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Messages - Drakis

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1
DF Modding / setting specific creatures tamed by new civ
« on: March 30, 2012, 11:40:05 am »
I am working on updating a race of humanoid dragons i made for the previous versions of DF, and i am seeking info on how with the new tags you can force a civ to have certian creatures as pets by default.

If someone can point me in the right direction, it would be very helpful.   i want this civ to only use the creatures ive used as mounts and pets, ignoring horses and mules and such.

2
DF Suggestions / New Activity Zone - Harvest Zone
« on: August 09, 2010, 03:47:35 pm »
ive got a fort running with an underground open air farm for growing underground trees and plants naturally.  It gets kind of tedius to have to designate the gather plants and chop trees in the area.

Is it possible for one of the next releases to have an activity zone option (like a hospital zone or water source) that can be set to automatically gather plants in an area or chop fully grown trees in an area?

i dont think it would be too game breaking, and would help with fort automation

3
DF Modding / Re: DF2010 Inquiry - thread from hair
« on: July 24, 2010, 08:04:29 pm »
my initial quick run though failed this morning, and now ive realized why.   first and foremost, i forgot to add the reaction to the entity file.   i also mislabeled the required job for the reaction.  its weaving, not weaver.

as for how to get hair, you can get hair from horses and mules as well, its part of their manes and tails and when butchered, they drop hair.


gonna try another run with some edits and fix-ups, will edit this post or make a new one if someone else replies first

------------
Edit:

AAHAHAHAHAHHAHAHA!!!!    IT WORKS!!!!!


[REACTION:WEAVE_HAIR]
   [NAME:weave hair]
   [BUILDING:TANNER:CUSTOM_H]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
      [HAS_MATERIAL_REACTION_PRODUCT:HAIR_MAT]
   [PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:HAIR_MAT]
   [SKILL:WEAVING]
   [AUTOMATIC]


   [MATERIAL_REACTION_PRODUCT:HAIR_MAT:LOCAL_CREATURE_MAT:HAIR]
   [SILK]
   [ITEMS_SOFT]


and it does it automatically at the tanners shop!     now to figure out something to do with hoof and teeth and feathers and such...

4
DF Modding / Re: DF2010 Inquiry - thread from hair
« on: July 24, 2010, 05:10:57 am »
Of course, before being able to use a reaction like this, you'll need to have hair. Some things leave hair when butchered and some don't, you might need to do some creature modding to get more creatures to leave hair.

im not looking to mod any creatures, just find creative ways to use stuff that we have currently.  what prompted this was i changed some ethics in my dwarves to make them more evil, and i ended up butchering some elves that met an untimely end when they tried to sell me their garbage, and i ended up getting elf hair.    long, flowing elf hair would make nice thread....   elf hair cloth....   elf hair sutures...   



ok, i have this set up as a reaction:
[REACTION:WEAVE_HAIR]
   [NAME:weave hair]
   [BUILDING:LOOM:CUSTOM_H]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
      [HAS_MATERIAL_REACTION_PRODUCT:HAIR_MAT]
   [PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:HAIR_MAT]
   [SKILL:WEAVER]
   [AUTOMATIC]

and ive adjusted the hair entry in the materials to have this instead of item hard

   [MATERIAL_REACTION_PRODUCT:HAIR_MAT:LOCAL_CREATURE_MAT:THREAD]
   [SILK]
   [ITEMS_SOFT]


unfortunately, i need to sleep now and cannot test it tonight.   i will post results tomorrow after work

5
DF Modding / DF2010 Inquiry - thread from hair
« on: July 23, 2010, 08:59:16 pm »
how would be the best way of going about setting it up to get thread from hair?

should i try and edit materials to get it to work, or would reactions be the best way?

does anyone else have something similar already set up that they could help me out with?

6
DF Suggestions / Re: use for SCALE material?
« on: June 20, 2010, 10:54:20 pm »
its partially the potential impact of it that i am looking at, but at the same time im asking if Toady could put a little work into making something permanant about how the SCALE material could be used for crafting stuff.

7
DF Suggestions / use for SCALE material?
« on: June 20, 2010, 12:37:56 am »
there are dragons in out wonderful world of DF...   they use the SCALE material instead of SKIN, but with things as they are currently, dropped scales do nothing...    would it ruin the game to adjust the tags on SCALE to match SHELL in that they can be used for the same things that shells are used for?   i think its the items_scaled tag...


i know this would be technically modding, but im suggesting it as a permanant implementation...   i want my dragon scale armor...  seeing as we cant get dragon leather armor anymore.

8
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: April 25, 2010, 08:08:48 pm »
I really hate the idea that the two are going to be always at war. It's ridiculous, for at least two reasons. In the Old Age canon, both subspecies live together in the city of Gold Ring, and the Southerns live as slaves under the Northern empire. The Sergal article also states that non-Imperial Northerns live as Clan Reono refugees, which would suggest that they live more or less harmoniously with their Southern brethren. Furthermore, Reono was assimilated long before general Rain died, or whatever happened to her, so the whole of the war would be a footnote in history rather than an age-spanning conflict.

thats one of the reasons i used thr 1d4chan fluff, it includes information for AFTER rain disappears, which is after the two sergals stop fighting, the north won the battle, own most of the continent, and the south have their cities still, but are 'under the protection' of the north.     thats why i did them as a caste system instead of seperate entities.

9
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: April 25, 2010, 07:53:06 pm »
i looked over that wiki as well, thats where i got the coloration info.    im not a one-source person.  :P
the 1d4chan fluff had better descriptions of government and society than the wiki you listed, so i used it for those parts.


your free to edit and adjust my contribution as much as you want, i just wanted to help.

i have a copy that is with them seperate from eachother, and you can easilly tag the south sergals as good and the north as evil and give them contradicting ethics to ensure war.


as for the items, the way i thought of it was full plate mail for commanders, lesser plate for warriors, and loincloths for everyone else.

i added in the maul because its needed for the executions ability (as in hammerer).   i havent figured out throwing spears yet, and they needed some kind of ranged weapon

if your making an addon species, those three files are all you need for each race, you can put armor, weapons and other items all in one file, as they all use the item definition

10
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: April 24, 2010, 11:07:14 pm »
hey Skie. i have a present for ya.


i finished your sergals for you based on the 1d4chan fluff for sergals, including government structure and specialized weapons for them.

http://dffd.wimbli.com/file.php?id=2213

i did some basic testing, and with the castes set up as is, i got two 'tribes' of sergal, usually one in tundra, and the other in desert.

havent verified the feral sergals working though, as i havent tried it as my starting civ.

11
has anyone figured out how to get this to work reliably in the latest version?

i wanna have a fortress run by a dragon, maintained by dwarves, and with kobolds and elves as slaves/pets

i think it might be able to be done through setting up caste systems...   but how would you set up to prevent inter-caste breeding?   ie, kobolds with the elves and such.

12
DF Announcements / Re: Dwarf Fortress 0.31.03 Released
« on: April 13, 2010, 12:38:27 am »
is there going to be a fix for the forced immigration bug in the next few updates?

im trying to have a fort that is populated ONLY by the original 7 and their offspring, but the waves of immys i get despite having popcap set to 1 are interfering with me doing this

13
Couldn't agree more. Somewhat related - I'd also like the option to cancel an embark right up until you press "e: embark now".

IIRC you used to be able to do that in the old versions, just hit escape and select abort.   but with the rebinding of keys, that option has been lost.  (others have compained about this alot too - i just ctrl-alt-del DF and start over)

14
DF Suggestions / request for option: reroll starting 7 while preparing
« on: April 07, 2010, 01:10:59 pm »
i would like to request a command to re-roll the names and personalities of your starting 7 when you choose 'prepare for the journey carefully.'

it shouldnt be too much of a game breaker, but i am asking because i have lately been having to select the area and then prepare for journey carefully over and over (which takes a while) because i try to customize my dwarves specifically to their personalities.

IE: if the dwarf likes anvils, i make him a metalsmith.   if he likes axes, i make him a woodcutter.    if he likes picks, i make him a miner.   ect.

the option can be at the choosing your dwarfs skills screen, and it can reroll everyones stats.

this can be used by people who want (or dont want) a dwarf to like cats, or any other things with reguards to the flavor that comes with dwarf personalities.



thoughts on my suggestion?

15
DF General Discussion / Re: [PAINT] A dwarf has awakened (TURN 6)
« on: August 20, 2009, 03:42:28 pm »
well, someone start work on a tomb for this rp...  it seems to be dead...

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