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Messages - ChickenLips

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1
Been busy for a week or so, and have only just now gotten the chance to really take a look at 0.47 -- looking awesome!  I like the water a lot too.  I'm just amazed at what you guys have done.

Speaking specifically about the bushel, it's great, appropriate and fills in a very needed gap, but I have a wee complaint: I really liked that little low, squat plant thing it replaced (161), and found it extraordinarily useful for representing a variety of plants.  Is there any way to either put it back in, either as a different tile number, or as 161 with the basket moved to a different tile number?

Not sure why I have such a basket-like mental image...

Such a useful tile though - Could be a bushel of pretty much anything with the right colours :D

Like Dimple Cups or Plump Helmets? ;)


2
DF Modding / Re: Tree Saplings - Confusing by design?
« on: August 06, 2010, 04:23:24 am »
If tree sapling tiling works anything like plant shrub tiling does, it assumes a certain default tile (and color) unless you specify otherwise.  That's why some plants have shrub and dead shrub tiles, and others don't.

3
DF Modding / Re: =Flora and Fauna= (.14) [for DF 31.12]
« on: August 05, 2010, 04:37:33 am »
Ironhand and WormSlayer finally released the updated version with a some nice new plant tiles, so I'll be working on those shortly.

Hey, you've release another version!  Right on -- downloading shortly.

4
Tilesets and Graphics / Re: Ironhand's Graphics Set (making critters!)
« on: August 02, 2010, 03:54:14 am »
Oh no!  My bananas!

(Guess we'll have to use a different tile for those sorts of fruits.  :D )

5
I think I get the dynamic a bit better now.  I toned them down slightly, but not much -- I guess the warning on the label is: if you use this with an otherwise-stock layout, expect elf extinctions.  Recommended for use with one of the major mod layouts that strengthens civs and provides competition across the board.

6
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 01, 2010, 05:05:49 pm »
Yeah, the resin material needs to be defined within the entry of anything you want it to be extracted from.  That's why I made it inorganic in WF - wood doesn't use a tissue template, so you will need to either add the material manually to every wood entry.  This will also mean that you'll end up getting generic resin from wood that doesn't have the material defined.  Also, since you're using a reaction to produce the material, you don't really need [EXTRACT_STORAGE:BARREL or [EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT].

Yeah, that definitely sounds like a mess -- I was thinking you could just define it once in the wood material template and that would do it, but every tree?  Ugh.

So, if you make it inorganic, you completely avoid that problem?

As far as I'm concerned, generic "resin" is quite acceptable -- "birch resin," "cottonwood resin" and so forth are pretty much gratuitous and don't add much.

Quote
(I now think I understand why you did it as a glob -- to get around the whole container/reaction problem, right?)
Yes, and then I went right ahead and produced it to a container anyway because sometimes my brain leaks out of my ears and I sit in a corner making farting noises with my lips for a while.

:D  Extraction to container removed.


So all that said, what would be the best overall route to make for lacquered wood products?  Something like this?:

Step 1) (Either Lacquerer's Workshop or another "Resiner's Workshop" or something with a better name): Your route of wood -> inorganic glob generic resin (if I understand correctly)
Step 2) Lacquerer's Workshop: Resin -> processed into inorganic glob lacquer (hell, or even blocks -- not realistic, but neat and manageable until container contents become reactionable -- possibly also resin)
Step 3) Lacquerer's Workshop: wood + lacquer -> inorganic "metal" lacquerwood bars a la the ironwood method Deon uses in Genesis (which neatly avoids the lack of reactions to make real wooden weapons, if I understand correctly)

For Morrowindic bonemold, Step 2 will be skippable, and the planned reaction will be bones + resin -> bars of inorganic "metal" bonemold.

Do these sound like a good overall approach?

7
Tilesets and Graphics / Re: Ironhand's Graphics Set (making critters!)
« on: August 01, 2010, 06:15:17 am »
Ooh, very nice.  I like the sapling and the flowering cactus.  Though on the cactus, my first thought is that the green background for it might look a bit too green, in-game when we see them in the desert biomes, but maybe not?  Either way, I like.

8
DF Modding / Re: Can I specify a tile to be used for rough gems?
« on: July 31, 2010, 06:43:47 pm »
Good to know.  Thanks, dree -- that made it a lot easier to spot and fix.

9
DF Modding / PICKED_TILE tag
« on: July 31, 2010, 06:09:33 pm »
Just tested it, and verified that it seems to be working for me.  I'm definitely getting the PICKED_TILE when the plant is harvested, isntead of the pre-harvest SHRUB_TILE.  (Haven't yet tested it in actual farming -- this is only for plant gathering -- because I never paid attention to that before, and for some reason I seem to have made the entire Farming labor category unavailable in my test setup right now...  :-\ .)

10
@WormSlayer:

Hey, I really like that acacia!  And the special trees -- they look much better to me.

@IronHand:

I can't remember what the original camels look like off the top of my head, but I do like these little guys.

11
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 31, 2010, 05:26:14 pm »
Thanks, Lofn.  I'm going to try to figure out more of it today.  Do I need to define resin as a substance in the plant raws for the appropriate plants?  I imagine this would, for example, require the addition of something like this to wood's entry?

   [USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_RESIN_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen resin]
      [STATE_NAME_ADJ:LIQUID:resin]
      [STATE_NAME_ADJ:GAS:boiling resin]
      [EXTRACT_STORAGE:BARREL]
      [PREFIX:NONE]
   [EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]

(I now think I understand why you did it as a glob -- to get around the whole container/reaction problem, right?)


I'd go through it in more detail but I'm in a little bit of a hurry so I'll just address a couple of lines.

[HAS_MATERIAL_REACTION_PRODUCT:RESIN_MAT] -- ??
This makes sure the reaction only takes an item made of a material with the MATERIAL_REACTION_PRODUCT called RESIN_MAT...
Quote
[MATERIAL_REACTION_PRODUCT:RESIN_MAT:LOCAL_PLANT_MAT:RESIN]  <---- need to figure what should go in this last "RESIN" spot
...which is defined here.  RESIN is the name of the material as defined inside the plant raws; ie. USE_MATERIAL_TEMPLATE:RESIN:RESIN_TEMPLATE or whatever.  RESIN_MAT is whatever you want to refer to in your HAS_MATERIAL_REACTION_PRODUCT token, you can call it whatever you like.

12
[ . . . ] By messing around with the colours the vine tile may work for seaweed and stuff?


That can most certainly work for the purpose.

And the gazelle and skeletal creatures look great as well.

Oh!  Another thought for new plant tiles if you're up for more: it might be nice to have an alternate mushroom tile -- perhaps a clump of three smaller ones or something.

13
DF Modding / Re: =Flora and Fauna= (.13b) [for DF 31.12]
« on: July 31, 2010, 06:09:26 am »
Glad to be able to help!  :D

I wish it worked that way, but I don't know if it's possible.  Right now there are two plant types, one for the trees and one for the fruit.  They both spawn in the same biomes, but you can't harvest fruit from the trees and you can't harvest wood from the fruit.  The seeds result in fruit-plants.  It's the best I could come up with; I thought about making custom workshops with seeds but it seemed tacky and pointless.  Anyway, assigning the shrub tile to a piece of fruit plant should work just like any other plant.

Ahh, okay, I get it.  Yeah, the workshop thing'd be awkward.  I see why you did it that way.

So this means, effectively, they'll be plants like the rest, so I'll assign proper bushes to them.

Quote
I just noticed the modded GROWDUR values.  Thanks again for that one.

Actually, I removed the extended growdurs from one of them.  If you'd prefer them in there, I can send you the one in which I kept those changes.  I really was not very careful about it, though, so they need tweaking (I didn't fully understand how it worked until after I'd done it).  I, eh, wouldn't totally trust how appropriate the values are in any given case in the in the archive.

14
Indeed, I think how many of us out here are late 30-somethings and early 40-somethings would be shocking to you spring chickens.  :P

I hadn't thought of it that way, but, yeah, it is a bit nostalgic.

Edit: Like this :D

Plain - Leafy - Fruiting

Awesome.  That's exactly what I was thinking would be perfect, but didn't know how to ask it in an intelligent way. :D

15
Excellent!  Really nice vine.  Perfect for the job. I like.  Will it be flowerable?  (Little spots of foreground highlight color or anything -- or are the two colors used for branch color and leaf color?)

Wolves and pups, I like too.

Impressions on the other trees: I have to pretty much agree -- great work!  Likewise, my least favorite is the willow -- the shape throws me off (particularly the uper-left portion of it), but it may be just that I'm used to the old one.  And for the special tree set, they look really good for the most part, but I get one tiny hang-up with them -- when zoomed out they have this sort of fishgill-ish or hairdo-ish look to them.  I don't know if it hits anyone else's eyes like it hits mine, but it seems to me like the lines between the boughs are very bold --breaking then up a bit would go a long way toward eliminating that effect.  Again, though, could just be me, and I could very well live with it.  One way or another, very, very good-looking trees.

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