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Topics - IT 000

Pages: [1] 2 3 ... 6
1
DF Dwarf Mode Discussion / Weapon Trap Crash Question
« on: November 30, 2017, 11:27:34 pm »
In the previous version the game would crash if a weapon broke in a weapon trap. Does the game still crash?

2
DF Community Games & Stories / Corrosion Short Stories
« on: September 21, 2017, 02:53:27 pm »
Hello everyone, I am the creator of the mod Corrosion. An apocalyptic mod full of zombies, mutants, radiation, and dead trees. While running this mod I go through test worlds like water, most of the time these worlds are uneventful but sometimes interesting stuff does happen.

Here’s some short stories from those worlds. Don’t expect regular format of yearly updates for forts with a nice beginning, middle, and end. Instead I plan on just popping in, and writing an interesting short story whenever something interesting happens. However, I hope these prove to be entertaining short stories nonetheless.



3
DF Suggestions / Adamantine Count as Artifacts for Stealing
« on: July 20, 2017, 09:29:56 am »
In the latest announcements by Toady, he said that foreign civilizations will be able to try and steal artifacts that your fortress creates. I believe that divine metals such as Adamantine should also count as artifacts in this regard. Adventurers should not only make an attempt on stealing your carp bone door, but also your Adamantine Battle Axes. Being divine metals, they have a holy quality to them, and should be highly sought after by competitors.

4
DF Suggestions / Justice to Guests
« on: June 05, 2017, 10:46:11 pm »
Not sure if this is a "bug" or if this has just never been reported, but a troupe of performers arrived at my fort and shortly after. Well...


First case of 'justice' so the Justice screen popped up but simply says "there are no criminals". It would be nice if justice could be administered to guests or troupes, and it would be nice to be able to forcefully remove the guests or troupes in some way if they are becoming to rowdy.

5
DF Modding / Make Impossible To Stockpile Mat?
« on: June 03, 2017, 10:50:11 pm »
Hello, is anyone aware of how to create a material that will not get dragged to a stockpile (at least by default)

6

WELCOME TO CORROSION
v2





PLEASE LOOK AT THE SUPPLEMENTAL FILES ON DOWNLOADING
THEY CONTAIN IMPORTANT INFORMATION


YEAR 0

The sickness spread from person to person more quickly than one could imagine. What started as seemingly another benign outbreak spread by saliva, quickly metastasized into Humanity's final gasp. One by one, vaccines were developed, and just when it appeared to work the disease adapted. Humanity was shattered and cast to the winds. Generations passed, and humanity finally began to reorganize. Stepping into the ring, they reset the clock back to YEAR 0 and desperately fight for a self-sustaining life against the Infected.

Some people roamed the cities, they became the Scavengers, surviving off the land and what little reusable material they could find.

Some people fled underground, they became the Picks, battling against the beasts of the deep with improved metals.

Others succumbed to the bite, and seek to bring more to the fold.

You must lead one of the remaining groups of humans as best you can in this total conversion of Dwarf Fortress. The Infected are fierce, their numbers infinite, and unwavering in their hunger for human flesh.



Corrosion is one of the oldest running mods for Dwarf Fortress. Besides adding a fearsome foe to face, Corrosion also adds and expands industries to keep your humans busy. Will you become a wicker cartel? Or manufacture more guns than the Germans during WWII? Or perhaps build a pyramid out of plastic. All this is possible.

Brand New Reaction Count : 400 :
Here are some highlights!


# Create advanced melee weapons in the Weapon Workshop using parts forged in the Blacksmith's shop.
# Create advanced guns using a variety of parts from various crafts and shops.
# Encrust metal jewelry with multiple cut gems to increase value at the Advanced Jeweler.
# Create Plastic, a useful and durable material for crafts, synthetic gems, and furniture.
# Create Wicker, for a variety of renewable furniture and crafts.
# Wood is your lifeline. Get the most out of it by milling them into planks at the Millstone,
or splitting them at the Scavenger Yard (scavenger civ only)
# Combine nails and planks to make decorated furniture at the Advanced Carpenter's Shop.
# New Steel industry, very intensive and very rewarding.

Spoiler: Screenshots (click to show/hide)




FEATURES

*** Four playable civs. Good and Bad.
*** Infected invade your fort, and turn your people with a bite.
*** Even the smallest sieges and ambushes become desperate struggles.
*** Complete overhaul of Dwarf Fortress for the end times
*** 50% more !!FUN!!
Spoiler: ***Eight new Civs (click to show/hide)
*** Guns and Ammo and plenty of variety therein
*** New Weapons and Armor
*** Useful metals and alloys
*** New Alloys and Minerals.

Spoiler: VITAL PLAYER NOTES (click to show/hide)

Code: [Select]
Drop me a link if you do any let's plays or succession forts with this mod and I will link directly to them.
Known Issues
Code: [Select]
* Vomit is blue, Blood is maroon. The game appears to mix a couple colors together to get these two colors.
Nothing I can do on my end but tinker with the colors later.
* I have (nails/metal jewelry) but the reaction isn't working. Hard coded issue with bins. Create a new stockpile remove all
bins with 'shift+e' key and delete the old stockpile.
* The 32bit does not have the custom tileset. Still looking into it, it appears that the tileset has to be 8x12, I made
the tileset to be 16x16. The tileset is in the art folder if you want to take a crack at it, otherwise I'm likely going to
be making an 8x12 to accommodate this.

Old Post

7
DF Modding / Question on Plant Growth Time
« on: May 19, 2017, 03:19:14 am »
Hi guys, total newbie here.

I used to use the GROWDUR to make plants take a long time to grow, but I noticed a new group of tags in the plant files, notably tags like [GROWTH_TIMING:0:59999] and GROWDUR is not present in above ground plants. However GROWDUR is still present in underground plants. What exactly is GROWTH_TIMING, and does it conflict with the GROWDUR tag at all?

8
Hello ladies and gentlemen, I'm working on giving the creatures in my Corrosion mod graphics. I've made this thread to attract the attention of critique. Especially from those who do not play my mod.

I've broken down the list of animals into groups this is so that each update of my mod will have some new creatures. I'll be starting with more common and expected animals and working my way to more exotic animals.

If you wish to critique specific creatures just say which one you're commenting on, 1A 11B 30W etc.

Spoiler: group 1 (click to show/hide)

Now you might be asking. Which animals are which? If I told you then I'm not doing my job very well now am I? :P

AWAITING REVISIONS
* This is where creatures will go if their graphics are being updated.

Also, I've taken some inspiration from Ironhand graphics pack (some more than others) but all the graphics I make will be made by me.

9
DF Suggestions / Body Detail Suggestions
« on: May 17, 2012, 07:08:04 pm »
These are some small things I have noticed in my work while modding. All of these things are easily changed through modding and would take only a few minutes.

1. Ribs do not protect organs often enough, only 5% of the time, that's 1/20 shots. This should be increased significantly.

2. Right now, the teeth cover the cheek, the mouth covers the cheek, and the tongue covers the cheek. Same with the lips. So when you attack the tongue with a stabbing weapon, you may go through and attack the cheek, but not visa versa.

I believe it should be the opposite, if you attack the cheek, it should go through and attack the mouth/tongue/teeth etc.

 
Spoiler (click to show/hide)

should be

Spoiler (click to show/hide)

3. Finally, it's always bugged me that hitting the eye or ear does not have a chance of hitting the brain. So I added this. It works quite well, because you still need to go through the skull in order to kill someone.

Spoiler (click to show/hide)

10
DF Modding / Does this mean what I think it means?
« on: May 17, 2012, 04:55:49 pm »
I was looking over the new tags in file changes and I saw this

Quote
new tag FURNITURE

Does this mean we can make furniture now!?

Code: [Select]
[ITEM_HELM:ITEM_HELM_PARTY_HAT]
[NAME:party hat:party hats]
[ARMORLEVEL:2]
[METAL_ARMOR_LEVELS]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:30]
[LAYER_PERMIT:20]
[MATERIAL_SIZE:2]
[HARD]
[LEATHER]
[METAL]
[BARRED]
[SCALED]

11
DF Modding / Fixing Vampires Lack of Alcohol
« on: May 12, 2012, 12:25:03 am »
Vampires are easy to detect because they say they haven't had alcohol in a while. Since they don't drink.

So why not add [ALCOHOL_CREATURE] tag to the BLOOD_TEMPLATE.

This may create a problem bug feature of dwarves drinking animal blood in barrels that the merchants bring. But that stuff needs a use anyways.

12
DF Modding / Fixing the Clothing / Armor Bug
« on: May 04, 2012, 11:39:48 pm »
I believe I fixed the clothing armor bug, I may need additional confirmation, but everything's fine on this end.

The Bug : Right now, dwarves who are wearing armor will consider themselves 'naked' because they aren't wearing clothes, resulting in Legendary Axedwarf Fun!

Solution : Make leather armor for pants and boots, then give the leather armor UNDER and mess with the layer permits until you can fit the metal armor over the leather armor.

Conclusion : So far this has appeared to work for me, leather armor seems to be considered as 'clothes' because it's made of leather. The armor fits over the leather, thus the dwarf is still covered by armor. Coupled with the great bonus that leather armor does not rot.

13
DF Suggestions / Give Reletives Differant Colors
« on: April 12, 2012, 11:38:49 pm »
Currently migrants display their relative's names, that are not in the fort, in white text when viewing their relations.

Masons and Engravers are also in white text.

I vote that relative's names, who are not in the fort, get a dark gray background to distinguish them.

14
DF Modding / Removing Clothing in 34.06
« on: March 24, 2012, 09:48:56 pm »
So I removed clothing, removed the CLOTHING tags and such, however, my humans still receive a negative though. Anyone know how to remove their negative thoughts?

15
DF Modding / Megabeasts Causing Crashes
« on: March 03, 2012, 03:47:26 pm »
It appears that my megabeasts are causing crashes during World Gen. Does anyone know why? They didn't cause any problem in 34.02, and are only crashing in the latest version.

Sample raws

Spoiler (click to show/hide)

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