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Messages - Chax

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1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 24, 2023, 10:04:53 am »
nothing's really going on in my fort.

i've been somehow addicted to seeing tavern performances (only the pretty ones) and stuck in hours worldgen as usual. because i keep trying to gen a good set of interlinked performances but DF keeps giving me the boring ones.

i need therapy  :'(

2
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 23, 2023, 05:09:03 am »
I tried this one, but SELECT_MATERIAL inside a plant doesn't work. So it's not that pretty, but functional :-)

oh well. good enough i guess. at least i don't have to rewrite the whole thing.
thanks again for the help, good sir :)

and sorry again about hijacking the wrong thread, lol.

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 23, 2023, 04:20:32 am »
Yes you can do adding with SELECT not removing or replacing.

nailed it somewhat. how do i target the specific part of plant with SELECT? i feel like it can be simplified even more.

Code: [Select]
[SELECT_PLANT:WATERMELON]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen watermelon juice]
[STATE_NAME_ADJ:LIQUID:watermelon juice]
[STATE_NAME_ADJ:GAS:boiling watermelon juice]
[STATE_COLOR:ALL:CRIMSON]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:4:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE] <==== how do i target this using SELECT?
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] <== the (two new) lines i want to add
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED] <=== somehow doesn't work if i don't redefine the whole fruit.

4
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 22, 2023, 09:06:01 am »
i don't see any active plant modding thread. do forgive me for posting it here.

for modding existing vanilla plant, do i have to CUT and rewrite everything?
can't i just slip some tags that i want to add or change with SELECT?

ex :
Code: [Select]
[SELECT_PLANT:myplant]
     [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]  // <- is this how you define a "new" property?
[STATE_NAME_ADJ:ALL_SOLID:frozen drink]
[STATE_NAME_ADJ:LIQUID:new drink]
[STATE_NAME_ADJ:GAS:where's my drink?]
[STATE_COLOR:ALL:CRIMSON]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:4:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
     [SELECT_MATERIAL:FRUIT]  // <- is this a proper way to "select" existing property?
         [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]

5
let me just post the leftover pics that i still have. (and reiterate major points of my play that i still remember, lol)

- the whole spring was spent almost entirely for cleaning. i enlisted EVERYONE into the smoothing/engraving squad to somewhat speed up the process. on the side, i installed (lots of) pumps and a pair of bridge to block waterflow for 2 of the rivers. i also walled off the waterfall in preparation of drying the main river area. (i lost the pic for the lines of pumps i installed, sorry. they were powered by several windmills).

(massive) production of pearlash (and clear glass blocks) was also started on the small scale. had to divert most of dorf power into cleaning.
elves came with a pair of giant tigers (and some) in this season. we bought those. i don't really remember what i traded away, lol.

cleaning was mostly done by carving tracks over muds and then smoothing it. Dorf will not clean muds by normal means.sadly, a few tiles already have a grown saplings in it (can't be smoothed/carved) so i left them alone. you should be able to place floor tile over those.
Spoiler (click to show/hide)
---------------------------------------------------------
- cleaning finished in early summer. my focus was shifted into waste management. so i made a fully automated garbage disposal.
the vent is in z 35, and the bridge is several layers below.
Spoiler (click to show/hide)

our webby friend, Galka, was also creeping closer and closer to the fort. and as you know, we "invited" him in. this spearheaded the movement of revolutionizing our drips  8) .
no more tattered clothes.
the overall works, however, only finished in winter. it was a huge project. and if you're wondering why all our dorf has at least dabbling skills in stonecutting, weaving, and clothesmaking, it's because like the spring cleaning we've done, clothing industry also involved the whole fortress. children included.
Spoiler (click to show/hide)
---------------------------------------------------------
- during autumn, caravan from mountain home couldn't come because of the trees. I did not solve this problem yet. somebody should clear out some trees and possibly pave a road later.
Spoiler (click to show/hide)

feeling annoyed, i freed up some worker from clothing industry (because most of our dorf are fully clothed by now) and begin to plan to create an impromptu obsidian farm. sadly the progress was slow. mainly because the waterflow is bad with only a single pump (would've preferred heavy aquifer). the fact that a new (un)friendly beast roams the cavern replacing Galka aslo didn't help. for now, the project is halted by the end of my play. (blue print is done, though. you can just activate it and proceed as needed).
Spoiler (click to show/hide)

- as mentioned in the previous sneak-peek progress. winter was spent for digging the previously dried up river. then flooding it back up. we now have (an unfurnished) tavern directly below the river. with a pair of luxurious bedrooms above it.
----------------------------------------------------------

minor works :
- restructured general work orders.
- restructured farm and created a small room for beekeeping.
- started breeding Giant Tigers, we have some cubs now.
- ordered some instruments that are actually being used in performance. (but not yet placed in the proper area).
- expanded magma forge area, complete with nearby stockpile for metal ores.

- restructured some stockpiles (and kinda failed at it somewhat, lol, sorry). was trying to separate masterpieces from common junks.

my save file : https://dffd.bay12games.com/file.php?id=16723
a one-time order for the currently needed instruments, 10 of each. (need to import with dfhack) : https://dffd.bay12games.com/file.php?id=16555

====================
edit:
-- "downstairs" in the obsidian farm is not for access. but for water to trickle down. access is from the locked steel door.
-- when you've finished mining for obsidian. just channel 1 tile anywhere within the chamber. magma flow will flood the chamber by itself without interruption. it should cover the whole chamber pretty fast. (manually) pump water into it to recast the obsidian.

6
i feel like this is my fault  :-[

7
i wanted to set up a dying factory. but didn't have the manpower
Do you mean like, a suicide booth? To get rid of the extra dwarves?

while that's an interesting proposal, i meant the dye for our silky textile industry  ;D
that was an unfortunate typo. heh

Quote
i feel like i haven't done much of anything this playtrough.
b-but you drained the river. that's like, dwarfy as fuck

this might sound like a brag, but all i did was install ( a lot of) pumps and let it flow. we do have wind after all.
walling off a waterfall is also easier than you might originally have thought. all that's needed was some hauler to construct wall/floor.

i did have to deal with 20 fps throughout spring~summer though. that's pain right there.

8
++ looks like somebody forgot to turn off their civ cap setting. we shouldn't have this many citizen. i originally thought half of our 90+ was visitors, but nope, all civ. leaving their fate to @Inatun for now.
It's possible to expel dwarves to your holdings, right? If so, I suggest that be the solution. Try and whittle it down as much as you can by sending away dwarves without particularly valuable skills.
... oh, i forgot about this tamer solution. almost pressed the extinction bomb button.

our dwarves wearing Galka drip . height of dwarven tunnelwear

silky smooth socks  8)

----------------------------------------
----------------------------------------
progress sneak-peek : Autumn~Winter.

- i manged to drain the river. during mid autumn (started in early spring, but rain is a bitch)
- also salvaged the flooded room on the side, lol.
Spoiler (click to show/hide)

- the river is now channeled, roofed with clear glass and flooded back in by late winter.

... i thought it would be "see trough", but i was wrong. thinking of redoing the autumn save. i could use less glass blocks and leave the rest to whoever wants to use them after my turn.

- the obsidian casting had to be halted halfway. mainly because 2 more FB came wandering in. but there's also the fact that i'm pulling water from underground lake on the same level. the pressure is sad, lol. it's easier to do this with heavy aquifer.

to be fair, though, halfway isn't bad. with the lava we've casted, we could reliably produce 50 ish per month (100 or so per season, if we're a bit lazy) should be enough for most things.
--------------------------------------------
anyway, for the background notes :
i feel like i haven't done much of anything this playtrough. mainly because the whole fort is focused to produce hundreds of clothing piece. everything other than the Galka bussiness is progressing a tad bit slow  :-\

- i wanted to set up a dying factory. but didn't have the manpower (^ because of the above, lol). got the feeling if i had multitasked more, i wouldn't get anything done.

- but i did set up a honeycombs chamber. 40 of them. all have bees in it  ;)

- i also want to suggest a somewhat centralized meeting halls. we have a lot, but it's all over the place, lol. most dorf (if not, all) are feeling dejected cause they couldn't meet their family (the ones that have one anyway).

- i found an artifact pick. not sure if it's ours, and it should be the ones from the wilds but i didn't see any notification about it. bit weird. for now it's placed in a display case inside the miner's guild.

9
90 citizens and the long hallway were already there before me I don't know what to tell you. You can just wait a bit and overpopulation will probably fix itself.
it's reaching 100 nearing the end of my turn. i've got some petition, lol.

And the tree farm would be decorative. Elves count underground trees too anyway, so with a cap of six it's better to pick the biggest trees available.
had to turn off the farmer guild zone a bit. messes with my schedule somehow, probably cause the farm plot is inside the guild  :P
Clear glass is the height of luxury. I mean that's the point, but still...
what about these?  8)

10
sneak-peek, late spring - early summer :

i was patching ceiling leaks near our magma forge and opened access to the cavern by mistake. then a forgotten beast (see what i did there? heh) escaped my eyes and spooked one of our doctor. i thought Galka killed everything.
Spoiler (click to show/hide)
some gobbos also came to visit in the early summer, there aren't a lot of them though. they can't face the might of Nobleriver's milita anyway.
Spoiler (click to show/hide)

-------------------------
background notes :
++ looks like somebody forgot to turn off their civ cap setting. we shouldn't have this many citizen. i originally thought half of our 90+ was visitors, but nope, all civ. leaving their fate to @Inatun for now.

++ @Baprr what were you trying to do with the long hallway? nearly killed some dorf when i was trying to capture Galka, lol. for now i'm turning those into blueprint.

++ @Baprr also, your tree farm is a failure i think. it can produce some woods later, but we've breached 3rd layers already, meaning more colorful tree and less economic tree (less white caps <- they produce a lot).

++ we're officially out of logs in mid summer. i would cut more, but that would mean starting a war with the elves. we do have a breeding pair already, but Tigers need 3 years to mature. i'm thinking of halting the clear glass production for now. need more tigers. unless you guys vote otherwise ;) .... buuuuut, i did produce around 400 ish clear glass already. will be personally using most of them though.

++ my current focus is trying to repurpose the magma pool near our forge into a (fool-proof, and hopefully safe) obsidian casting area. i tapped into the nearby lake, looks like it's connected to the edge, so water is infinite. when that's done, i will probably destroy all the other cheap stones that aren't flux or doesn't have a pretty color. Obsidian FTW!!!

++ secondaary focus is breeding the giant tigers. so i'm eradicating all the other pets -save for a few breeding pairs that i've already caged safely- so somebody can still restart the breeding program when the need arise. i forgot to take a pic, but we have 3 tiger cubs already.

11
Careful with the doors, they might not be 100% secure. Galka is a beast

it's been walled off already. 100% safe :D
need to figure out a way to resupply bait, lol. it's kinda impromptu for now, but once set up (properly), we can have galka's silk forever.

my usual way of doing this is just put a temple zone in it. no baits needed at all. but if i do this, it would go against Nobleriver tm 's policy.

12
progress sneak-peek :

early spring :

i thought we're at war with the elfses, but a diplo just came again? a different civ?
they placed a quota of 6 (friggin six) trees.
you know, normally i wouldn't care, but bruh, where are our trade goods? lol
Spoiler (click to show/hide)


aside from that, the fort is a mess (lol). and there are lots of instruments that will never see the light of day being crafted. and not even stored properly.

where's our main tavern anyway? :o

i have a project in mind, but will probably spend the whole spring (maybe summer too) cleaning up.

currently trying to come up with a way to catch our friendly webby forgotten beast :D

----

on the background side of things. i have picked a dorf for the roleplay. but he hasn't come of age yet (and kinda heavily injured, lol. poor kid). i'll just continue with the normal play for now and pick one randomly at a later date if the kiddo isn't grown by the end of my turn.

--------------------
edit:
couldn't really create a fancy contraption without things looking ugly, couldn't really dig a pitfall/ceiling drop either because you guys went all out with the digging already. so i decided to settle with basic hallway. lo and behold :

Spoiler (click to show/hide)

13
Haven't heard from YoloMesh yet, so I'm officially passing it over to Chax.

Baprr, should I add you to the list again?

on it

14
YoloMesh signed up after TheDorfist, so it should be passed to YoloMesh next. I'll send them a message in case they weren't expecting their turn this soon.

I assumed Chax was YoloMesh.

i'm not, lol.
so it's YoloMesh' turn, right? i've still got time? xD

15
TheDorfist had to bow out due to life stuff, so YoloMesh is up next. Take some extra time if necessary since you probably weren't planning on taking your turn this soon.

for real? :o
gimme 2 days, i still need to sort a few things irl (also need to set up better pc, heh)

should be ready to play around tuesday (gmt +7)

for now i'll just download the latest safe, it was yours, no?

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