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Topics - Wastedlabor

Pages: [1]
1
Mod Releases / Procedural Decoration Legends
« on: September 20, 2014, 11:19:57 am »
http://dffd.wimbli.com/file.php?id=9771

Zip includes a few descriptor_shape_legends.txt to choose from. They are compatible with all recent versions. Just drop the file in the raws and they'll appear sporadically on engravings and items.

Grammar is a bit awkward at times, since shape descriptions aren't quite intended to contain these texts. :P


2
DF Suggestions / Better burying
« on: April 03, 2013, 01:49:45 am »
Not many related previous threads. Here's one: http://www.bay12forums.com/smf/index.php?topic=109712.0

Currently setting up cemeteries is a bit boring and a bit of a chore. My suggestion is, when a room is designated as an unassigned tomb:

* all coffins have the same settings as the coffin the room is designated from.
* if there's empty pots and no coffins designated for pets, pet corpses get put into pots and stored in the tomb.
* related dwarves will occasionally claim trinkets and store them in the same room as their relative's corpse. It'll show which dwarves had more connections, as their tombs become richer.

3
DF General Discussion / Wordlgen crash and consistent fix
« on: March 30, 2013, 03:55:51 pm »
Mantis refuses to send me the email confirmation for my account, so I'll report this here.

Ever since many versions ago and on vanilla and different mod flavors (on Linux) I get crashes on worldgen at random dates. I've started to notice the worldgen may be consistently more likely to reach 1050 if I go to advanced parameters and change the population cap right before generating. Sometimes I would change the cap just one up or down and then it generates without crashing. ::)

4
DF Dwarf Mode Discussion / When you mod in ogres...
« on: March 27, 2013, 11:26:13 pm »


My ogres are based on the goblin civ, but they seem to be way more adept at getting kills, so the legends are full of stories of corpses being devoured, hung, mutilated, piled up and impaled by them. :o

5
DF Modding / More Engravings Mod
« on: March 27, 2013, 01:14:15 pm »
Haii. I've gathered engravings from the "It's the simple things" mod, Dig Deeper mod and from here http://dffd.wimbli.com/file.php?id=3442 and added a bunch of new ones:



You can download the file here. It goes into raw/objects.

I'd like to collect more vanilla-ish engravings, if you know/can suggest others I'll check them.

6
DF Suggestions / Ossuaries
« on: March 14, 2013, 11:35:56 am »
Wikipedia:

Quote
An ossuary is a chest, building, well, or site made to serve as the final resting place of human skeletal remains. They are frequently used where burial space is scarce. A body is first buried in a temporary grave, then after some years the skeletal remains are removed and placed in an ossuary. The greatly reduced space taken up by an ossuary means that it is possible to store the remains of many more people in a single tomb than if the original coffins were left as is.

I'm trying to design a microfort as compact as possible, but there's no long term workaround for burials. An ossuary engraved pit would be just good enough to prevent ghost spawns. Seeing a nice coffin could make dwarves feel somehow more bonded to the group, but the fortress would be able to make do without as long as everybody is happy.

7
DF Modding / Beasts Generator v.0.4 (now with 100% more berserk carps!)
« on: February 10, 2013, 10:56:27 pm »
~ Beasts Generator ~

> DOWNLOAD LATEST VERSION HERE <

Beasts Generator is a Perl script that grabs creature variations and randomly applies them to existing creatures.

A default variations set (not balanced for gameplay) is included, which creates several types of beasts:

Elemental
Non-living versions of the original creatures, made of basalt rock.
They emit some heat and gathering a lot of them in a tight place can set things on fire.

Magmatic
Similar to magma-men.

Gargantuan
Huge versions of the original creatures.

Arachnid
These beasts have a paralizing bite and can spray webs.

Humanoid
Similar to the default human variant.

Reptilian
Scaly amphibian versions with a deadly venom bite.

Avian
Flying versions with attached wings.

Amphibian
Amphibian versions with attached dorsal fins, tentacle mouths and cartilage instead of bones.

Rabid
Fierce berserk variations.

Check the download link for instructions and known bugs!

Screenshots

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

8
DF Gameplay Questions / Ghost spawn rate
« on: January 18, 2013, 07:20:26 am »
Quick question: do ghosts spawn more often if there's more unmemorialized/unburied dwarves, or is it a fixed rate like, one per season or so?

Say I flooded a large cemetery with magma, would it trigger a ghostplosion?

9

~ Moltenchannels ~

(Ardentdikes II)

Prelude:
Spoiler (click to show/hide)

DF Version: 34.11
Tileset: The original save uses IronHand. There's no raw customizations, except for enabling human diplomats with DFHack, so replacing the raws with vanilla or your tileset's default ones should be fine.
Ardentdikes thread: here. TL;DR: here.

General rules:
1. Each player has one in-game year to run the fortress.
2. Each player has two weeks of real time to finish their turn. This timeframe may be changed if deemed necessary. Take as much time as necessary to complete the turn, but give regular updates, lest we throw you into the bees pit while you sleep.
3. Once the previous' players turn ends, you have 72 hours to begin your turn before we throw you into the bees pit AND then into the eternally-burning-zombie-forgotten-beast-ridden cavern. You won't get free sandwiches there.
4. If you changed the tileset in your save by replacing the raws, specify it when posting the save.
5. Try not to kill the fortress.

Dorfing rules:
1. When a dorfed dwarf (named after a player) dies, redorf them with an incremental roman number. I.e. Urist McAwesome -> Urist McAwesome II.
2. You can freely play with undorfed dwarves' professions, but try to respect changes from previous overseers and to make the names relevant to the dwarf's role/history in the fort.
3. You can dorf yourself during your turn if you aren't dorfed already.
4. You can arbitrarily name undorfed dwarves, up to 5 (besides yourself), unless there's only 10 or less unnamed dwarves available.

The Ardentdikes style:
1. Try to build a nice aboveground fortress.
2. Magma dikes > Magma moats.
3. A device to cleanse the fortress with magma is mandatory. This is how Ardentdikes survived the rotting extract spiral. Twice.
4. Automated traps that kill enemies and innocent bystanders are awesome.

Succesion List:
1. Wastedlabor. 1 2
2. dhokarena56 1
3. notquitethere 1 2 3 4 5
4. UristTheGrey 1 2 3 4 5 6
5. eharper256 1 2 3 4
Udib's interlude
6. ☼!!Troll Fur Sock!!☼ 1 2
7. Triaxx2 1 2 3 4 5
Udib's interlude II
8. DuckThatQuacks 1 2 3 4
9. CaptainArchmage 1 2 3 4,5 6 7 8 9 10 11 12 13 14 15 16,17,18,19,20
10. bp920091 1 2 3,4,5 6
11. Urist McKiwi 1 2 3 4 5 6 7 8,9 10 11,12 13 14
12 (alternate turn). Triaxx2 1 2 3 4 5 6 7
CaptainArchmage's (alternate) report 1 2
12. CognitiveDissonance 0 1 2
13. CaptainArchmage 0 1 2,3,4,5 6,7 9,10 11 12 13 14 15 16
Migrant Welcoming Transcript
Udib's Interlude III
-- (continued) 17 18 19
14. notquitethere 1 2,3,4 5,6
15. Urist McKiwi 1 2 3,4 5,6 7 8 9 10 11 12 13 14
16. Triaxx2 1 2,3,4 5 6,7 8
17. CaptainArchmage 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Urist McKiwi's Interlude I
-- (continued) 18 19 20 21 22 23 24 25 26 27
18. Urist McKiwi 1 2 3 4 5 6 7 8 9 10, 11 12 13 14, 15 16 17 18 19 20 21 22
19. Triaxx2 1,2,3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18,19
20. CaptainMcClellan 1 2 3
21. Wastedlabor 1 2 3 4 5 6 7 8 9 10 11 12 13
22. notquitethere 1 2 3 4 5
Urist McKiwi's Interlude II 1 2
-- (continued) 6 7 8
23. Urist McKiwi 1,2 3 4 5 6 7 8
24. Ghills
25. CaptainArchmage
? bp920091
? Psuedonym
?. KJC3
?. InsanityIncarnate

Initial save: Here.

Current save: Just check the last update.

10
DF Dwarf Mode Discussion / What merchants see when they cross the border
« on: January 31, 2012, 07:10:37 am »
So... let's talk about our trade balance.


11
DF Gameplay Questions / Do creatures drain ponds when getting wet?
« on: October 21, 2010, 11:34:49 am »
Topic says all.

I was wondering if water could be used as an infrarred movement detector versus trapavoid creatures by sensing the drop of the water level.

I know my open air dwarf washer needs autorefilling from time to time, but I don't know if it is because they like spicy drinks.

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