwarf corpses.

The corpse of one states "Avuz Lolorlun," it is covered in "Avuz Lettercloudy's dwarf blood" lolorlun means lettercloudy (checked using the translator https://lingojam.com/DwarfFortressDwarven).
The second dwarf has the same mismatch between the blood and the dwarf's name.

The second dwarf's grave contains his second finger, left hand, so something was able to be put in his grave at some point.
The first dwarf's grave, on the other hand, is empty.

I know I could just atomsmash the corpses and engrave a slab, but I would like to figure out this weird problem, both for myself and for !!SCIENCE!!.

9
DF Modding / Re: D&D DF??
« on: June 05, 2015, 01:07:27 am »
I have a first edition D&D monster manual that I could scan to pdf and send to you (Meph) if you would want that.

10
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: June 04, 2013, 10:53:08 am »
A current bug I have (atleast I think it is a bug) is in the research workshop. Whenever the workshop creates a unique ammo, such as "hide root plant jagged arrows", the dwarves refuse to move it into the ammo stockpile.

11
Some sort of get-info command for an item, specifically armor and weapons. The command would look at the item and spit out the items properties such as weight, attack type(s), skill used, size, contact area, etc. As well as the items material properties such as density, shear yield, impact yield, etc.

12
Thank you so much, for the link, and I would love to help this project, although I really know how I would do so, as I am not much of a modder.

13
Feature request, many mods add weapons, and often foreign weapons are a part of this, would it possible to do a {get "item_name" info} so that someone could see the benefits of that weapon without navigating the raw files. An example of why I bring this up, while playing DFMM, I got a drow caravan, and they brought spiked shields, and alas neither the masterwork sub-thread nor the masterwork wiki provided any help (or I am oblivious) as to the benefits and/or drawbacks of a spiked shield. If you could add in that feature, it might help take out some of the confusion when choosing whether or not to build/buy that weapon/armor from some mod or another.

14
DF Gameplay Questions / Re: World gen - Perfect site?
« on: September 05, 2011, 08:12:25 am »
recently i got lucky and got 6 bioms (i made my embark 5x5 though) i was useing the patchwork world paramaters from the df wiki

15
DF Dwarf Mode Discussion / Re: What other "Secrets" would you like to see?
« on: September 04, 2011, 12:00:12 am »
My idea is simple, but effective, a tome of nervous healing, it let's the dwarf to heal nervous injuries, !!SUPER DOCTOR!!

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