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Messages - Luriant

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1
Mod Releases / [47.04] Feudal Japan
« on: July 31, 2020, 04:47:04 am »
Feudal Japan is a simple mod, based in 1:4 Japan map, with Japanese names, Feudal Japan titles, races and tileset, but the same game with little changes.

Image rotated 90º for better align.

Content: 8 Modified Raw Files, Tileset and Embark Profile
Additional Changes: [WEATHER:NO] in d_init.txt, the rain is the bane of the aboveground japanese cities.



            CIVILIZATIONS
Dwarf (Japanese), with japanese names wikipedia.org/wiki/Kyôiku_kanji
   Max Japanese Age 70-100
   Japanese build Cities, instead Underground Fortress
   Changed Dwarf titles to samurai titles.
   Changed civilization values and symbols (tradition, honor...)
   Added Exterior Farming, Long Swords and large daggers (Katanas and tantos, without changing the name)
Humans (Dutch)[d], using dutch based names
Elf (Kodama, a japanese Tree people)[k], with the same japanese names.
Kobold to Nezumi (ratmans)[n]
Goblins without changes

            ITEMS
Renamed all Dwarf related items (dwarf cheese, axedwarf,..)
[CROSSBOW] has been named bow (because hunting need a [CROSSBOW] to work). Japanese and Kodamas use this "Bow".
[BOW] has been named Crossbow. Dutch use this false "crossbow"

            TILESET
Modified Tileset: Teeto_K_18x18Japan.png
   civilian(yukata)
   military(Japanese armor with sword)
   adventurer(ronin style)
   statue(budish statue)
   coffin(removed cross)
   armor stand
   weapon rack
   coin

            D_INIT.TXT
[WEATHER:NO]   //The japaneses don't have problems with the rain

            MAP
Map based in real japan relief, assuming a tile have 2x2m, the map is 1:4 the size of real japan. https://commons.wikimedia.org/wiki/File:Srtm_ramp2.world.21600x10800.jpg
Added land path between hokkaido, shikoku and kyushu island (because DF don't have boats)
Map have lots of "little" savage and not savage zones, filled with strange yokais (the savage creatures and races from DF)



You are free to change and upgrade the mod, i don't have enough time or knowledge for more advanced changes.

https://drive.google.com/file/d/1QHr-21qJfnlYGkF7bsullPTLHQ2wQXKF/view?usp=sharing

2
Tilesets and Graphics / Re: Tileset comparison
« on: March 11, 2020, 06:01:21 am »
You missed Teeto_K tileset,T don't need TWBT with this tileset.
https://dwarffortresswiki.org/index.php/User:Teeto_K

3
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: September 16, 2019, 07:56:31 am »
Some magma for Magma Forges... use magma-safe minecarts. 2 Minecarts=4magma, enough for 1 magma workshops. You don't need tracks, dwarves carry minecarts with magma without problem, albeit slow.

Filling the surroundings with magma non stop? Magma safe Pump stack.

Bonus: How to kill lots of enemies with a minecart filled with magma? Make 100 levels of stairs in your fortress, put a grate in the ceiling, put the minecart in a Track stops dumping above the stairs. 30+ Goblins melting and falling. Drop some water and mine the obsidian. Magma Safe goblinite without seeing dead people.

Ps. Magma Piston is another option, but pump stacks is a better system.

4
Modded Dwarves: Changed Crossbow with bow
Dwarves ignore the hunting labor because they need CROSSBOW, and ignore bows and quivers.
Any tip?

item_weapon.txt dont have tags for hunting tool.
And I'm afraid to exchange names with each other because without the TAG, I think the LABORS needs the correct name to assign the tool.

I think of leaving [ITEM_WEAPON:ITEM_WEAPON_XXX] and exchange the rest of the parametes, (and changing the other races, the dwarves/elf using [CROSSBOW] named 'bows', and the humans/goblins using [BOW] named 'crossbows'.

6
DF Gameplay Questions / Re: Avoid burrows?
« on: November 30, 2018, 03:33:11 pm »
A burrow can be set so dwarves only stay inside it
Wrong, a burrow is the only zone where a dwarf can make a job.
http://dwarffortresswiki.org/index.php/File:Burrow.png

Your best option is close the zone with a locked door.
Second best option, make a Burrow in the whole map but remove the zone. And move the zone out of walking path for anyone moving from 1 job to another (hauling a rock).

7
DF Dwarf Mode Discussion / Re: The King is dead.
« on: October 15, 2018, 04:03:21 pm »
Maybe the Ceremonial Chant for the dead of a Monarch in Dwarf Fortress help with the loss of Monarch.
https://www.youtube.com/watch?v=_V-KU3U_ElI

8
DF Gameplay Questions / Re: Veinless stone layers? (Mineral Generation Q)
« on: September 04, 2018, 03:44:00 am »
Or more exploit.

Magma Forge > Make Steel Coins
Magma Smelter > Smelt Coins
Repeat

Every Coin stack melted give 110% initial ore. After 10 works, you have 1 extra Steel bar.
Split the coins give 500% initial ore, but is a lot of work in the trade menu.

9
DF Dwarf Mode Discussion / Re: Today I learned
« on: September 02, 2018, 01:25:54 pm »
Today I learnt that if a Dwarf dies by dodging into magma then a part of them can potentially not melt somehow, and even get placed in a coffin for them. Even if that coffin is a casket made of wood. Even if all of the coffins in the fort are caskets made of wood. And all in the same room. Next to each other. And when one casket burns down, they just move that body part into the next casket and speed up the process.

And now my fort doesn't have a graveyard anymore.

Graphite and Lignite burn for a long time (don't have melting point), maybe your dwarf have some item made of this rock.

10
I only saw a older wiki from 40d:Bridge.
"If a bridge is built outside over a channel, anything under the bridge counts as inside for the purpose of preventing cave adaptation (but not for the "stay inside" order), regardless of whether or not the bridge is actually covering the area. "

I don't know the actual behavior, but is suppose.

1: Channel a hole, all tiles change to "Outside Light Aboveground" and reduce Cave adaption
2: Build a bridge, the tiles are "Inside Light Aboveground", Cave adaption don't increase or reduce.
3: Activate the lever and Raise/Retract the bridge, all tiles are "Inside Light Aboveground, the game don't change.

Attributes in BOLD are permanent.

The only method for prevent cave adaptation is don't build nothing.
OR
Build a umbrella over all the map, making every tile under the structure Inside Light Aboveground. (use inmigrants without cave adaptation to build the umbrella)

I don't have a old fortress with cave adaptation, but we can test making a umbrella with bridges. If Urist McDeep vomit after walking under a retracted/raised bridge, the bridge don't block the OUTSIDE ray.

11
DF Dwarf Mode Discussion / Re: Waterproof Horizontal power transfer
« on: August 27, 2018, 03:03:07 am »
Maybe nether-cap is no "magma-safe", but is "Hot-obsidian-safe".

Water and magma make a hot obsidian. With a fixed temperature nethercap can resist the heat better than wood with    [HEATDAM_POINT:10250].

I find the problem with nether-cap minecart filling with magma. I need to test constructions vs dropped items behavior. [Fixedtemp] ir a powerful tag, but i don't undesrtand the complete reaction to heat :S .

====

Tested:
Edit Raw, Nether-cap available in cavern 1
Generated new world, embark with nether cap log near a volcano
Dig a hole with Obsidian gear and Nether-cap axle. Put nether-cap windmill over gear.
Breach the volcano, fill the windmill level with 2/7 magma, hole with 7/7.
Nether-cap axle active, with excess power.

Waiting a whole season, windmill and axle work.

Nethercap buildings are magma-safe, except minecart items dump in magma are destroyed.

12
DF Dwarf Mode Discussion / Re: Waterproof Horizontal power transfer
« on: August 27, 2018, 02:24:17 am »
Pump power transfer is the best option, but i find you the Obsidianize mechanism post, using nether-cap axle as magma-proof material.

http://www.bay12forums.com/smf/index.php?topic=123650.0

13
DF Dwarf Mode Discussion / Re: Frozen Milk
« on: August 25, 2018, 04:15:29 pm »
Move the Frozen milk to inside. Create a stockpile for food in a zone that never see the sunlight.

The temperature "Inside Dark Subterranean" is constant. The frozen milk will melt to liquid.

Don't use frozen milk as ingredient, or the entire meal will melt in a pool of liquid.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2787

14
DF Dwarf Mode Discussion / Re: Doubts about 44.11
« on: June 24, 2018, 06:05:45 pm »
Fantastic.

Every Dwarf tell a history about his life  :o

15
DF Dwarf Mode Discussion / Re: The Pit
« on: May 29, 2018, 04:19:45 pm »
Volcanos refill.
The game create "magma rain" (beware, reclaim a volcano embark change the "original magma level" to another position, and can flood the map.)

Some post talking about "magma rain"
http://www.bay12forums.com/smf/index.php?topic=170632.msg7758549#msg7758549
http://www.bay12forums.com/smf/index.php?topic=42912.msg798785#msg798785

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