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Topics - Demandro

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1
DF Modding / The interactions
« on: December 16, 2021, 02:54:16 pm »
So, the wiki hasn't a lot  of information on interactions. I mean, it's something, but it could be better. So, I have one major, but dumb question: do I put the interaction file in "interaction examples" folder, "objects" or as far as DF is concerned it wont care in which folder (if any) you place your files as long as they are in "raw" in general?
I mean, so far I was making races, creatures, languages, recipes and materials and all of them are in one same folder, so without thinking much I do the same what vanilla files do, place files in "df(what_ever_version)/raw/objects" and everything just works. But when it comes to interactions I'm untrained, smooth-chin, lesser than a peasant dwarf.

2
DF Modding / Pesky vermin
« on: December 13, 2021, 10:06:07 pm »
So, lets start with the thing that works: [PRODUCT:100:1:VERMIN:NONE:WAMBLER_FLUFFY:FEMALE] and[PRODUCT:100:1:VERMIN:NONE:WAMBLER_FLUFFY:MALE] work properly and I am given a live fluffy wambler.
Now to the thing which doesn't works: [REAGENT:CUTIE:1:VERMIN:NONE:WAMBLER_FLUFFY:FEMALE] and [REAGENT:CUTIE:1:VERMIN:NONE:WAMBLER_FLUFFY:MALE] doesn't for some reason recognize the same created wamblers, maybe it works with "non-synthetic" ones, but I doubt it. I tried as I think everything: making 2 reagents with the same name, making a separate reactions for each caste, leaving caste empty, leaving caste as NONE or ALL, it just doesn't works. What am I doing wrong? (reaction done in adventure mode, haven't tested in fortress mode)

P.S. This one maybe should be reported as bug:  [REAGENT:DRAGON_HEART:4:NONE:NONE:CREATURE_MAT:DRAGON:HEART][UNROTTEN]
in-game, when choosing this reagent it says that it needs 4 units of this reagent, I choose a stacks of 4, and it asks again for the same reagent but this time 0 units, unless I have a separate stack to choose again the reaction wont be complete (note that the second stack wont be consumed, tested and found same issue with hydra, roc bird and cave dragon it appears the issue might be in the fact that I'm using stacked thing to choose as reagent from inventory and/or in fact that reaction requires multiple). (reaction done in adventure mode, haven't tested in fortress mode)

3
DF Modding / The horns (and hearts)
« on: December 13, 2021, 08:44:20 am »
So, I'm making a mod which adds new reactions, the reaction uses a heart of a creature and a horn of a creature, as well as debug-cheats to give the heart of creature and a horn (creature in question is unicorn).

I'm done with making a heart part, in reaction/product it uses item token :MEAT:NONE and in material token :CREATURE_MAT:UNICORN:HEART] and so far everything is good... but when it comes to horns I don't know which item token to use so that produced horn-thing would be exact same as the butchering gives, and adding to that using material token :CREATURE_MAT:UNICORN:HORN] still allows the use of heart for some reason (heart+heart instead of heart+horn) and vice versa (before I had a genius idea of adding :MEAT:NONE: item token, thou I suspect that any meat-type thing of a unicorn can be used for heart ingredient, which is also an issue) instead of heart+horn I can also make horn+horn.
Can someone tell me what I might be doing wrong and what item token to use for horn?

5
DF Gameplay Questions / Can I blacklist a vermin?
« on: April 03, 2021, 02:48:25 pm »
I wanted to ask a question... can I black list a vermin for my "capture vermin" task, I had enough of my trapper constantly catching same rat which gnawed its way out of trap, I don't need rats... I just need a fluffy wombler...
(No metal cages are not an option, I'm playing on a map with almost no metal)

6
DF Modding / Crafting question
« on: April 01, 2021, 02:21:58 am »
The question is, how do I address angels and other generated creatures in reagents, if I want something to be made out of them?

7
DF Modding / I made a mistake by posting this, how do I delete this?
« on: April 01, 2021, 02:11:06 am »
I made a mistake by posting this, how do I delete this?

8
DF Suggestions / Suggestion: proper cleaning
« on: March 27, 2021, 04:19:03 pm »
In fortress mode, in designations menu I want to have function which is called "clean" which would clean any contaminant (INCLUDING MUD) from any surface (floors AND WALLS).
I hope my fortress can be pretty AND clean soon.

9
DF Modding / MOVED: My mods
« on: February 03, 2021, 07:48:56 am »

10
DF Modding / Adventure mode building
« on: January 30, 2021, 04:31:13 am »
The question is simple, is it possible to add new workshops/buildings for adventure mode, is there any token which I don't know about which let's you do it or do you have to start Fortress mode, build a fortress, abandon it and settle in with your adventurer?

11
Mod Releases / My mods
« on: January 28, 2021, 06:53:51 am »
This page is dedicated to all my minor mods, mods that add one specific theme related content.
Please note that each downloaded mod will contain README.txt, please read it at least for installation guide. Also downloaded mod archives will contain all their files within one folder so you can safely use option "extract here" and not worry about creating a mess which would be bothersome to clean. Since I'm creating every single of these mods with my own hands and creating them mostly to improve my enjoyment from the game, you might expect I'll try to add some interactions between mods. Also expect more mods with time.
Currently working on mod: Dragonkind

Mods:


Potions
Description:
File version: 0.2 beta
Last update since DF version 0.47.05
Adds some brewable potions with useful effects.
(in development stage)

Currently adds/changes:
  • Adds Potion of healing healing... more potions are being worked on.
  • Changes unicorns heart material to "[GOOD_HEART]" which exists so that potions could use specific "pure" creatures heart as reagent, it isn't different from normal heart except having different material name.
P.S. I didn't get to test it properly, since I was extremely unlucky on unicorns in my worlds, but I assume it works, I'll continue testing for now, but if someone downloaded it and got unicorns heart, please notify me if it doesn't work correctly.
 (Download)


Dragonkind
Description:
File version: 0.4 beta
Last update since DF version 0.47.05
Reworks dragons by adding new types and modifying them, also adds dragonians  and their civilization.
(in development stage)

Currently adds/changes:
  • Adds dragonians, powerfull humanoid creatures which are based on their dragon counterparts.
  • Changes dragon appearance to be more "typical dragon" like (adds horns and wings, and color variation).
  • Adds to the count of "normal" dragons also corrupted and golden ones.
  • Adds dragonian civilization.
  • Level of game balance: BREATHE DHAT DRAGON FIREEE ON THOSE PESKY TREE HUGGERS AND THEIR TREE HOMES
  • Adds dragon language (currently copying from skyrim), because that's cool and we don't want those majestic beasts speak peasant human language (or elf, especially elf)
  • Adds dragon-fire tempered materials that withstand 50000+ temperature(currently copper, silver, gold, platinum for coins and steel for general use. Note that currently these are simple reactions without fuel, so if you add them to the entity where creatures with ability to breathe dragonfire are not present, that entity will still be able to make dragonic metals)
(Download)

12
DF Gameplay Questions / Waiter, good creatures please!
« on: January 27, 2021, 03:41:31 pm »
Could someone give me a full list of creatures with [GOOD] token? If that's not enough to ask, could someone make a wiki page dedicated to listing all of the [GOOD], [EVIL] and misc. creatures separately?

No?

What if I say: "Pretty please"?

13
DF Modding / My exclusive civilization
« on: January 27, 2021, 10:32:08 am »
So, I have made creatures, made 1/10 of a language which I copied from humans and now I'm making civilization, but the thing is: I don't want this civilization to generate on it's own, but want to be able to play with it in Fortress and Adventure mode. I want to make hermit civilization, the one which would live in remote places, would be scattered around whole map and avoid any contact with outside world.
Any ideas that could help me?

14
DF Modding / Livers, kidneys and their functionality
« on: January 26, 2021, 12:48:23 am »
This topic consists of 2 questions:

1)Does missing liver or kidney decrease ones immunity to poisons

2)If it doesn't, can I then for example add disease resistance attribute to the organ so that if you have this organ you also have increased resistance to the diseases and poisons (I mainly focus on poisons here, 'cause I'm creating tough race and I would like it to be hard for them to get stupid drunk, since alcohol poisoning counts to poisons)

Thanks:
Livers, kidneys, and most other organs are actually useless. The only organs a dwarf actually needs are their lungs, brain, and spine. The rest are just weak points that bleed and hurt more when they’re hit. Notably, a serious hit to the heart will almost certainly kill in seconds, but that’s due to the severe bleeding rather than loss of function.

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