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Topics - Master Catfish

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1
I'm well into a game, and discovered that my caverns are apparently devoid of life plant life.  Probably something I did in world gen.  They seem not to have water, either. 

Any tips/tricks?  I want to get an underground pasture for my sheep.

2
The idea seems simple enough, but I find that it doesn't generate normally with the frequency or severity that I'd like.

Here is a side view of what I want this as an embark site: 
Spoiler (click to show/hide)

To elaborate, the water is a river (or stream/brook), and there are 4+ (ideally much more) Z levels of height to build my fort comfortably under the river, but still above the lowest level of the ground.  I would also like to significantly reduce the frequency of aquifers, unless that reduces the chance for this type of site. 

In case anyone is wondering, I want to build a fort into a mountainside and have lots of fun with water without using pumps or off-screen drains. 

What I'm asking for is a few specific ways to change the numbers in the advanced terrain gen to encourage rivers that can run along hill or mountaintops.   

3
DF Modding / Will this reaction and material work?
« on: May 23, 2015, 08:44:39 pm »
It's been several years since I've done any real altering in the RAWs, so I need to make sure this works.  I'm trying to make a type of metal that I can use for my fortresses if I can't find anything decent underground, so it's mostly from organic parts.  It's supposed to be a metal created by dark magic. 

The metal: (essentially just bronze with a new name and color)
Spoiler (click to show/hide)

The reaction: (this is where I probably got things wrong)
Spoiler (click to show/hide)


I'd love to give anyone who uses or creates it a mild syndrome too, but I'm not sure how to do that. (A non lethal, long-lasting bleeding from the eyes and hands would be fantastic)

Help is much appreciated!

4
I know the three categories mentioned in the title are easy to mod for flavor.  Here are my questions: Are there any more like the aforementioned three that can be easily modded for flavor? Are crafts hard coded, or can they be modified in the same way as the others?  I ask these questions because I am not able to download DF on this machine and check for myself.  The wiki wasn't terribly forthcoming either.

I much prefer to look through my stockpiles and see things that make me laugh - prepared donkey spleen cake, plump helmet mash, zinc trombellows, etc.

Thanks in advance.

5
Just for Fun, I'd like to be able to make one of my dwarves attack another. Is this possible via modifying a save, DF hack, Dwarf Therapist, or some other way?

6
Other Games / Anything remotely like DF for mobile/iPhone?
« on: October 22, 2012, 10:06:35 am »
Just curious if anyone here knows. I've been away from my computer for a month, and will be for two more - unfortunately I have an urge to play DF. Any decent city builder is acceptable too. Free preferred, but not necessary.

7
DF Modding / Custom creature body: do I need to edit body detail too?
« on: February 18, 2012, 06:17:52 pm »
I'm trying to make a custom body for fungus people.  I don't know if what I have will work at all, and I have a sneaking suspicion that Body Detail might need to get involved.  Help is much appreciated!

Since plump helmet men are too simple for what I want, I'm bringing my question here.  I want these creatures to have no heads, but most of the normal functions.  Instead of a head I'd like a cap which contains a skull and brain.  Eyes and mouth go on the upper body.  The cap can 'smell' and 'hear' with its gills.  I chose not to add in gills, since I'm afraid they would contain skin, muscle, fat, and bone.

Spoiler (click to show/hide)

I'm really confused about how the game knows that the skull is made of bone.  Advice on how to do gills is more than welcome, too!
On a side note, does anyone know a way to kill off a civilization besides modifying genders and pop_ratio?

Thanks again!

8
DF Modding / Had an idea for a mod, and would like some input.
« on: February 18, 2012, 01:44:09 am »
I've had this idea for a while now, but before the update it was impossible.

The concept is that you play fortress mode, but not with dwarves.  Instead, you'd play as fungus people who have to create their own race from scratch.  I worked out how the creation would function, and it works pretty well.  The fungus people would embark with an intelligent race which is also a pet.  This race worships the fungus people and are used as vessels for the creation of new fungus people.  The process by which new fungus people are produced includes growing a special plant, and mixing it with a few other things to create a liquid culture.  The culture is then fed to one of the fungus worshipers.  The culture includes a syndrome which causes a permanent transformation into a fungus person.

There a few problems I can see, and I'd love to have some input on what might be the best way to solve them.

1. If I have a playable civilization with no genders, can I embark with it even though the civilization will be dead? If so, will there be any migrants?
2. According to my testing, the transformed fungus cannot be appointed to noble positions.  I don't know if there's a way for the transformation to remove [PET], as I believe that's the issue. 
3. Preventing the fungus people from drinking the culture themselves might be difficult.  The easiest solution that I can think of is to make the culture a solid edible plant and make fungus people carnivores.  I'd like to avoid that if I can, though.

Finally, I'd like some help conceptually.  I have no idea what kind of creature would worship fungus people, or what even to call the fungus people.  I might go with Myconids, but I think that's ripped off from D&D.

9
So, I recently embarked in a savage area.  I'm quite fond of my new fort, except for the intense lag I'm experiencing.  It didn't start until a swarm of 122 "Giant Mosquito" (and one giant skunk) showed up on my map.  After some waiting, it appears they are not interested in my fort, and are only serving to slow my game speed.

I'd love to have a way to cause them all to die by editing the raws somehow.  I seem to recall increasing homeotemp above the number they can survive at would do this? That was an old version of the game though, so I don't know if it will still work.

Help is much appreciated!

10
This is the furniture workshop from Deon's Genesis, but with a couple additions (namely cloth and leather beds).  I can't really tell what I've screwed up here.  When I gen a new world and embark, I don't get the option to make a furniture workshop.  Thanks in advance!

The reactions:
Spoiler (click to show/hide)

The workshop:
Spoiler (click to show/hide)

In entity_default, under [ENTITY:MOUNTAIN]
Spoiler (click to show/hide)

11
Just was having a look at Warlord's Bonfire Mod (http://www.bay12forums.com/smf/index.php?topic=58806.0) and I wondered about gas chambers.  Say a particular wood had a syndrome attached; it could be lung hemorrhaging or something.  If I made a custom workshop that had a reaction to light itself on fire, would the resulting smoke impart the syndrome?  I think I would rather enjoy gassing some nobles goblins.

12
DF Modding / CASTE_PROFESSION_NAME:PEASANT? Is that right?
« on: October 09, 2011, 10:46:54 pm »
I'm trying to mod in a slave caste for my dwarves.  The slaves are intended to be animalistic and incapable of any reasonable work.  They have [TRAINABLE], [COMMON_DOMESTIC] and [PET].  Unfortunately, embarking with them gives me a bunch of 'Stray Peasant' or 'Stray War Peasant.' which I think is silly.  I want them to be called Beastmen and not Peasants

[CASTE_PROFESSION_NAME:PEASANT:Beastman] Does not change their profession name.  Maybe I have the profession name wrong, since Peasant is not a skill?

13
DF Modding / [ADJ:x] in plant token name not working?
« on: October 02, 2011, 08:33:51 pm »
Spoiler (click to show/hide)

I came across a hood after genning a new world and unhappily discovered it was called, 'husk apple hood,' not 'husken hood' as I had intended.  Is this broken, or did I do it wrong? Forgive me if the answer is obvious; modding is not something I'm particularly good at yet.

14
DF Modding / Reaction that produces a creature?
« on: September 22, 2011, 04:22:06 pm »
I did a search and didn't get many helpful results, so I'm asking.  I'm sure it's been asked before, and I'm sorry if it's silly.

Basically, I would like to grow some plants which could be put through a reaction to make a creature.  Eggs are fine if that's the only way.

Any advice is welcome.  My gut reasoning is telling me that this won't work, but I'm hoping someone will tell me otherwise.

15
This is the first full page comic I have ever made (perhaps the first comic I have made at all), so try not to criticize too harshly!  I drew it some time ago, but only recently discovered that I have a scanner laying around in my house. 1 Catpoint to anyone who can guess what's going on, and what the main character is. It may be a stretch, so I will try to give hints if no one can figure it out.

Spoiler (click to show/hide)

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