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Topics - TerminatorII

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1
DF Modding / RAW Help (creating wood)(custom workshop)(custom skill)
« on: March 26, 2012, 01:41:55 pm »
Im trying to create a workshop that will generate wood (so I can make an elf retreat with elves w/o them hacking down trees for lumber)

I have a reaction setup
Code: [Select]
[OBJECT:REACTION]

[REACTION:CREATE_WOOD]
[Ken lumber from the forest]
[BUILDING:DRUID_TREE:NONE]
[REAGENT:A:0:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:BAR:OAK:WOOD:OAK]
[SKILL:DRUID_TREE]
 
That probably has errors in it....

and I have the building
Code: [Select]
[OBJECT:BUILDING]

[BUILDING_WORKSHOP:DRUID_TREE]
[NAME:Druid's Tree Workshop]
[NAME_COLOR:7:0:1]
[DIM:3:3]
[BUILD_LABOR:DRUID_TREE]
[BUILD_KEY:CUSTOM_SHIFT_T]
[BLOCK:1:0:1:0]
[BLOCK:2:1:1:1]
[BLOCK:3:1:0:0]
[TILE:0:1:32:32:32]
[TILE:0:2:32:249:32]
[TILE:0:3:46:32:250]
[COLOR:0:1:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:0:0:7:0:0:0:0:0]
[COLOR:0:3:7:0:0:0:0:0:7:0:0]
[TILE:1:1:32:94:32]
[TILE:1:2:44:161:96]
[TILE:1:3:249:32:250]
[COLOR:1:1:0:0:0:7:0:0:0:0:0]
[COLOR:1:2:7:0:0:7:0:0:7:0:0]
[COLOR:1:3:7:0:0:0:0:0:7:0:0]
[TILE:2:1:32:32:32]
[TILE:2:2:47:124:92]
[TILE:2:3:126:32:126]
[COLOR:2:1:0:0:0:0:0:0:0:0:0]
[COLOR:2:2:7:0:0:7:0:0:7:0:0]
[COLOR:2:3:7:0:0:0:0:0:7:0:0]
[TILE:3:1:0:140:0]
[TILE:3:2:125:124:123]
[TILE:3:3:41:32:40]
[COLOR:3:1:7:0:0:7:0:0:7:0:0]
[COLOR:3:2:7:0:0:7:0:0:7:0:0]
[COLOR:3:3:7:0:0:0:0:0:7:0:0]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WOOD]

Im pretty sure that has everything I need in it as I can build the thing.

I have also added in the skill and building in the entity tab... yet the job never shows up in the building and the skill isn't shown on my creatures unit labors.


help much apreciated.

2
DF Dwarf Mode Discussion / vampire question
« on: March 25, 2012, 09:18:41 pm »
can vampires have kids if they are female?

3
DF Dwarf Mode Discussion / Minimum clothing?
« on: March 25, 2012, 08:55:20 pm »
do we know what the absolute minimum clothing which is needed to keep the little filthy beggers dwarves happy?

4
DF Modding / Question On Tags [ORE]
« on: March 24, 2012, 01:29:42 pm »
Im trying to celan up DF's natural smelt with the [METAL_ORE:XX:100] tag in the inorganic_stone_mineral.

I did this a few versions back (2010) and it worked fine... what I did back then was to remove the [METAL_ORE:XX:100] from inorganic_stone_mineral and created a new file liek this
Code: [Select]
reaction_smelter_mod

[OBJECT:REACTION]

[REACTION:REACTION_HEMATITE]
[NAME:make iron from hematite]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:HEMATITE]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]


etc...

this worked fine (back then), so I decided to adapt it to the currnet release of DF.

aaaaannd...... the jobs don't show up in hte smelter. the ore is sucessfully rendered a non-ore, but the new reactions are not showing up whatsoever. (and yes the .txt is names the same as the first line in the txt.) world gens sucessfully as well... any ideas?

5
DF Dwarf Mode Discussion / World Gen problems
« on: March 21, 2012, 07:40:15 pm »
I can't gen a world with latest version. can someone gen me a wolrd (everywhere on mins pls) and zip it up for me?

Thanks.

6
DF Gameplay Questions / Link to DF (latest version pls)
« on: March 21, 2012, 04:12:01 pm »
I cant DL the latest version from the site.... anyone have an external link I could try?

Much thanks.

7
DF Suggestions / Standardizing Tags in Smithing RAWS
« on: December 07, 2010, 09:59:39 pm »
Ok I know I brought this up before so please don't crucify me for making a new thread. That said I'd like to get Toadys input (or atleast Three toe's) on this subject.

First off, Since time immoriable there has been a (METAL_ORE:*ORE NAME*:*QUANTITY RATIO*) tag in the Stone RAW next to metal ores. This tag puts a job in the smelter for that stone and allows it to be smelted resulting in 1 bar for single output stone (hematite) or 2 Lead 1 Silver (Galena). Then you also have the Reaction_Smelter RAW that has other reactions in it (Metal to Bars and Stone to Bars, alloys, etc.) However it seems that the code has been doubled up and more tags than necesary are being used. I have made a mod to the game that actually eliminated the (METAL_ORE) tag and replaced all those reactions with reactions under Reaction_M&M for my mod. Not only did this free up a tag (not that it would change anything on htat side) it allowed other users to select custom quantities and even probabilities in thier smelting reaction. It also allows a custom text to be supplied under the smelter menu.


So my question is this.

Toady, why not remove the (METAL_ORE) tag completely eliminate the code for it, and just port all those reactions into the RAW's like everything else to give us players/modders more flexability and enabling or creativity?


Thanks =)

8
DF General Discussion / FPS Solution
« on: April 07, 2010, 09:11:13 pm »
ok on my Comp I've found that by tuning GFPS to 55 and PARTIAL_PRINT:YES:99999 I obtain a 4x4 starting area with 7 dwarves and I get from 150-200+ Lowering GFPS increases FPS, but increases Flicker. Increasing Partial Print reduces flicker.

9
DF Dwarf Mode Discussion / Power
« on: April 04, 2010, 08:21:40 pm »
Ok am Trying to generate power in a self enclosed loop.
Code: [Select]
.-------------------
*-------------------
.-------------------
=====================
_+X
_+X
_+X
=====================

Top is the pater wheels above a channel with mechanic gear on left and below that is the return with pumps on left Powered from above by said mechanic gear On the right is a very lage lake.

It does generate power... It uses 234 power to operate and it produces... between 200 and 1200. No consistent either.... anything I could do to increase power output? or at least even it out?

10
DF Suggestions / INIT option to Mine out Veins
« on: April 04, 2010, 11:55:54 am »
I think there should be an INIT option so your dwarves will automatically mine out any vein they start mining in. I.E. you designate at least 1 square in a mineral vein and they automatically designate every square touching that one (of the same mineral type) for mining.



I know it's a really old suggestion, but I figured I'd dig it up again.

11
DF Modding / Tougher Skin?
« on: April 03, 2010, 10:32:15 pm »
Ok Question for Toady or any1 who understands this better than I


Can I make a specific creature have a tougher skin then other creatures that... WILL MAKE A TOUGHER LEATHER WHEN TANNED?

12
DF General Discussion / Poor puppy....
« on: April 03, 2010, 09:27:53 pm »
so I had a rampaging troll going through my caverns today... so I made a 10 dwarf squad and put a kill order on it's head.


about 1 season later 10 mildly hurt dwarves (light wounds no flashing crosses on them tho) my military was starving and the troll was out cold. so I dismissed my military (so they'd eat of course) and lo and behold my miners pet puppy was chewing on the troll. He must have liked the taste, cause he wouldn't stop gnawing on the thing... 3 years later and the troll finaly died (was unconscious the entire time). All I can think about is how tired and massive the puppys jowls must have been.... LOL!

13
DF Gameplay Questions / DF 2010 Food ????
« on: April 03, 2010, 07:25:18 pm »
Ok so my kitchen is taking my beer and such when I tell it to make food, but it eats it and makes no food... whaaa?? how do you get food now??

14
DF Gameplay Questions / FPS
« on: April 03, 2010, 01:50:12 pm »
ok so I have a monster of a machine... but I can't get over 60 fps... on a 4x4 map... any ideas?

15
DF Dwarf Mode Discussion / Dwarf has big hands
« on: January 01, 2010, 03:03:21 pm »
ok so I got a wounded dwarf ad I deceided to look him over (He was in my military) and I realized something looked wrong.

I dug a little deeper and what do you know...

Hes holding his SHIELD AND HIS AXE IN HIS RIGHT HAND!!!

wtf?

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