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Topics - CulixCupric

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1
DF Dwarf Mode Discussion / what to do when the dead outnumber the living?
« on: February 01, 2016, 02:41:38 am »
what do you do when the number of dead citizens outnumber the number of living citizens?
What methods do you use to dispose of the dead?

2
DF Dwarf Mode Discussion / What are your embarking tips and tricks?
« on: January 31, 2016, 03:11:09 am »
What are your embarking tips and tricks?

mine is this: since cassiterite and malachite are only 6 points each, embark with a bunch of them, so you can make bronze from the beginning. it yields 8 bars per 12 points, and a bronze bar costs 25 points each at embark, you get over 16 times the bronze bars.

3
what is your favorite type of legendary dwarf? why?

For me, It's legendary miners. I do a lot of public works projects, and I need stone excavated fast.

4
DF Modding / Thoughts on renewable forms of metal/stone?
« on: October 16, 2015, 08:54:59 pm »
What are your thoughts on making renewable version of nonrenewable resources?

Related, Aeternite/Aeternite Carbide/Aeternium, my ferrous carbide super pseudo-metal.

I named it such because aeternum is latin for eternity.

through custom workshops:
clay + charcoal = graphite
graphite + aeternium bars = aeternite carbide, a non-naturally occuring ore that smelts into aeternium bars.

aeternite is extremely rare to find, however it can be pieced together from less rare, but still rare, component ores from two reaction groups, chromatic ores, and essence stone.

I also made quartzite renewable, and sandstone, and claystone. quartzite is made of sandstone, which, according to DFwiki and Wikipedia, is how it forms naturally.
I also made it so graphite can be turned into refined coal, because graphite actually burns really well IRL, and would make great fuel.
ores/metals material raw
Spoiler (click to show/hide)

reactions
Spoiler (click to show/hide)

What renewable resources have you made and what are your views on them? when are they too overpowered?

5
So, I have this issue a lot, in many of my previous forts and my current now.

I have a channel going from my river full of water, and I need to block it to stop flooding. how do I do this? I've been reading through the wiki, and I haven't found any way.

Also, how do I, if it is possible, rebuild soil floors?

6
So, as it turns out, my current mayor and best metalsmith, legendary in one skill, master in two, is a vampire.
I am tempted to use their blood to fill my reservoir that i am currently building, and make everyone vampires.
should i? can vampires not drink the blood of other vampires?

EDIT: i have had only one death, to secretive vampire blood draining, and the mayor is the only one who witnessed death lately...
...so I figure it's the mayor. later checking in Dwarf Therapist proves it is the mayor.

7
DF General Discussion / What are your current personal goals in DF?
« on: October 14, 2015, 05:59:38 pm »
What are your current personal goals you try to achieve within DF?

for me, it is the following:

- start wars.
- win wars.
- try to find ways to enslave/absorb other civs.
- kill a god. for now, closest I think I can currently get is kill all their followers.
- take over the world.

I haven't completed any of these, and I am not sure what the effects of doing any of these would even be.

8
What are the most horrible and dangerous monsters and threats you have created?
In what ways have you increased the dangers of the worlds you create?
How have you made the game more terrifying and deadly?

I am trying to add more dark fantasy elements, more akin to the demiplanes of dread, Ravenloft, or old Hammer Horror monster movies, than other dark fantasy.
I am looking for ideas to add more horrors lurking about, and more reasons to fear everything, and ways to cause evil biomes to expand over time...
Anything that can make a world more frightening...

EDIT: Was supposed to be posted in Modding Forums. Please move it there if possible.

9
DF Dwarf Mode Discussion / walls turning back into blocks...
« on: October 01, 2015, 04:26:48 am »
walls in my fortress seem to deconstruct themselves of their own will. what is going on?

i think my game is designating deconstruction of its own accord... and it keeps doing it to my walls... a don't know why...

10
who else would enjoy a mass suspend/unsuspend designation, similar to the mass claim/forbid/melt/dump designations under the (b) item/building properties designations submenu?

I would like it so i can unsuspend all the walls/buildings/floors/etc jobs cancelled because someone was standing in the way...

11
what is your favorite year to finish worldgen at? why?
what are some pros and cons of certain areas.

for me, it is the year 75, because the civilizations are small and conflict is common, and much of the world is unsettled, and it makes great embarks. my year to begin megabeast numbers checking is 550, which it never reaches. 60 titans, 150 mega, 300 semimega.

POLL: would you enjoy a feature under the play option, allowing you to pass time in a world you've already played within, allowing retired forts advance and politics and wars to progress?

12
What are your favorite things to add/alter/create while modding?

For me, it's sentient species, and civilizations, as it adds more possibilities of conflict, wars, and new races to play as during fortress mode.

I also like to add new reactions and plants, to add more diversity to what farming and crafting. surface mushrooms, silk reeds, etc.
a fuel refinery for making clay briquettes, or solid forms of ethanol or biodeisels.
https://en.wikipedia.org/wiki/Solid_fuel
https://en.wikipedia.org/wiki/Liquid_fuel
miniature forms of livestock, which are more managable.
https://en.wikipedia.org/wiki/Miniature_cattle
a workshop for making mixtures of sand, clay, soil, and charcoal into claystone, sandstone, siltstone, or graphite, or blast-heating sandstone into quartzite.
http://dwarffortresswiki.org/index.php/DF2014:Sandstone

What are your favorite things to add/alter/create while modding? what are examples of what you've added?

13
using invaders for !!SCIENCE!! What have you tried or accomplished?

Also share your evil deeds.

14
DF Modding / [MODDING] ITEMS (CLOTHING/WEAPON/TOOL/ETC) QUESTIONS THREAD
« on: September 17, 2015, 01:28:10 pm »
Here is where to ask questions about various item modding and tokens.
(Further info/edits pending...)

http://dwarffortresswiki.org/index.php/Token
http://dwarffortresswiki.org/index.php/DF2014:Ammo_token
http://dwarffortresswiki.org/index.php/DF2014:Armor_token
http://dwarffortresswiki.org/index.php/DF2014:Tool_token
http://dwarffortresswiki.org/index.php/DF2014:Trap_component_token
http://dwarffortresswiki.org/index.php/Weapon_token
http://dwarffortresswiki.org/index.php/DF2014:Skill_token

NOTE: I didn't see one, and knowing I am likely going to ask a lot of questions about it, and so are others, i decided to make this one thread, instead of a numerically larger number of smaller threads.

15
DF Modding / new stand-alone raw files?
« on: September 16, 2015, 01:54:24 pm »
I have been modding for a while, been playing for over a year, and i wanted to make my mods separate from the main files so i can easily sort them and not edit the vanilla raws.

when i put them in the raw/objects folder, they seem to not affect the generated world. they raws exist in the save files raw/objects folder... but they don't seem to be doing anything. am I doing something wrong? are the files not formatted correctly? is it not possible to make custom stand-alone raws?

some examples... i will use my metals/reactions, because they are short.

culix_inorganic_materials.txt
Code: [Select]
culix_inorganic_materials

[OBJECT:INORGANIC]

[INORGANIC:TELUMITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:telumite][DISPLAY_COLOR:4:4:1][TILE:139]
[ENVIRONMENT:SEDIMENTARY:VEIN:100]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
[ENVIRONMENT:IGNEOUS_INTRUSIVE:VEIN:100]
[ENVIRONMENT:METAMORPHIC:VEIN:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:TELUMIUM:100]
[SOLID_DENSITY:5260]
[MATERIAL_VALUE:45]
[IS_STONE]
[MELTING_POINT:12736]

[INORGANIC:TELUMIUM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:telumium]
[STATE_NAME_ADJ:LIQUID:molten telumium]
[STATE_NAME_ADJ:GAS:vaporous telumium]
[DISPLAY_COLOR:4:4:1]
[BUILD_COLOR:4:7:1]
[MATERIAL_VALUE:45]
[SPEC_HEAT:500]
[MELTING_POINT:17500]
[BOILING_POINT:55000]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[SOLID_DENSITY:8750]
[LIQUID_DENSITY:7000]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:22500]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:CRIMSON]

culix_reactions_smelter.txt
Code: [Select]
culix_reactions_smelter

[OBJECT:REACTION]

[REACTION:TELUMIUM_MIX_IRON_INTO]
[NAME:fold telumium w/iron (bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:TELUMIUM]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:TELUMIUM][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[AUTOMATIC]

[REACTION:TELUMIUM_MIX_GRAPHITE]
[NAME:split telumium w/graphite]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:TELUMIUM]
[REAGENT:B:1:BOULDER:NONE:INORGANIC:GRAPHITE]
[REAGENT:C:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:TELUMIUM][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

culix_reactions_other.txt
Code: [Select]
culix_reactions_other

[OBJECT:REACTION]

[REACTION:COLLECT_SEEDS_TO_BAG]
[NAME:harvest seeds]
[BUILDING:FARMER:CUSTOM_D]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[UNROTTEN]
[PRODUCT:100:3:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:PLANT]

[REACTION:BURN_THE_BODIES]
[NAME:cremate corpse]
[BUILDING:SMELTER:NONE]
[REAGENT:corpse:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:BURN_THE_PLANTS]
[NAME:burn plants]
[BUILDING:SMELTER:NONE]
[REAGENT:plants:8:PLANT:NONE:NONE:NONE]
[PRODUCT:100:4:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:BURN_THE_BUGS]
   [NAME:burn dead vermin]
   [BUILDING:SMELTER:NONE]
   [REAGENT:vermin:5:REMAINS:NONE:NONE:NONE]
   [PRODUCT:20:1:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
   [SKILL:SMELT]
   [AUTOMATIC]

[REACTION:CREATE_CLAYSTONE_STONE]
[NAME:create claystone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CLAYSTONE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_SANDSTONE_STONE]
[NAME:create sandstone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:SAND]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SANDSTONE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_SILTSTONE_STONE]
[NAME:create siltstone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:SAND]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SILTSTONE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_QUARTZITE_STONE]
[NAME:create quartzite]
[BUILDING:KILN:NONE]
[REAGENT:sandstone:1:BOULDER:NONE:INORGANIC:SANDSTONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:QUARTZITE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_GRAPHITE_STONE]
[NAME:create graphite]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:coal:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:GRAPHITE]
[FUEL]
[SKILL:POTTERY]

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