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Messages - Jake

Pages: [1] 2 3 ... 102
1
DF Modding / Re: Black Powder Firearms
« on: April 13, 2017, 02:38:45 pm »
Unless reaction_guns.txt is missing from ~/raw/objects, I'm at something of a loss.

2
DF Modding / Re: Black Powder Firearms
« on: April 12, 2017, 06:18:20 am »
Hmmm. Can you find the error log?

3
DF Modding / Re: Black Powder Firearms
« on: April 12, 2017, 05:58:55 am »
For some reason, this mod isn't working with my world. I've added the files to the raws, I've added the required text to the entity_default.txt, and yet when I start a fortress in this world, none of the workshops are available! The only change I made to the files was changing things like [ITEM_WEAPON:ITEM_WEAPON_MUSKET] to [WEAPON:ITEM_WEAPON_MUSKET], but I can't see how that would cause the mod to not work.
You do mean you're doing that in entity_default.txt, right?

4
DF Modding / Re: Black Powder Firearms
« on: March 26, 2017, 09:47:28 am »
Sorry, slight case of link rot. This URL works: http://dffd.bay12games.com/file.php?id=4418

5
DF Modding / Re: Black Powder Firearms
« on: March 25, 2017, 08:06:42 pm »
Can I in adventurer mode turn off the automatic reload? After the shot, the enemy manages to run up and repeatedly strike until the character reloads the gun.
No idea, sorry. I've barely ever played Adventure Mode.

6
DF Modding / Re: Black Powder Firearms
« on: December 13, 2016, 09:38:06 am »
I tried to instal this mod on Starter Pack 0.43.03-r09. Copied all files to raw\objects and copied that text in description to entity_default.txt for dwarfs. Started new fortress in new world but nothing changed. What have I done wrong?
Check the error logs, see if there's anything with "ITEM_WEAPON" and/or "ITEM_AMMO" in there. If you find some, C&P it and we'll go from there.

7
But OP posted yesterday... still confused.
It was the early hours of April 1st when I hit the button. I'm on British Summer Time here.

8
BPFA's fans have probably been wondering where I am for the last few months. Well, I didn't want to advertise the fact but a fellow DF player I know offline roped me in as a playtester for "OpenDF". What I didn't know at the time was that their "free and open source clone" was using quite large chunks of the original source code.

There's no point breaking out the torches and pitchforks though. The code was... booby-trapped.

I'm typing this on my laptop in a cupboard in the Hackspace where we were working. The door's barricaded and the police and paramedics are on their way; I hope I can hold out long enough.

I don't know how he did it, and I don't ever want to know; I'm not good enough at maths to understand the details. But something in the code... Oh Armok help me I can't believe I'm typing this... It did things to them. One of the coders started talking in a weird language I've never heard before, and bleeding from his eyes. His eyes... There were... Things, inside them. Like little worms. The other one just... froze in place. I didn't stay long enough to see if he was breathing because the other one tried to grab me. I had to hit him with a fire extinguisher or he'd have gone for my throat! Someone else came in, a night-shift cleaner I think, and she looked at the code and it started happening to her too; I didn't feel like hanging around to see what happened next, but I could hear the screaming.

I think I know a little bit about what happened. There are lots of odd rumours out there about certain shapes and patterns that do something to the human mind. You've probably heard of Snow Crash, or a David Langford short story called BLIT. Well, apparently there's a grain of truth in it. Only catatonia, cardiac arrest or destroying your target's ability to comprehend language are not the worst thing you can do to someone's brain, it seems. And guess what Toady One has his doctorate in? Maybe that's why he quit academia to make videogames; either he was scared of what he'd realised he could do or it was drawing attention from the wrong sort of people.

I didn't think you could do it in ASCII art though. Or that he was protective enough of his intellectual property to use memetic weapons as DRM! And he got up in arms about Mermaid Farming...

Hang on, the cavalry are here. I hope I get a job with the Laundry out of this fiasco.

9
DF Modding / Re: Black Powder Firearms
« on: January 17, 2016, 11:17:52 am »
I'm afraid not. I've been dealing with some health issues these last couple of months that I'd rather not go into in detail.

10
DF Dwarf Mode Discussion / Re: View/Firing Distances
« on: December 25, 2015, 04:58:32 pm »
Nah, I'm talking about the marksdorfs that will jump off walls to charge a target with their crossbow stock held high... while also carrying a full quiver.  This may be a combination of things, though.  They jump off the wall to get a valid path to the target, then realize they are too close to fire and just charge in. 

However you slice it, marksdorfs are one dumb bunch of Urists.
That would be why my very first DF mod was to give crossbows bayonets.

11
DF Modding / Re: Basic 0.42.x compatibility guide
« on: December 25, 2015, 04:52:09 pm »
Thanks guys.

12
DF Modding / Re: Basic 0.42.x compatibility guide
« on: December 25, 2015, 06:55:48 am »
Yeah, [INSTRUMENT:x] isn't actually retired.
So will this still work?

Code: [Select]
[BUILDING_WORKSHOP:EXHIBIT16]
[NAME:Instrument Exhibit]
[NAME_COLOR:7:0:1]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:ARCHITECT]
[BLOCK:1:0]
[TILE:0:1:'#']
[COLOR:0:1:7:0:0]
[TILE:1:1:'#']
[COLOR:1:1:7:0:0]
[TILE:2:1:'#']
[COLOR:2:1:7:0:0]
[TILE:3:1:8]
[COLOR:3:1:7:0:0]
[BUILD_ITEM:1:BLOCKS:NONE:NONE:NONE]
[BUILD_ITEM:1:BOX:NONE:NONE:NONE][CAN_USE_ARTIFACT][GLASS_MATERIAL]
[BUILD_ITEM:1:INSTRUMENT:NONE:NONE:NONE][CAN_USE_ARTIFACT]

13
DF Dwarf Mode Discussion / Re: Scholarly endeavors
« on: December 13, 2015, 02:52:34 am »
What's the quality of the books like? It stands to reason that that plays some part in skill-gain.

Also, check their non-science skills. People have reported making their Chief Medical Dwarf a scholar and finding other dwarves becoming Dabbling Diagnosers, for example.

14
DF Modding / Re: Secrets and the 0.42 Knowledge System
« on: December 13, 2015, 12:32:52 am »
You could put it into the interaction_standard.txt file, since that already has some interactions in it.
Normal practice with reactions, items etc is to create a separate text file with the appropriate headers. Not sure how that works with interactions though.

15
DF Modding / Re: Black Powder Firearms
« on: December 01, 2015, 08:21:36 pm »
I'm looking at the feature list for .42 right now. Parchment is in, crafting items from multiple reagents will probably create less worldgen weirdness...

I'm just waiting on a new power supply for my new gaming rig now.

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