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Messages - CryptoCactus

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1
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 05, 2014, 09:57:48 am »
How big, exactly, is a "glob" created in an breath attack?

2
Mod Releases / Re: Realistic 14th Century Metallurgy Mod
« on: June 02, 2014, 03:36:07 pm »
Spat out a few errors:

Spoiler: errorlog (click to show/hide)

The first three are because the entities are still trying to use the now-non-existent COPPER material for their currency (I changed it to PURE_COPPER on my end).

The last one is just a malformed reaction - I believe

[REAGENT:B:1:WOOD:NO_SUBTYPE:WOOD:NONE]

should be

[REAGENT:B:1:WOOD:NONE:NONE:NONE]



Haven't actually play-tested it yet, just letting you know about the above.

3
Mod Releases / Re: Realistic 14th Century Metallurgy Mod
« on: June 02, 2014, 01:37:42 pm »
This is awesome. I am definitely going to use this!

You also just taught me lots about medieval ironmaking, so that's a bonus too.

4
I have updated the OP with more information/errors.

5
DF Modding / [NUMBER]ed body parts fixed/expanded
« on: May 05, 2014, 09:07:16 am »
Since [NUMBER] is broken, I decided to try out actually individually defining each of the body parts. Testing seems (to me) to indicate that the given body parts now work more like they were intended.

Just tossing it up here in case anyone else would like to do the same.

Spoiler: BODY:TEETH (click to show/hide)
Note: the above can also be applied to the GENERIC_TEETH* body templates, if you adjust the tooth sizes (for instance, in GENERIC_TEETH_WITH_LARGE_EYE_TEETH, you should set the RELSIZE of the eye teeth to 15). For sufficiently large creatures (e.g. dragons), butchering will also now yield 28 teeth, instead of only one.



Spoiler: BODY:RIBCAGE (click to show/hide)



Note: if you use the new ribcage, I recommend also changing BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS -


This also makes the ribs behave more believably - it is impossible to injure the heart without first busting through at least one rib, and the lungs and liver are 50% covered, instead of 5%. I believe this is what was intended.

6
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 08, 2014, 03:52:48 pm »
I'm having a hard time grokking syndrome severity.

I see several places on the forums where people are saying severities in the thousands are necessary to see any effects, but all the vanilla syndromes have severities <=100.

How exactly does one determine a "good" range for syndrome severity?

7
That's awesome, Vattic, thank you.

8
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 13, 2014, 10:26:50 am »
Just a thought: if I were to go through and add

Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_TYPE:UPPERBODY]
[EBO_ITEM:MEAT:NONE:LOCAL_CREATURE_MAT:MUSCLE]

to all creature raws, that would ensure that every creature, when butchered, yields at least one piece of meat, yeah? Seems to work with my cavy experiments, anyway.



edit:doesn't work with vermin, evidently. I guess they ignore EBO stuff?

9
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: February 26, 2014, 03:11:47 pm »
UPDATE. Last one, really this time. :P

I accidentally left a tag in the raws from something I was experimenting with, which was resulting in butchery results of " partial remains" instead of bones.

Fixed.

If any of you are currently playing and want to fix it without restarting, just go to data/save/[region]/raw/objects, open material_template_default.txt, and delete the LAST line under BONE_TEMPLATE (the BUTCHER_SPECIAL etc). Viola, no more " partial remains". And do the same in your normal raw/objects folder as well.

10
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: February 25, 2014, 03:31:50 pm »
Great new everyone!

I've written a few simple, optional modules that go along nicely with my MMUP. See my main post for linkage.

Quarterblue, you will be happy to know that one of the modules reverts the egg size nerf, giving creatures their vanilla CLUTCH_SIZEs back!

Included modules:

Better Megabeasts
This module upgrades the vanilla megabeasts, without changing them drastically. Probably the biggest "flavor" change is to dragons, which now have wings and can fly. Most of the rest simply have higher skills and/or thicker skin, as well as a few extra tags. See the included readme for specifics.
NOTE: the two egg-centric modules both also contain a creature_standard.txt, which will overwrite this one. If you want to use an egg mod, install this one last. You can then either copy/paste the CLUTCH_SIZE numbers from whichever egg mod to this one, or just leave this as-is, as it won't make a huge difference really.

Standardized Plants
This module is an alternate take on the "Seasonal Crops" module from the official Modest Mod. Indoor plants can be planted all year, but take two full seasons to grow. Outdoor plants grow twice as fast as indoor plants, but not all year. Most outdoor plants grow SPRING/SUMMER/AUTUMN and die in the winter, but GOOD plants only grow in SPRING/SUMMER, and EVIL plants only in AUTUMN/WINTER.

Bones and Brains
This specific module is NOT compatible with Modest Bodies!

This is a simple MMUP-ready merge of Bone Stacks by Wannabehero and Brain Stem project by Nihilist.

Bone Stacks creates - you guessed it - more (but smaller) stacks of bones when butchering, to mitigate the entire-stack-gets-used-to-make-one-thingy bug.
BSP splits the brain into 3 parts, adding a layer of complexity to head injuries and mitigating the one-gentle-tap-kill headshot problem.

Vanilla Eggs
Requested by Quarterblue, this module simply returns egg CLUTCH_SIZEs to their vanilla values, while still retaining the rest of MMUP's changes. Incompatible (obviously) with Hard-Boiled. Install BEFORE Better Megabeasts if you use it.

Hard-Boiled - Single Eggs Only
On a suggestion from Meph, this module make ALL egg-laying creatures only lay one egg at a time. This will hurt your food production considerably if you rely on eggs, but the important thing is that it will make it significantly harder to breed legions of War Crocodiles (or whatever). Incompatible (obviously) with Vanilla Eggs. Install BEFORE Better Megabeasts if you use it.

11
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: February 21, 2014, 10:53:41 am »
Also, UPDATED.

This update just fixes a couple of small bugs I accidentally introduced in the last one. Things should be pretty much stable now.

Still kicking around the idea of screwing with the egg stuff per Quarterblue's request, but not sure if I really want to delve into it.

12
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: February 21, 2014, 10:35:48 am »
I don't know much about graphics packs, honestly, as I don't use them. Feel free to tinker away if you like.

I believe every change (not a guarantee though) is marked with with "Igfig" or "Crypto", depending on which of us changed what.

13
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: February 19, 2014, 04:55:51 pm »
body_default was not touched, so yes it should work.

Necromancers shouldn't cause any shenanigans that I know of. Let me know if it's a recurring thing.

Also, UPDATED.

The new version DOES include a binary-patched exe, and is re-packed to ModestMod's usual standard, as well as rounding out a few other things I missed.

14
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: February 19, 2014, 11:26:26 am »
Should be. Just overwrite. Let me know if your game explodes. :D


edit: but in all seriousness it should be fine. Modest bodies only alters one file that I'm pretty sure neither MM or my updated version touches.

15
Indeed. Some other areas that could use some work:

wonky pet_values
missing c_variations
immortal creatures
underpowered (semi)megabeasts

Haven't gotten around to making lists of what's what though, yet. PET_VALUE would be a lot of work for a relatively minor goal, c_variations are easy but some people don't really like them in the first place, and many of the immortal creatures might be that way intentionally. I like having mortal creatures, though - I always make at least gobs and elves mortal so they'll have a shot at "extending" their life through unnatural means.

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