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Messages - Narrrz

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1
All metals have a max_edge value,  with an integer above zero indicating that they can make edged weaponry (iirc, it's the fact that obsidian possesses a value for this parameter which allows it to be used to make weaponry).

Candy has a much higher value than other materials, but it's not clear what effect this actually has - or, indeed, if the sharpness of a specific weapon is always the max the material allows, or if it's determined by weapon quality or some other factor.

Does anyone know how sharpness actually works?

2
Yes, i went through the reaction tags list and found that one. I'm also specifying [PRODUCT_DIMENSION:10000] for the output, but to my knowledge there's no way to actually inspect the dimensions of a piece of cloth, to check if the quantity is being used to multiply that dimension. I guess i could create another reaction to take 10000 cloth and output 10000 cloth, and see if it can be used multiple times on the cloth item being output, but my hunch is that as a body part, the stack of feathers is still being regarded as a single item by the game.

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DF Modding / Is it possible to add custom reactions to the loom?
« on: May 08, 2023, 08:55:52 pm »
I've made a mod to allow feathers to be woven into cloth (silk), which works, but i can't seem to make it take place at the loom. Is the tag for the building not LOOM? it shows up as that (actually as WORKSHOP_LOOM) in the graphics files.

Also, one side effect of giving feathers the [SILK] tag is that when butchered, a creature drops a stack of x feathers instead of a single feather item proportionate to their body size. That would be good, except the reaction eats the entire stack without multiplying the products. I think this is a bug, reminiscent of an old one where any bone- related job would use the entire stack of bones; indeed, if i change this reaction to take bones instead of feathers, it uses just a single bone from the stack.

4
DF Modding / Re: What causes the 'fatty' problem?
« on: May 08, 2023, 06:55:18 pm »
I was going to update this, then forgot.

I did some extensive experimentation yesterday, and it's actually a much simpler fix than i initially anticipated.  You just need to copy the line from skin that says something like, [HAS_MATERIAL_REACTION:TAN_MAT:LEATHER] and change the "LEATHER" to "SCALE", then add the tags for the items you want to be able to make with scale leather ([ITEMS_LEATHER] & [ITEMS_SCALED] were what i did)

The new scale leather items even become available in embark.

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DF Modding / What causes the 'fatty' problem?
« on: May 07, 2023, 04:09:51 pm »
When modding scales to produce leather in the same way that skin does, the resulting product doesn't seem to use the 'scale' template, or else it somehow inherits the 'fatty' adjective descriptor from fat. as a result, though '<creature> scale' will be tanned correctly, the product created is '<creature> fatty'.

has anyone figured out why this occurs, or especially, how to prevent it?

6
DF Suggestions / Re: New Night Creature type - Wendigo
« on: October 28, 2020, 03:28:09 am »
Vampires, zombies, devils, probably most of the "horror" monsters have their roots in some mythology or other. I guess it's not my place to say whether it should or shouldn't be offensive - if it's a part of your culture, and its adaptation into modern media offends you, then your feelings are valid - but to me, at least, it's always felt more like paying homage to a culture and its stories to include them in other works. And it's not impossible that such homages could help to keep your culture alive, if people who become interested in the source of these creatures look more deeply into their origins. And when all is said and done, stories are basically made to be told and retold, adapted, taken apart and put back together again. Culture evolves just like practically anything else, and there's no reason the inclusion of another culture's myths and legends in a modern art form can't be an example of that evolution.

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DF Suggestions / New Night Creature type - Wendigo
« on: October 24, 2020, 08:49:59 pm »
These would be a bit like a cross between a werebeast and a vampire, though they wouldn't arise from a deity's curse. Instead, (in fortress mode) when a dwarf reaches the stage of starvation where they begin to "hunt for small creature", there would be a chance instead that they would seek out and murder, butcher, and consume one of their fellow dwarves, leaving a skeletal corpse. Upon finding such a body, the player would be notified "The skeleton of Urist has been found, the bones sucked clean of marrow".

The offending dwarf would now be an infiltrated night creature, and in their description their features should become more and more monsterous over the course of a year, and other dwarves catching sight of them should szsometimes become overcome by horror/fright. In addition to their usual food and drink needs, they will sometimes seek out dwarves who are alone to kill and consume in the same way. If not found and removed before the year-long incubation period ends, the dwarf will exit the fortress entirely to create a lair nearby, subsequently fully transforming into a monstrous form, and returning (in stealth) periodically to raid your fort for more dwarves to kill and eat.

8
DF General Discussion / Re: *We need your help with game ending stress*
« on: October 29, 2019, 09:33:32 pm »
In my experience the impact of Miasma on dwarven mental health is too great (as are minor nuisances like drinking without a goblet, sleeping without a proper room, etc) and dwarves get excessively traumatized by seeing the same old dead bodies time and again. With care these issues can be avoided, but sooner or later you will likely start feeling the accumulated effects of just occasional exposure.

If miasma is so awful to dwarves, perhaps they should react to it like other trauma, except instead of freezing in fear or horror, they get overwhelmed by disgust and are compelled to run away from the source, thus limiting their exposure and therefore stress?

If a dwarf is somehow unable to avoid miasma and gets stuck in that nauseated state, that's when the major stress should set in.

Also, unease from dead people should dial down with repeated exposure, something like cave adaptation. Every time a dwarf sees a dead body it should temporarily reduce their propensity for negative thoughts about death. Also, it would be nice if dwarves felt righteous or vindicated seeing dead/dying enemies, presumably tied to their particular personalities.

It might be overkill, but it would be nice if stress propensity decreased with exposure, too.

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DF Suggestions / Re: Dwarven Graffiti - Terry Pratchett style
« on: July 17, 2018, 04:06:28 pm »
The really terrible carvings could be a new form of insanity, "Urist has given in to despair", where the dwarf will seek out an out of the way corner of the fort, carve a curse symbol into a wall, stagger a short distance away and then expire - perhaps in unusual fashion, to hint at what they've done - "Urist has been found dead, their body a shriveled, dessicated husk!" That will greatly disturb any dwarf seeing it, even beyond the norm, and will never decay. The curse could even involve them returning to life to seek vengeance on the living.

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DF Suggestions / Re: Dwarven Graffiti - Terry Pratchett style
« on: July 15, 2018, 09:12:25 pm »
I'd definitely envisioned some way to remove the graffiti.

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DF Suggestions / Dwarven Graffiti - Terry Pratchett style
« on: July 14, 2018, 11:26:10 pm »
I posted this to Reddit, to see how it would be received, but apparently Toady doesn't follow there so someone suggested I post here.

In Terry Pratchett's discworld universe, dwarves in mines, as they get more stressed, carve "mine sign" into the walls as an outlet for stress. I thought it would be kinda cool if dwarves here were to do the same; as a kind of low-level tantrum, they'd pause to engrave a symbol in a nearby surface, gaining a small amount of relief from doing so. However, depending on their stress levels, the symbol inscribed becomes increasingly dire, and viewing such a carving might give other dwarves added stress.

You could even extend it further - in the book 'thud', a dying dwarf scrawls a particularly dire symbol in his own blood, summoning a vengeful spirit which takes possession of the main character and drives them to be violent.

Would make a pretty neat addition.

12
DF Modding / Re: Arming my new race
« on: July 08, 2016, 05:41:28 am »
Well, they have weapons... one weapon.

About 60 gnolls showed up, unarmed except for one 'gnoll hamerman' who had an iron warhammer.

So they obviously have access to weapons, and have the capability to use them... any idea why the overwhelming majority would still be showing up totally unarmed (and fleeing at the sight of a charging dorf)?

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DF Modding / Re: Double tag?
« on: July 03, 2016, 07:00:04 pm »
how would this work for (presumably) mutually exclusive tags e.g. [NOCTURNAL] & [DIURNAL]?

Would the creature never sleep, always sleep, or would the game recognise the inconsistency and only use the later tag?

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DF Modding / Re: Arming my new race
« on: July 02, 2016, 07:25:17 pm »
Thanks all =)

it just seems weird that they have no weapons at all. As far as i can tell they have all the same labor permissions as humans, so it's peculiar that they wouldn't have metal weapons, even if i can't get their stone weapons to work how i'd like.

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DF Suggestions / Re: QOL jingamathigg
« on: July 02, 2016, 07:23:57 pm »
Well, isn't losing supposed to be fun, anyway? if i was that mad i'd probably just walk away from the computer altogether, so those extra couple of minutes while the world processes your departure wouldn't matter at all.

And anticipation can be good... in moderation. having to sit through the process 5 times in 20 minutes because i forgot something essential/my embark area isn't what i'm looking for afterall/my civ has no iron and therefore no anvils/other things, is just frustrating.

plus, i figure, if you want to keep the world you've just been playing in and don't want to revert your save, you can't have lost that painfully. If i was retiring a fort or adventurer and planning to do more with that world, then those extra couple of minutes wouldn't bother me at all.

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