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Messages - ouroboros

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1
DF Announcements / Re: Dwarf Fortress 0.34.07 Released
« on: April 05, 2012, 11:32:11 pm »
Will lever-controlled track switches be added?

Is the next release going to be subtitled Roller Coaster Tycoon?

2
DF Modding / Re: !!DALEKS!! now with Stonesense sprites
« on: April 01, 2012, 12:26:25 pm »
You'll make the Cybermen vulnerable to gold, right?

3
DF Modding / Re: !!DALEKS!!
« on: March 31, 2012, 01:57:24 pm »
hilarious!

4
In the unloading reaction, you specify to PRESERVE_REGEANT for the wheelbarrow(container).
Why not specify the same for the boulder? or would that not unload the boulder?

5
DF Modding / Re: contact syndrome to affect bogeymen
« on: September 05, 2011, 11:21:49 am »
Bogeymen should be NIGHT_CREATURE_11 and up.
If that's their name, then I'd have to declare each bogeyman individually in the syndrome, up to some guess as to how many there are in the world. Crazyness.

Does the creature name have a number because each one has procedurally generated bodyparts?

6
DF Modding / Re: contact syndrome to affect bogeymen
« on: September 04, 2011, 05:27:18 pm »
The Master:
Nice idea. I ran a search on the raws of a saved world. Did not find instances of "bogeym".

I did find, however a reference in the changelog (from 0.31.17) to the tag [NIGHT_CREATURE_BOGEYMAN].
But this is a creature tag, not a creature name. And I'm not finding it in the raws of a saved world.

Sphalerite:
Would that be the file world.sav?

Edited to reply to both responses.

7
DF Modding / contact syndrome to affect bogeymen
« on: September 04, 2011, 04:11:31 pm »
I've seen mods to conjure gnomeblight in adventure mode.
And it only struck me today that I'd much rather conjure something that dissolves bogeymen instead.

Does anyone have raws for bogeymen?
What is the creature name for bogeymen, to specify with SYN_AFFECTED_CREATURE ?

[SYNDROME]
         [SYN_NAME:gnomeblight]
         [SYN_AFFECTED_CREATURE:GNOME_MOUNTAIN:ALL]
         [SYN_AFFECTED_CREATURE:GNOME_DARK:ALL]
         [SYN_CONTACT]
         [SYN_INHALED]
         [SYN_INJECTED]
         [CE_NECROSIS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200]

8
DF Modding / Re: Bit of Butter to go with your Bread
« on: August 21, 2011, 06:20:44 pm »
again, awesome!

great work, Dwarfu

9
DF Modding / Re: Bit of Butter to go with your Bread
« on: August 17, 2011, 11:51:44 pm »
awesome!

Now what tags need to be added so the dorfs can practice butter sculpture?

10
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 06, 2011, 09:54:11 pm »
I'm working on an experiment to mod in asbestos cloth, ...
Sphalerite, this was an idea I put on a list to try and do.
Let me know how you deal with the fireproof aspect?

11
DF Modding / Re: MESOZOIC DWARVES - 1.0
« on: August 04, 2011, 09:12:55 am »
Looks like this was great work.
Was much (any) incorporated into other mods?
Is anyone working on (or thinking about) updating this to 031.x ?

12
I'd like to be dorfed, please.
As a cook. Who likes snakes, if possible.
Name of "Ouroboros".

This is a great read, and I'm learning a lot. Thanks, guys!

13
DF Modding / Re: Blob-Jelly-Slime Graphics Pack
« on: May 30, 2011, 06:01:58 pm »
These look great!
I'll have to d/l the mod and FEAR THE ICK

14
This will be cool!

May I suggest looking at nitro cellulose, acetate cellulose and rayon for some interesting wood to plastic(like) materials?

15
DF Modding / Re: Full Thermal Suit
« on: May 08, 2011, 09:00:23 am »
Has anyone modded to add asbestos?

It is thought that pure asbestos fiber was available in the ancient world. There are surface-exposed deposits in the Caucuses and there are reports of fireproof gloves.

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