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Topics - veok

Pages: [1] 2 3
1
DF Dwarf Mode Discussion / Do I need evil for cave dragons?
« on: April 02, 2012, 12:48:55 am »
Evil tag hasn't worked on cavern creatures in a while now.

I have a hankerin' for Cave Dragons - do I need to embark on an evil land, or am I still likely to find them underground anywhere savage enough to support them?

2
DF General Discussion / What if drinking booze gave dwarves superpowers?
« on: December 26, 2011, 10:33:34 pm »
I've been kickin' around some ideas for modding, and I came to an interesting scenario:

Drinking booze, any booze, instantly granted the imbiber a single super power.

What brew would you have your dwarves drink, and what would it do?

3
DF General Discussion / I'm Making a Dwarf Fortress-Inspired Platformer
« on: August 31, 2011, 07:20:50 pm »
I'm going to be making a platformer as part of my "Computer Game Design and Development" class this semester, and I thought it'd be a neat chance to make a Dwarf Fortress-inspired game.

Any suggestions on particular aspects of Dwarf Fortress I should try to implement?

Do try to keep in mind that it *is* going to be a platformer, so something as complex as building megaprojects or managing 100+ characters at once is a little outside my scope, both due to my relative inexperience, and because those things, while definitely Dwarfy, don't easily translate to platformering gameplay.

4
DF Modding / How does Shearing work?
« on: August 20, 2011, 07:58:27 pm »
How can I make it so a creature can be shorn?  What happens if you try to make a non-hair tissue shearable? Can custom tissue materials result in usable shorn objects?

(And this is only tangentially related, but do ITEM_CORPSE items appear when an animal is butchered?)

5
So I hate having idlers in my fortresses. Invariably, my dwarves will finally finish hauling the chert boulders out of their newly-dug bedrooms, and then many of the dwarves simply begin congregating in the meeting halls etc.

It occurred to me, however, that if I were to enlist most, if not all, of my dwarves into the military, wouldn't they go off and practice "indiv. training excersizes" when not tasked with a more important job?

Are there any negatives I'm missing? (I understand woodcutters and miners will be finicky about their equipment) And besides, having more dwarves trained to deal with invaders means that I'll have a replacement military all ready to go as soon as the first guys die to forgotten beast extract.

Dwarf redundancy is good, yes?

6
DF Modding / Veok's Standardized Leather Mod
« on: August 04, 2011, 03:37:33 pm »
Ever been bothered by perfectly dwarfy artifacts utterly ruined because the dwarf grabbed Blue Peahen leather instead of Giant Tiger leather? Tired of your dwarves being garbed in a mishmash of stingray and squirrel leather items?

Presenting: Veok's Standardized Leather Mod! available at Dwarf Fortress File Depot (manual install)

There is also a version of vanilla DF with this mod pre-installed, also available at Dwarf Fortress File Depot

This mod will reduce the many different types of leather in the game.

All creatures without a [MULTIPLY_VALUE:X] will give "Animal Leather" when butchered.

All creatures with [MULTIPLY_VALUE:2] will give "Rare Leather" when butchered.

All creatures with [MULITPLY_VALUE:3] will give "Exotic Leather" when butchered.

Creatures with [Multiply_VALUE:4] (or higher) will keep their individual leather types, as will procedurally generated creatures (Forgotten Beasts, Nightcreatures, Demons, and their ilk).

The purpose of this mod is to reduce the leather products from each of Dwarf Fortress' 322 creatures to a smaller variety. This means, for instance, you will no longer have to be bothered with dozens upon dozens of leathers when muddling about the equipment screen.

New in 1.01
 - Leather Bags are now "bags" instead of coffers.
 - Got rid of the majority of leather types from preferences and the equipment screen.

Known Issues:
- Skin from sentient races is homogenized. Surely, we should make an exception for Elf Leather items, no?

Installation Instructions:
- Extract files to Dwarf Fortress / RAW / Objects.
- The three .txt files should just live in your RAW folder (b_detail_plan_veok, inorganic_leather_veok, tissue_template_veok)
- Double click and run the "LeatherReplacer.exe" application. Feel free to delete this afterwards. (This will go through your RAWs and update the body definition of each creature to point to the new materials, as outlined above)
- Enjoy!

Compatibility:
- Compatible with Genesis mod.
- The LeatherReplacer.exe is usable with any other creature-adding mods, as long as their added raw files contain "creature" in their name.

7
DF Modding / Running into an Error with custom body detail plans
« on: July 14, 2011, 12:48:50 am »
I'm having issues getting my modded animals built properly. Butchering cats (what else do dwarves butcher? :P) gives me only a Cat Skull and Cat nail, rather than the delicious meat and cat skin I was expecting.

The only changes I've made to the RAWs below are in bold.

Quote
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
   [BODYGLOSS:PAW]
   [BODY_DETAIL_PLAN:COMMON_ANIMAL_MATERIALS]
   [BODY_DETAIL_PLAN:COMMON_ANIMAL_TISSUES]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
   [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]

And those body detail plans are simply copy+pastes of the "Standard Materials" and "Standard Tissues" plans with the skin modified.

Quote
[BODY_DETAIL_PLAN:COMMON_ANIMAL_MATERIALS]
   [ADD_MATERIAL:SKIN:ANIMAL_SKIN_TEMPLATE]
   [ADD_MATERIAL:FAT:FAT_TEMPLATE]
   [ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]
   [ADD_MATERIAL:BONE:BONE_TEMPLATE]
   [ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE]
   [ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
   [ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]
   [ADD_MATERIAL:EYE:EYE_TEMPLATE]
   [ADD_MATERIAL:NERVE:NERVE_TEMPLATE]
   [ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE]
   [ADD_MATERIAL:LUNG:LUNG_TEMPLATE]
   [ADD_MATERIAL:HEART:HEART_TEMPLATE]
   [ADD_MATERIAL:LIVER:LIVER_TEMPLATE]
   [ADD_MATERIAL:GUT:GUT_TEMPLATE]
   [ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE]
   [ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]
   [ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]
   [ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]
   [ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]
   [ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
   [ADD_MATERIAL:SOAP:SOAP_TEMPLATE]

I'd go further down the chain, but my modded skin tissues were working fine when I directly modified the default. It's only when I tried to separate them into body detail that they stopped working.

Any ideas on what I'm doing wrong?

8
DF Dwarf Mode Discussion / I have a human queen of Dwarves
« on: April 17, 2011, 03:59:37 pm »
I know of the Elf King of Dwarves, Cacame, but what about a human queen of dwarves? I just generated a world where one dwarven civilizaiton has humans for its leaders (queen and general). Is this particularly common?

Strangely, in-game, the dwarf civ is listed as "having no important leaders".

9
DF Modding / How can I turn Quarrybush Leaves into Dwarven Cigars?
« on: April 04, 2011, 10:44:19 pm »
I know little about modding in dwarf fortress. I thought it would be neat for my dwarves to be able to roll Dwarven Cigars. I know that this is likely do-able with a reaction of some sort (and a custom workshop to go with it) but that's about the extent of my knowledge.

Can I pick your brain, DF Community?

Edit: Here's a working reaction to give your dwarves cigar-makers! You'll need to allow the reaction in entity_default and assign a new building / create a cigar_shop building to make it work.
Spoiler (click to show/hide)

10
DF Modding / Subterranean Megabeasts: Possible?
« on: March 27, 2011, 02:09:40 pm »
I thought I'd try my hand at modding in Deep Crows, then I realized that none of the current megabeasts live underground, it being the sole providence of the forgotten beasts.

So... are underground dwelling megabeasts possible?

11
DF Dwarf Mode Discussion / Free animals on Embark?
« on: March 11, 2011, 02:39:56 am »
So, I just embarked using the following profile:


Code: [Select]
[PROFILE]
[TITLE:AGGRESSIVE EMBARK]
[SKILL:1:MINING:5]
[SKILL:2:MINING:5]
[SKILL:3:WOODCUTTING:2]
[SKILL:3:CARPENTRY:3]
[SKILL:6:SMELT:1]
[SKILL:6:FORGE_WEAPON:1]
[SKILL:6:FORGE_ARMOR:1]
[SKILL:7:HAMMER:2]
[SKILL:7:SHIELD:2]
[SKILL:7:ARMOR:2]
[SKILL:7:MELEE_COMBAT:2]
[SKILL:7:DODGING:2]
[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
[ITEM:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
[ITEM:1:ANVIL:NONE:INORGANIC:IRON]
[ITEM:20:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]
[ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
[ITEM:6:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
[ITEM:6:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]
[ITEM:15:MEAT:NONE:CREATURE_MAT:OLM:MUSCLE]
[ITEM:15:FISH:NONE:FISH_CAVE:MALE]
[ITEM:5:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
[ITEM:1:ARMOR:ITEM_ARMOR_BREASTPLATE:INORGANIC:IRON]
[ITEM:1:HELM:ITEM_HELM_HELM:INORGANIC:IRON]
[ITEM:1:SHIELD:ITEM_SHIELD_SHIELD:INORGANIC:IRON]
[ITEM:1:BAR:NONE:INORGANIC:SILVER]
[ITEM:5:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]
[ITEM:1:BAR:NONE:COAL:COKE]
[PET:2:CAT:FEMALE:STANDARD]

Embark site loads up, and I look at my units list. One-humped camel (the wagon puller, obviously), 2 cats, and... a yak cow? Where'd that come from?

12
DF Modding / Have animal men always worked like this?
« on: March 07, 2011, 11:56:45 am »
I was poking around in the new RAWs from .20/.21, and stumbled upon the Pandaman.



Code: [Select]
[CREATURE:PANDA MAN]
[COPY_TAGS_FROM:PANDA]
[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]
[CV_REMOVE_TAG:GRAZER]
[CV_CONVERT_TAG]
[CVCT_MASTER:TLCM_NOUN]
[CVCT_TARGET:legs]
[CVCT_REPLACEMENT:arms and legs]
[APPLY_CURRENT_CREATURE_VARIATION]
[GO_TO_TAG:PLUS_TL_GROUP:BY_CATEGORY:FOOT:HAIR]
[CV_ADD_TAG:PLUS_TL_GROUP:BY_CATEGORY:ARM:HAIR]
[CV_ADD_TAG:PLUS_TL_GROUP:BY_CATEGORY:HAND:HAIR]
[CV_ADD_TAG:PLUS_TL_GROUP:BY_CATEGORY:FINGER:HAIR]
[APPLY_CURRENT_CREATURE_VARIATION]
[GO_TO_TAG:TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[APPLY_CURRENT_CREATURE_VARIATION]
[GO_TO_TAG:ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[CV_ADD_TAG:ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:NAIL]
[CV_ADD_TAG:ATTACK_SKILL:GRASP_STRIKE]
[CV_ADD_TAG:ATTACK_VERB:scratch:scratches]
[CV_ADD_TAG:ATTACK_CONTACT_PERC:100]
[CV_ADD_TAG:ATTACK_PENETRATION_PERC:100]
[CV_ADD_TAG:ATTACK_FLAG_EDGE]
[CV_ADD_TAG:ATTACK_PRIORITY:SECOND]
[APPLY_CURRENT_CREATURE_VARIATION]
[GO_TO_END]
[SELECT_CASTE:MALE]
[CASTE_NAME:panda man:panda men:panda man]
[SELECT_CASTE:FEMALE]
[CASTE_NAME:panda woman:panda women:panda woman]
[GO_TO_START]
[NAME:panda man:panda men:panda man]
[DESCRIPTION:A humanoid creature with the head and belly of a panda.]
[POPULATION_NUMBER:30:50]
[CLUSTER_NUMBER:5:10]
[MAXAGE:60:80]
[CREATURE_TILE:'P']
[COLOR:7:0:1]
[GRAZER:600]

"Apply Creature Variation: Animalperson?" That's new, isn't it?

Code: [Select]
[CREATURE:TIGERMAN]
[DESCRIPTION:An orange striped man with the head of a tiger.]
[NAME:tigerman:tigermen:tigerman]
[CASTE_NAME:tigerman:tigermen:tigerman]
[CHILD:3][GENERAL_CHILD_NAME:tigerman cub:tigerman cubs]
[CREATURE_TILE:'T'][COLOR:6:0:1]
[PETVALUE:200]
[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]
[BIOME:ANY_TROPICAL_FOREST]
[BIOME:SHRUBLAND_TROPICAL]
[BIOME:SWAMP_TROPICAL_FRESHWATER]
[BIOME:SWAMP_TROPICAL_SALTWATER]
[BIOME:SWAMP_MANGROVE]
[LARGE_ROAMING][FREQUENCY:5]
[POPULATION_NUMBER:5:10]
[CLUSTER_NUMBER:1:4]
[CARNIVORE][NATURAL][PET]
[LARGE_PREDATOR][MEANDERER]
[SAVAGE]
[GRASSTRAMPLE:0]
[PREFSTRING:stripes, of course]
[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:12000]
[BODY_SIZE:1:0:60000]
[BODY_SIZE:2:0:120000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:30]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[NOCTURNAL]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:STRIPES_ORANGE_BLACK:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]

Yeah, see, Tigermen aren't RAW'd that way. What's going on? O.o

13
So Toady's made it no secret that after the (what I assume to be nearly imminent) caravan release, he plans on a major bugfix patch before moving on to the War Arc.

So my question to you, BayTwelvers, is what bug would you most look forward to being fixed? What one are you the most looking forward to, whether it's a major bug (Dwarves die when within 5 feet of a cat)*, minor annoyance (hospitals and soap, anyone?), accidental "feature" (self-referential; artifacts get added as valid art targets when the mood *starts*, not when it finishes) or just something you find abnormally irritating (I am tired of Mayors with preferences for Cardinal Leather!)

As mentioned, I have a great dislike for dwarves with vermin food/leather/bone products, as they are, for the most part, completely unobtainable. I don't care if you like Cardinal Leather, Mr. Mayor -- you've just got to dwarf up and admit that BIRDS HAVE FEATHERS!

Also bad are dwarves who prefer to eat seeds.

And a quick death for any mayor who prefers Slade.

What grinds *your* gears?

*Note: I am not aware of any such bug currently, but I wouldn't put it past them. Devious as cats are...

14
DF General Discussion / 16 New Domestic Animals, eh?
« on: December 17, 2010, 01:03:19 pm »
Anyone want to play "Guess the patch notes" and try to figure out which 16 it is?

Chickens and Sheep are pretty much a given, which means there are 14 unknown domestic animals to consider.

I could see a case for something like a Llama or Alpaca, but that's about as far as I can guess. Anyone else have better ideas?

15
DF Modding / Standardizing non-valuable materials (Bone, Leather, etc.)
« on: December 14, 2010, 11:37:36 pm »
Dwarf Fortress has a ton of innate creatures, most of which are either sharks, fish, monkeys, or apes. The thing is, all of these creatures have leather, and even though it's the same valueless (or relatively valueless, anyway) brown stuff, the game feels the need to inform me of the specific dead simian that gave its skin for whomever's outfit.

Surely, there's some way to simplify this and reduce my internal OCD dissonance by making all of those various non value multiplied leather the same type? I'm not talking about simply hiding the animal's name from the leather -- I want horses, cats, dogs, mules, etc. all the domestic animals, to give out a single item: leather.

Can this be done?

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