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Topics - Great Cthulhu

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DF Modding / Project: adding the missing values to the raws
« on: May 13, 2009, 04:38:47 pm »
Hello everyone,

The raws in the current version of DF are missing a lot of data. For instance, many materials have no melting point, boiling point, specific heat, or density. Adding this data often doesn't do much right now (though it might; more stones will become magma-safe for instance), but if we can get the data reasonably complete, then Toady might use it for all kinds of nifty stuff in future versions of DF. Density might lead to objects floating for instance, and specific heat could lead to plate armor becoming uncomfortably hot in warmer climates. Who knows what cool stuff Toady could use this for?

Now, since researching all this data is so much boring work, it's probably not something Toady will get around to doing anytime soon. In fact, I'm sure everyone prefers that he just keep working on the stuff he's already got planned. There's no reason why we couldn't do the legwork for him though.

Towards this goal, I'm compiling a list of data that could be added to the raws. I'll also make it available as a mod, so anyone can test it. Once it's become reasonably complete, I'll offer it to Toady in the hope that he'll find it useful.

Of course, if anyone has data to contribute, that'd be extremely welcome. Specifically, anyone with access to a scientific library on geology or chemistry could add a lot of data that I simply don't have access to. Anyone with access to google could probably find stuff that I missed though. ;)

The kind of data I'm looking for should meet the following criteria:
  • It should be (reasonably) objective, not a matter of taste.
  • It should preferably come with a source. A reference to a textbook or scientific journal would be great, but a link to a website such as wikipedia will do in a pinch.
  • It should improve existing stuff, not add new stuff. So no new reactions or new critters, but a correction to an existing creature (for instance to its speed) could be reasonable. Most changes will probably be physics stuff though, as that's the most objective.

Here's the list containing all data so far. Here's the mod containing these changes. (Currently just the data from Molten Rocks.)

If you'd like to add data, you can edit the list directly, or if you prefer, you can just post the data in this thread and I'll add it to the list.

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DF Modding / Making more rocks magma-safe
« on: March 14, 2009, 11:14:49 am »
Hi all,

I'm currently in my first fortress with magma. Naturally, I'm already making plans for using the aforementioned implement of fiery death, and these plans happen to require the use of magma-safe mechanisms.

Since I don't expect to find any bauxite or adamantium on this particular map, I don't want to become dependent on the dwarven traders (I plan to become the mountainhome), and I don't want to cheat, I have decided to be productive and define a reasonable MELTING_POINT and BOILING_POINT for as many minerals as I can find data for.

Now sadly, while I have found a fair bit of data on melting points, I haven't been very successful in finding boiling points. Do any of you know whether these are necessary for magma-safety? I would test it myself, but my fortress still has quite a way to go before I can do so.

Edit: the changes have now been compiled into the mod Molten Rocks.

3
DF Gameplay Questions / Running out of wild animals?
« on: September 29, 2008, 07:15:11 am »
For a very long time, my current fortress hasn't seen a single wild animal. I can't give any definite durations, but I'm pretty sure it's been over 2 years.

This fortress used to get tons of wolves, macaques, groundhogs, and occassionally cougars. I regularly hunted all animals on the map, but previously new groups would always arrive after a while.

Is it normal for wild animals to stop arriving? Could this be related to the high number of sieges and ambushes I've been having lately?

4
DF Bug Reports / [40d] Cat "cancels Store Item in Stockpile: Too injured"
« on: September 21, 2008, 05:11:15 pm »
I get a lot of messages saying things like "Atis Cattendolek, Cat (tame) cancels Store Item in Stockpile: Too injured".

Both of the cats in my fortress (both are pets) do this. Both are uninjured and only one has an owner with an injury. Also, I didn't expect a cat to haul stuff. Would be funny if it was moving balls of thread around though. :)

5
I am currently in a situation where, when I'm cycling though my squads, I get stuck when I reach a certain squad. Specifically, what this means is that when I reach this squad, +/- don't work anymore. I can still leave the squad menu. When I do so, +/- works again, until I once again reach this specific squad.

This problem did not occur until I got a goblin siege. I don't yet know if it goes away after the siege. (Will update once I find out. :))

I you'd like, I can supply a save of the problem.

6
In my current game, I couldn't get my dwarves to slaughter any animal, even though, as far as I know, I had everything in order. I had marked several animals for slaughter, I had an active butcher dwarf with nothing else to do, a butcher's shop that allowed every dwarf to work in it, auto slaughter on, and I had given the order to slaughter an animal at the butcher's shop.

In desperation I built another butcher's shop and demolished the old one. Suddenly everything was working as it should! Apparently something had been wrong with the old butcher's shop. After removing it, I noticed that a dwarf had died and decayed there (despite there being a graveyard and plenty of traffic quite near). Perhaps this had caused the problem?


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