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Messages - Katan Alebread

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1
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: September 16, 2016, 06:31:45 pm »
I'm trying to create a custom pet creature. Been kind of getting the hang of it but I wanted to give the creature a tough hide. I first tried messing with this:

   [USE_MATERIAL_TEMPLATE:SKIN:METAL_TEMPLATE]
   [USE_MATERIAL_TEMPLATE:BONE:METAL_TEMPLATE]

then this:

   [USE_MATERIAL_TEMPLATE:SKIN:INORGANIC:STEEL]
   [USE_MATERIAL_TEMPLATE:BONE:INORGANIC:STEEL]

And then I tried this approach, adding this at the end of the definition to just try set the tissues to something indestructible just to try see an effect.

   [SELECT_TISSUE_LAYER:ALL]
      [TL_HEALING_RATE:1]
      [TISSUE_MATERIAL:INORGANIC:ADAMANTINE]

In the object testing arena, I can see that my raw modifications take effect for other things, but my creature still gets hacked up by copper axes, etc.

2
DF General Discussion / Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« on: August 28, 2012, 12:20:47 pm »
It seems that the blueprints for Quickfort have been chopped out of the latest releases?

This wasn't done intentionally.  It's just something I never think about when I make a pack, and I guess I assumed most of that stuff was included by default in the Quickfort download these days, although it isn't. It might also be an issue of Quickfort 2.0 having a different schematic format to 1.0, although maybe 1.0 stuff still works? I forget where those files can be downloaded, but I'll look for them and try to remember to re-pack them next time.
Glad to hear that it wasn't intentional :)

I think it's an easy enough fix. The blueprints are compatible from what I've seen - I'm using the blueprints from LNP V9.2. You could probably copy them from your local copy of 9.2 into the next release of LNP Advanced.

3
DF General Discussion / Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« on: August 27, 2012, 12:30:55 pm »
It seems that the blueprints for Quickfort have been chopped out of the latest releases? I searched through this thread but did not see any mention of when or why this was done.

Comparing LNP Advanced V15 to LNP V9.2 it seems a whole bunch of things are missing, including:
caramel's circular bedroom plan.csv
Circle Pack
fractal room-dig.csv
Jurph's Fractal and Modular Expansion Pack
Large Diagonal Hallways
Modular
raynard_square-dig.csv
templates
WikiBedrooms

I think these things should still be included. Could someone tell me why they were removed?

4
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 05, 2011, 03:22:37 pm »
I read about dwarves become "super dwarvenly tough" from pump operating or mining, but I've never seen this in my games. Does it just take a really long time to get to that level or is it only in older versions of DF? Where would I see if a dwarf has attained high toughness?

5
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 28, 2011, 05:21:07 am »
I un-designated all mining, i forbode all items, i canceled all jobs at workshops in the area, and i bound all civvies to a warren that did not include that area

still, a miner, random guy and a child wandered into a FB, waving at my militairy that was standing at a chokepoint as they went past

why? all items there were out of bounds, the whole area was no-go, there was nothing there to do except take a magma bath or look at a toad-like FB (with poisonous blood). why did they go there
I've noticed that the path-finding sometimes takes a while to kick in, so the dwarfs will carry on running along their old path even though you've forbidden the items / set a civilian alert. Only way to stop them is to forbid a door, then they'll run to the door, get a question mark and re-assess their actions.

6
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 27, 2011, 03:23:58 pm »
Do I need to edit raws in order to tame and train a war roc?

Does editing the raw just involve changing the text [PET_EXOTIC] to [PET] under [CREATURE:BIRD_ROC] ?

7
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 25, 2011, 12:07:44 pm »
One of my soldiers took some spine damage and has lost the ability to stand. She's starving and dehydrating and no one wants to take her to the hospital or feed/water her. Anything I can do to save her / get her to the hospital? I've got 64 idle dwarfs so that's not the problem.

8
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 25, 2011, 10:06:04 am »
I believe he will use the closest rock if no stone stockpiles exist, and the nearest stockpiled rock if any stone stockpiles exist.

I'm fairly certain this is incorrect: he will use the closest non-busy rock to wherever he is standing at the moment he accepts the job, regardless of whether it's in a stockpile.

I can confirm this is the way it works. They will take the closest non-forbidden rock, regardless of stockpile.

My mason was all the way down a mineshaft (de)constructing stuff when I told him to build a door, he picked up the nearest block of marble and started walking all the way back up to his workshop :)

9
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 25, 2011, 10:00:55 am »
It's a slight pain in the ass but ordering two walls built - the one you want them to make and another in the exact spot you expect them to stand and strand themselves - and immediately suspending the "decoy". Walls like that probably won't help you with deconstructing floors per se, but I guess you can always dig around the problem and then replace walls using the method I have described.
Cool, thanks. It's weird that this works for constructions but not deconstructions.

I dug through to the magma chamber, then walled it off again.

10
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 25, 2011, 09:46:44 am »
I'm trying to build a magma pump stack. I have dug out the various areas and I wanted to start channelling the holes for the magma and the power but my miner decided to channel from the left hand side of the tile and got stuck on the reservoir side. I built a floor to save him, tried to disassemble the floor and the same thing happens. I tried to fill the left tiles with suspended constructing walls, but my mason just stands there anyway. Is there a solution for this?

Seems the alternative is that I make a tonne of magma-proof doors and make the chambers connect to my staircase, but block them off with a door.

11
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 18, 2011, 03:52:08 pm »
I've got a an underground lake directly above a magma sea. It would be very easy to channel all the water into the magma. What would happen? Is this advisable?

12
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 18, 2011, 08:58:13 am »
Is it possible to assign a single squad to multiple stations?

You can do this by individually selecting the members of the squad. I think you press P in the squad menu, select the squad, then the individuals you want.

Alternatively, you could set up burrows or patrols.

13
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 18, 2011, 08:36:17 am »
I started playing with Quickfort and got it go build a nice bedroom complex for my dwarves. I don't understand how the transformation thing works though.

There is a pattern that I want to rotate 180°, how do I tell it to do that? I get messages about it wanting to join patterns that are not square shaped, but I don't want the pattern repeated, I just want it rotated before it starts.

14
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 27, 2011, 04:40:47 am »
How do I really limit the population cap? I keep setting it to 30 but keep getting upwards of 60 dwarves in less than a few years.

Also, what do you do with all those dorfs? I put down about 3 carpenters and 3 mason workshops, then a couple of the others and I can't keep them all active. I have more food than I could ever eat, make thousands of dorfbucks of treasure, deforest the map, and build all the stone furniture I could ever want with under 25 dorfs. A few of those are just peasants I keep around for item moving and stuff.

I would probably use more dwarves if I ever established a metalworks, but can never find the magma on my map.

You can start metalworks as long as you find some bituminous coal / lignite veins. I found such huge veins of coal that I pretty much have an infinite supply of coke. Just intersperse your normal smelting orders with "Make coke from ..." orders and set them all to repeat.

I got population of 110 and usually have less than 18 idlers. This could be partly from the long distances between ore and workshops - requiring long hauling times. Then I also have 22 military dwarfs. Finding an underground cavern cut down idlers a lot because there was so much to do, like collecting webs, fighting troglodytes, mining gems, etc.

If you dig down far enough you will hit magma.

15
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 26, 2011, 05:14:33 pm »
All of my stockpiles except the one with my mugs have bins. And this one needs it the most. Why is it so? I have tons of spare bins.

Press [q] on your stockpile with mugs. Then [V] to max the number of allowed bins. Hopefully that works.

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