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1
DF Modding / Re: More then proficent dwarfes at embark?
« on: August 29, 2013, 05:34:57 pm »
Aren't there any dwarfly utilities anymore that do this for you?
I remember that there were loads of them before (like, I'm talking 40d though).

2
DF Modding / Re: Unarmed fighting race
« on: November 15, 2012, 05:52:07 am »
So what you want is a bogeyman?

Dodging will vastly improve their survivability.

3
I suppose you could turn it into a bit of a marlinspike instead.

4
DF Modding / Re: Splintermind-attributes (dwarf therapist) on linux
« on: November 02, 2012, 07:42:34 am »
The cake's existence is directly proportional to your computer literacy.

Though I don't use Linux so I'm not one to help. <_<

5
DF Modding / Re: Free Adamantine?
« on: October 31, 2012, 04:59:11 am »
If all you do is drop the reagent and fuel tag you get free adamantine. So you can just replace the the original reaction in its entirety.

I mean, hell, you're not actually going to use the original reaction if you've already got free stuff anyway.

This works fine:

Code: [Select]
[REACTION:ADAMANTINE_WAFERS]
[NAME:make adamantine wafers]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
replacing the original, located in reactions_smelter.txt.

I think you're making it more complex than it needs to be.

6
DF Modding / Re: Free Adamantine?
« on: October 30, 2012, 05:06:08 pm »
Correct me if I'm wrong (or if it won't make a difference) but shouldn't INORGANIC be replaced with METAL?

As in:

Code: [Select]
[PRODUCT:100:10:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]

7
DF Modding / Re: Runesmith - A DC like tool
« on: October 26, 2012, 07:42:32 am »
He very well might be holding off until the next major release coming up, that way the minor future bug-fixes won't be so hard to keep up with.
(there will undoubtedly be a flurry of bug fixes for this next release)

But hey, I'm just speculating, I have no real idea on what sizeak might be doing.

8
DF Modding / Re: Shadow of the Colossus: Phalanx
« on: October 20, 2012, 09:05:29 pm »
Not sure if this is the one you're after, but the [BENIGN] creature token will make it only attack once your dwarf is in very close proximity, like most wild creatures.

Additionally, I haven't used it myself, but you might want to use the [VIEWRANGE:x] tag, where x is a distance in tiles. As I understand it, this will define how close "very close" is. I think the default is 20 tiles, you might wish to drop it down to like 1 tile. VIEWRANGE isn't used much, I'm not even sure if it works, but it's something to consider.

For size: the BODY_SIZE tag is actually a measurement in cubic cm. For fleshy, predominantly watery creatures (such as humans), one gram of mass approximates to one cubic cm. You've already done the measurements (or estimates), so you can just shove that exact number into the relevant tag. No conversion required.

Hope that helps.

9
DF Modding / Re: Dwarf Fortress: Modern
« on: October 19, 2012, 04:44:30 am »
Everything runs on capacitors. <_<

10
DF Modding / Re: Dwarf Fortress: Modern
« on: October 18, 2012, 04:44:19 am »
Why do all "modern mods" always mean only "firearms mod"? There is a lot of firearms mods already, just search the forum and download some.
If you want to make a modern mod, try to implement flow production, advanced metallurgy, tool machines and chemical industry. You could try to imitate service industry, banking sector or something like that.
There are lots and lots of things aside from firearms, that would make your mod "modern". Why don't you try to implement these features instead?

heh, let him make his mod bro.
Firearms are just on the top of his list, he even said:
Quote from: Stirk
After all, if it is "modern" then it needs more then just guns.

I recommend you either learn to interpret text or learn to chill out.

11
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: September 09, 2012, 01:01:20 am »
Dfusion seems to be having issues for me.  I don't know what's wrong but I've tried updating and didn't help.  Using latest version of DF.

Quote
dfusion/common.lua:45: .Text region not found!
stack traceback:
   [C]: in function 'error'
   dfusion/common.lua:45: in function 'GetTextRegion'
   dfusion/common.lua:89: in function 'unlockDF'
   dfusion/init.lua:66: in main chunk
Whenever I type dfusion in the console it spits the error out.  Any workarounds to this?

The workaround should probably be added to the first post or some place easily accessible for those less initiated. See quoted message below:

Is DFusion not updated for .34.11 yet? When I try to use it, I get errors. One moment and I'll post the exact errors.

Okay, typed in 'dfusion' sans apostraphes, and it gives me this:

Spoiler (click to show/hide)
The fix is still not included in this version. To fix it manualy:
Find this line in dfusion/common.lua, and replace ".text" with "Dwarf Fortress.exe":

Code: [Select]
local pos=string.find(v.name,".text") or string.find(v.name,"libs/Dwarf_Fortress")

12
DF Modding / Re: Theoretical Modding
« on: August 29, 2012, 05:51:09 pm »
You have some pretty sweet ideas.

You and I are pretty much in the same boat, I have a few extensive modding ideas that I'd like to materialise but I'm so much more familiar with modding the ancient 40d raws. I'm finding it pretty daunting looking at the entities and wondering if I should even bother trying to create the creatures/races I have in mind.

As your ideas are beyond my knowledge, I can't really help you, though I am very interested to see how you progress and I wish you luck.

PS: You can make badass wooden clubs using a super-dense tree as the construction material. For badass wooden slashing weapons, it might be possible to add a MAX_EDGE tag into the material - not 100% sure on that.

13
DF Modding / Re: Stupid Idea: Tattoo Armor
« on: August 27, 2012, 05:53:48 pm »
from what materials could you craft tattoos?

a dwarf laced with steel in the form of tattoos?
a moody dwarf produces a nether-cap tattoo of the highest quality?

weaponized tattoos menacing with spikes?

14
DF Modding / Re: Miasma loving dwarves
« on: August 27, 2012, 05:45:16 pm »
Miasma can't go diagonally, but dwarves will dump things into pits diagonally

Should enable dwarves to never actually smell their chimney if you put the dump zone on the floors.

ah, beaten to it. No need for mods.
If I studied the science correctly, miasma clouds won't flow out diagonally between walls, so this should work pretty well. could also try this to maximise the number of corners on the chimney for a higher dumping capacity:

...x...
..x_x..
.x___x.
x_____x
.x___x.
..x_x..
...x...


might also consider an extravagant second z-level above it for additional dumping if you have a heavy load of goblins to miasma-fy (producing a sort of pyramid base of the chimney).

15
DF Modding / Re: How to embark with more dwarfs in DF2012?
« on: July 30, 2012, 06:42:21 am »
Assuming that: you're using Windows, you've got Notepad++, and you know how to edit text.

- Download DFHack and install it if you haven't already. Start DF to see if it works (DFHack's console window should automatically appear when you run Dwarf Fortress.exe). Quit DF.
- The latest version of DFHack has an outdated version of DFusion that doesn't work out the box, but can with a slight alteration to one of the .lua files. From your DF root folder, open the dfusion folder and open the file common.lua using Notepad++
- Find this line: local pos=string.find(v.name,".text") or string.find(v.name,"libs/Dwarf_Fortress") (it's line 39)
- Replace .text with Dwarf Fortress.exe, the whole line should now read: local pos=string.find(v.name,"Dwarf Fortress.exe") or string.find(v.name,"libs/Dwarf_Fortress")
- Save changes.
- Open DF, select the world you wish to embark on, swap to DFHack's console and type dfusion, hit enter.
- Type 1, hit enter.
- Type 30, hit enter.
- Embark (now with a starting population of 30).

If you need any help, I can clarify on any of these points, just ask.

Hope that helps!


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