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Messages - JoRo

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1
DF General Discussion / Re: Mathematics of Size
« on: November 19, 2015, 05:52:25 am »
The OP is kind of hard to parse, but the "size" number is cubic centimeters.  The average human body volume, as per google, is 66.4 liters, or 66,400 cm3, which Toady rounded up to 70000.  A giant that's twice as tall but with the same proportions would be multiplied by 2 along the depth, width, and height, so 70,000*2*2*2 or 560,000.

2
DF General Discussion / Re: No more auto pause?
« on: December 01, 2011, 07:24:40 pm »
You can edit those in announcements.txt.

3
DF Modding / Re: A question about creatures made of metal.
« on: March 27, 2011, 11:32:58 pm »
To create a creature with a single 'magical weak point' or whatever, what I did was set it up something like this:
Code: [Select]
    [TISSUE_LAYER:BY_CATEGORY:ALL:DEVILSKIN]
    [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:DEVILDUST]
    [TISSUE_LAYER:BY_CATEGORY:EYE:RUBY]

This seems to have worked, creating a creature composed out of devildust and covered in devilskin except for the vulnerable ruby eye.  The 'eye' is a custom bodypart with the [THOUGHT] tag, as well as being an eye.

4
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 16, 2011, 08:21:03 pm »
The game is letting me create stone and wood pots, which then refuse to go into any stockpile or be used in any way.  Are they only supposed to be made out of clay and the fact that you can make them out of other things is the bug, or do clay pots not work either?

EDIT: earthenware pot seems to properly go in the stockpile.

EDIT: stone pots are now being used for food storage, though unused pots still refuse to go into a stockpile.

5
DF Adventure Mode Discussion / Re: turn off ambushes/boogeyman?
« on: January 17, 2011, 02:07:26 pm »
[INDIV_CONTROLLABLE] is an entity tag, not a creature tag.  Just add this to entity_default:
Code: [Select]
[ENTITY:DUMMY]
    [INDIV_CONTROLLABLE]
    [CREATURE:BALOR_DETAILED]
    [TRANSLATION:DWARF]
    [ADVENTURE_TIER:n]

where 'n' is one higher than the next highest adventurer tier; I don't play that mod so I don't know how many playable races it has.

EDIT:  And make sure the Balor has either [INTELLIGENT] or [CAN_SPEAK] and [CAN_LEARN], as well as [CANOPENDOORS].  These ones are creature tokens.

6
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: December 17, 2010, 06:58:14 am »
I tried playing as a custom race with natural appraisal skill to see if that would show prices in adventure mode.  It doesn't work, but it had the funny effect of making pretty much every non-soldier in the civ display 'trader' as their profession, which is kind of funny.

7
DF Modding / Re: Natural Tunneling without Tools?
« on: December 14, 2010, 05:00:46 am »
Don't the new
Spoiler (click to show/hide)
path through walls?  I've never seen them; that's just what I heard.

8
DF Modding / Re: Modding Help: Beds
« on: December 12, 2010, 10:48:34 pm »
You can't do that; only a few workshops accept custom reactions.

9
DF Adventure Mode Discussion / Re: Easiest Quest You Ever Got.
« on: December 09, 2010, 05:17:51 am »
I modded in a few nuisance monsters for fort mode variety.  One of them has a raccoon's item stealing behavior, but no max age.  They manage to routinely become civ. enemies through hundreds of years of nicking worthless crap, at which point my adventurer gets sent to kill one.  They are hollow and made of clay; you have to pretty much actively try not to cut them in half with a single stroke.  I just need to try adding the wealth collecting habit to see if they would start keeping all their stolen junk in their lairs.

10
DF Adventure Mode Discussion / Re: Item Dupe Glitch?
« on: December 08, 2010, 08:12:15 pm »
Tested it in the arena; dropping one of the 'duplicate' items does indeed cause them all to leave the inventory.  Also the game crashed the first time I tried to test it, possibly as a result of being stabbed in the head by a knife I was holding onto with 3 hands.

11
DF Modding / Re: What exactly makes a creature intelligent?
« on: December 07, 2010, 10:09:45 pm »
Huh, I thought there was a [CAN_CIV] creature token but it isn't in the list.  [CAN_LEARN] would be good to have on a civilized creature, [INTELLIGENT] implies [CAN_SPEAK] and [CAN_LEARN].

EDIT: a-ha, [CAN_CIV] used to be present before 0.31.x.

12
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: December 06, 2010, 06:47:20 pm »
Ugh.
I cant believe how there's a raw for weapons but Upright Spear Traps are hardcoded.
Too bad, now I wont be able to build some masterwork Upright Candy Canes.

Isn't this what [IS_SPIKE] is for?

13
DF General Discussion / Re: Generic rock? flashing tiles?......WHAT?
« on: November 20, 2010, 02:38:19 am »
Have you edited or even looked at the raws with a program that automatically creates backups?  Did you extract over a previous DF version?

14
DF General Discussion / Re: 31.18 Weapon Research
« on: November 19, 2010, 05:47:28 pm »
I think I'll continue killing Lashers with a crossbow, then. Seems there's still some odd problems around the material system; someone with a leather whip beating someone in full plate seems a little odd...

Ah, but they aren't using a leather whip.  They are using a whip composed entirely of metal.

Whips in DF have quite a few problems.

15
DF Modding / Re: modding happiness reactions
« on: November 17, 2010, 01:04:59 am »
You could try dicking around with the personality tags.  Give them something like [PERSONALITY:EMOTIONALITY:90:95:100], possibly doing it for ANGER and DEPRESSION as well.

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