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Topics - Narrrz

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All metals have a max_edge value,  with an integer above zero indicating that they can make edged weaponry (iirc, it's the fact that obsidian possesses a value for this parameter which allows it to be used to make weaponry).

Candy has a much higher value than other materials, but it's not clear what effect this actually has - or, indeed, if the sharpness of a specific weapon is always the max the material allows, or if it's determined by weapon quality or some other factor.

Does anyone know how sharpness actually works?

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DF Modding / Is it possible to add custom reactions to the loom?
« on: May 08, 2023, 08:55:52 pm »
I've made a mod to allow feathers to be woven into cloth (silk), which works, but i can't seem to make it take place at the loom. Is the tag for the building not LOOM? it shows up as that (actually as WORKSHOP_LOOM) in the graphics files.

Also, one side effect of giving feathers the [SILK] tag is that when butchered, a creature drops a stack of x feathers instead of a single feather item proportionate to their body size. That would be good, except the reaction eats the entire stack without multiplying the products. I think this is a bug, reminiscent of an old one where any bone- related job would use the entire stack of bones; indeed, if i change this reaction to take bones instead of feathers, it uses just a single bone from the stack.

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DF Modding / What causes the 'fatty' problem?
« on: May 07, 2023, 04:09:51 pm »
When modding scales to produce leather in the same way that skin does, the resulting product doesn't seem to use the 'scale' template, or else it somehow inherits the 'fatty' adjective descriptor from fat. as a result, though '<creature> scale' will be tanned correctly, the product created is '<creature> fatty'.

has anyone figured out why this occurs, or especially, how to prevent it?

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DF Suggestions / New Night Creature type - Wendigo
« on: October 24, 2020, 08:49:59 pm »
These would be a bit like a cross between a werebeast and a vampire, though they wouldn't arise from a deity's curse. Instead, (in fortress mode) when a dwarf reaches the stage of starvation where they begin to "hunt for small creature", there would be a chance instead that they would seek out and murder, butcher, and consume one of their fellow dwarves, leaving a skeletal corpse. Upon finding such a body, the player would be notified "The skeleton of Urist has been found, the bones sucked clean of marrow".

The offending dwarf would now be an infiltrated night creature, and in their description their features should become more and more monsterous over the course of a year, and other dwarves catching sight of them should szsometimes become overcome by horror/fright. In addition to their usual food and drink needs, they will sometimes seek out dwarves who are alone to kill and consume in the same way. If not found and removed before the year-long incubation period ends, the dwarf will exit the fortress entirely to create a lair nearby, subsequently fully transforming into a monstrous form, and returning (in stealth) periodically to raid your fort for more dwarves to kill and eat.

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DF Suggestions / Dwarven Graffiti - Terry Pratchett style
« on: July 14, 2018, 11:26:10 pm »
I posted this to Reddit, to see how it would be received, but apparently Toady doesn't follow there so someone suggested I post here.

In Terry Pratchett's discworld universe, dwarves in mines, as they get more stressed, carve "mine sign" into the walls as an outlet for stress. I thought it would be kinda cool if dwarves here were to do the same; as a kind of low-level tantrum, they'd pause to engrave a symbol in a nearby surface, gaining a small amount of relief from doing so. However, depending on their stress levels, the symbol inscribed becomes increasingly dire, and viewing such a carving might give other dwarves added stress.

You could even extend it further - in the book 'thud', a dying dwarf scrawls a particularly dire symbol in his own blood, summoning a vengeful spirit which takes possession of the main character and drives them to be violent.

Would make a pretty neat addition.

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DF Modding / Arming my new race
« on: July 02, 2016, 04:59:57 am »
I've successfull modded in a new race (gnolls) and a civ entity that uses them. They gen into the world, they show up at my fortresses, they wear the clothing that i want them to, but to a man (creature?) they are all unarmed and have no profession. I've had up to a hundred of them show up like this.

Since i intended them to be a more primative race, i wanted them to use stone weapons - rather than change the raws for stone so that every weapon can be made from any rock, rather than just swords from obsidian, i created custom reactions for each of the weapons i had assigned to the race, created a custom generic stone material, and added all my custom reactions to the race's list of permitted reactions. So far as i can tell, from adding my custom reactions to the list of reactions permitted to dorfs, all of that works as intended. I have no idea why they would not only show up without these weapons, but without ANY weapons. They have the furnace operator job enabled, as well as stonecraft (which is used to produce these crude stone weapons at a craftsmans shop)

Here are the raws:
Gnolls:
Spoiler (click to show/hide)

The Civ:
Spoiler (click to show/hide)

My custom material and reactions:
Spoiler (click to show/hide)

Can anyone see anything that i've obviously messed up?

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DF Suggestions / QOL jingamathigg
« on: July 01, 2016, 09:09:28 pm »
I just want to request two little things - that the time-forward take place upon embarking, not prior to loading up the site selection screen, and to be able to esc-out of embark back to site selection (in case the civ you picked has no access to iron, and therefore prevents you from embarking with an anvil)

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DF General Discussion / Pressure has stopped calculating
« on: March 30, 2015, 01:44:14 am »
as part of my fortress design i made a pressure filled, combined cistern/well system to supply water to my fortress and obsidian farm. It worked brilliantly... initially. However, once it had completely filled (to the height limit of the pressure), it seems as though the pressure has switched off.

I'm currently looking to wash my lower levels/upper cavern layer and this water system would be the easiest way to do that... if i could get it to start up again. I have jumpstarted it at one point, basically by sending a 'bubble' up the pipe, but i presently can't access the pipe to cause a manual pressure drop that way (the way i designed the cistern allows water to flow into all channels, but will leave the well system full even if i drain into my obsidian farm)

short of digging a new accessway into the system, is there any trick i could employ to try to jump start pressure?

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DF Modding / Custom ammunition materials & hunters
« on: March 24, 2015, 01:28:54 am »
I've modded in custom obsidian ammunition to give my hunters something to play with other than bone (which doesn't seem to be able to break the skin right now) but now i've run up against a separate issue: there seems to be no way to allocate stone ammunition to my hunters//set them to use any bolts other than my metal combat-reserved ones.

is the material list in the military screen hardcoded, or is it editible somewhere/somehow?

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