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Messages - Meridian

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oh my god... I'd thought the syndrome log spam was unavoidable.
that makes this mod 200% more playable

edit: also it if interests you, I'm in favor of the bittern possibly being given to humans?
and have thoughts been given to expanding kobold livestock?

2
Quote
though from the entity tags there may be some stuff missed or forgotten, or an output here or there not set up right.

Finally getting around to fiddling with stuff to add it to my RAWS, and the only issue I'm seeing is that BULKSMELTER is missing from the bulk smeltery entity token bits. Easy fix tho

I haven't done any thorough checks, but I did notice this.
The sawmill, stonecutter, joiner, and trashburner all seem good to my memory, or at the least I added them to my civ's permits.

Thank you so much for this update!!

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I'm not sure how new the token are, but Descriptor Shape Token is probably in need of an update due to how various tokens get used and the presence of them.
[CATEGORY:] (Simple, Dice), [FACES:], and any others would probably be good areas to explore.
Roger roger!

oh my god. a savior

4
I'm not sure how new the token are, but Descriptor Shape Token is probably in need of an update due to how various tokens get used and the presence of them.
[CATEGORY:] (Simple, Dice), [FACES:], and any others would probably be good areas to explore.

5
So far I've tried.
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:ICE]
You want this:
[REAGENT:A:BOULDER:NO_SUBTYPE:WATER:NONE]
For future reference, hardcoded materials are listed here.

Just gonna ask, is there anything barring me for having recipes be made at a magma forge, using ice bolders....

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Separately, can an improved object be a reagent?
I'm assuming so long as I don't code it otherwise, it would by default.

Asking specifically because I'm adding the bread recipes provided in Adventurecraft and the like, and wondering if I can have my dwarves improve the bread loaves made (ENCRUST/COATING for spices, and GLAZE for something like an oil-glaze, etc.), but would it bar those loaves from being selected for usage in a Lavish Meal? Would it just appear as 'Finely minced wheat bread' or would it be 'Finely minced cinammon-spiced wheat bread'. A part of me assumed the former, as I don't remember pots being renamed based on whether they were glazed or what they were glazed with, although I assume the resulting value would still get increased

how do I edit a dwarf's skill level? I want to make one skill 0 and another 5
You'll want to check out 'assign-skills' part of dfhack, if you are using it.
here's the documentation manual
Read the instructions and you should be able to manually do that in DFHack

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DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 11, 2020, 05:52:21 pm »
"their own webs" sounds like a modding question.
I guess the silk material does not have [IMPLIES_ANIMAL_KILL] tag.

I know that brown recluse animal people have [WEBS], but I don't know if web gathering and past that is possible in adventure mode.
Figured I'd ask for the weird scenario where an adventurer has harvested their own webs, trips to a fortress, and begins making a hat, but I also doubt the game has a way to punish that were it a Sentient Kill crafting job.

Thanks for the info tho!

7
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 10, 2020, 12:52:20 pm »
What tokens allow creatures like giant dingoes to have lairs in worldgen?

Forgot to say it, but the only thing I can see towards that effect would be [LAIR] in creature tokens. [LARGE_PREDATOR] seems to also have some relation to them doing what leads to the point of having lairs (rampages, meaning you get a quest to kill them, etc).


---------------
Urgh. I had a list of 'pivots' I was working on but I'm pretty sure all are non-applicable.
- Interaction form that results in a deity cursing an animal to take on the giant variant of itself. Or a version of giant variants that are hostile. Again the issue here becomes the generative, worldgen, random, and non-sapient issues. Even past that I don't think you can just call creature variations or do transformations like that. Past that I think I'd have to call individual new variants, or do the caste system. The caste being an issue if I don't want them to show up in fort mode (I think there's one of the tags that says something isn't real, *but* yeaaah)
- Interestingly I am curious if a deity curse could be made to cause an animal in the party to turn into a giant hostile beast. Or in a similar terrible vein, just turn them into a person. Awkward and hilarious.
- Maybe I could do something where someone toppling a statue is transformed into a divine beast as penance, but post worldgen runs into issues like "can they even claim a lair?".
- If I did want to do gameplay stuff, and I doubt this, but it would be neat if holy vermin/temple grass could be done. Though the issue becomes forcing that to happen and the immersion issues it would cause for roleplay and the like. The world is meant to feel a little more lived in or eventful rather than the player going out as an adventurer solely to cause the world new horrifying problems, at least for these goals. I don't even want to think about fortmode because it feels a bit "domesticated war cave dragon breeding population" direction.

Ultimately I think this is yet another modding concept I have to put on the backburners until 10-20 years from now when X update happens, or in the event modding support changes / open-source

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DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 10, 2020, 12:02:09 pm »
Not possible as far as I know. Could make rare caste of wanted creature, but that way there's no god doing the transforming.
Could mod an interaction that people can learn to make such a transformation. Ie. transform self into X, and X can cast some spells, and then X-transformation wears off. See golem summoning posts.

Prooobably can't make a supergrass that transforms a sheep into a spirit-sheep when eaten.
One can't random-generate anything via modding. 
Could make "magic sandstorm comes and does a syndrome.
Ach... That causes a series of issues.
Since worldgen/history basically stops happening the moment the character starts playing (sure, some stuff continues to happen, but is it really meaningful?) there's really no point to the player bringing them into being. Unless you roleplayed a setup character who goes around the world creating them, but that's a lot of work and you wouldn't be getting monster killing quests for them or them having a lair.
Which is gen part of the whole point. Encounters/Quests that don't have the same dangers as a Werebeast/Person, but aren't on the difficulty level you see with a Titan or FB.
And they're not something I generally want happening in fortmode either. Has it's own mootage.


so you'd be limited to just new ways to curse people, or having the deities apply positive effects as curses :b
since you generally will just be using a set of strings for legends/history reading you can change it so that it says they were doing a blessing, although mechanically it is a [MAJOR CURSE] going on
Unfortunately I don't know how an external legends viewer will see it.

snip
jesus. the modding support when it comes to stuff like this is really frustrating

9
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 10, 2020, 03:52:36 am »
given that [GENERATED] cannot be in user-defined raws, I assume that blocks me off from making an interaction randomized and/or done in worldgen?
for context, I'm trying to plot out an extra thing or two I want to see deities do in my worlds. more or less having them look at a wolf and say "You're big boi now", or transforming a random creature into a generated forest spirit deal. add some variety to quests, and possibly make some lower tier options

this is one of those "if its possible someone else has probably already done it, and if not, woops", but past the flat "can I make these happen in worldgen" I do wanna puzzle the rest out (mostly)

10
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 09, 2020, 02:37:34 am »
Correct me if there's a newer version but I didn't see one on a skim so I'm asking a new one

Adventure mode lacks a way to form relationships with other characters right? I assume there's no way to check the relationship screen of party members and watch things change with them at least.
But what about fort mode? Can the player character who has joined a fort be made to marry? It's been a while and I'm thinking of testing out some SCIENCE to determine adventurer sexuality generation (is it default to ace / bi? I assume it's not choosable), and to see if they can romance / reproduce while playing in a fort.
Same goes for non-starting party members. Do people I recruit remain the same, or does something get flagged to make it impossible for them to date/reproduce?
Suppose this also goes for DFHack, does forcemarry work for adventurers retired in a fort.

Asking because I've had some thoughts while using the legends viewer utility that comes with LNP, that what if I did an adventurer who went around recruiting animal people to prevent them from going extinct. It'd be a bit moot if that's not possible though.

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Second question:
Can adventurers who belong to a civ that bans using products made from sentients, use their own webs to make silk? And then use it to make clothing or strings for an instrument? I know this might require a mod like adventurecraft, but I was curious if the limit applies to your own products (I'll save the ethics of dwarves drinking a cow-person's milk for another time)

11
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: August 04, 2019, 10:52:43 am »
Oof even fucking coinstar's broken. I thought that might replace the spears, which I heard can work out with the right armor and 5 cloaks. I figured I'd do coinstar as everything I saw about the spears (my original go-to due to simplicity) suggested even with armor you're likely to get muscle damage or other injuries that stack over time.
Which is a shame as I was really hoping to give my military training a boost.
May try out that minecart thing, got a link to a general theory/guide on it?

Hm, well the idea is that I would be retiring, creating a new fort and setting that up, retiring that, and going back to the first one. The whole point of it is to get an associated fort that is closer to another civ in the hopes that I can become economically linked to those sites through my secondary holding. I probably am misunderstanding that system entirely.


Currently I'm having some issues. My animal trainers aren't doing much training, my butchers aren't butchering the animals, and my tree-cutters aren't cutting. I also don't seem able to designate one specific tree for cutting which is bothering me, as I thought it might be markers, but no matter what I do the color of the trunk doesn't change to show it's designated. Others change, but I don't think they're actually getting cut down.
People are also really fond of listening to poetry or stories in the tavern. I'm thinking of turning it as a location off, but I don't know if that will help at all.

edit: for the tree thing I'm going to try a mass cube un-designation, but I think I already did one of those through the bulk cutter window
edit2: It worked 🎉🎉🎉
edit3: forgot butchery requires a tamed animal

12
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: August 03, 2019, 02:38:54 pm »
- I read somewhere that channeling is known to cause lag, is there any reason for this?

- Are Danger Rooms completely broken now? I haven't tried it out, but are low quality training spears really that dangerous?

- if I retire my fort, it's possible to create another from the same civ nearby right? I'm trying to think of ways to manipulate the holdings functions so that I can expand my reach.

13
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 03, 2019, 02:20:51 pm »
Feel free to take the centaur civ from OldGenesis. Deon has given permission for everything to be borrowed from OldGenesis. (OG is about 18% by me, 82% by Deon)

Spoiler (click to show/hide)

If you feel adventurous you could turn this into a creature variation for automatic wild centaur hybrids to slot into your worlds for fantastical settings. Or do a little extra work and set it up as a polymorph curse/secret via Eric blank's methods, if you wanted to see a little population of goblin-taur caste subtypes in your sieges in the rare occasion they pop up.

this is great news :0

EDIT: ack right. made the move to a new acct bc username's old.
anyway the rest of the race and it's civ will probably be too difficult to actually implement.
the whole basis is an illithid-inspired race. non-hivemind, grey-morales, but still eldritch and arcane. the issues are
- don't know if a sex can have both male and female, but the gen idea is that all sexes should have female, and possibly include male on two
- the third sex are the centaurs more or less. brood queen-like individuals, higher clutch rate than either of the other two.
- all eggs (especially infertile?) have a chance of hatching into one of the race's primary beasts rather than an individual. there's a fair bit of lore to it and the four/five beasts, but I also want to take the chance I've got to make usage of the Strange Material eggs (ie. chicken eggs hatching into a swarm of bees)
- lowkey replacement for demon-run goblin civs.
so, I generally don't think I'll ever get to actually make them outside lore, but hey, this is cool to learn about

Wait, why are they cursed to be sweaty? That seems like an odd addition to the curse...

homestuck reference

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