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Messages - Raptor_a22

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1
DF Modding / Re: feats of modding
« on: June 20, 2013, 02:43:16 am »
My Arsenal addon, basically a repository of fully-functional weapons for you to play with.

2
DF Dwarf Mode Discussion / Re: Ice Bees
« on: June 20, 2013, 02:39:33 am »
I have found the rare and dangerous SPACE BEES.
Spoiler (click to show/hide)
What determines eligibility for colonies in their current state?

Could you get slade bees and SMR bees?

Sounds like a good idea for a Stupid Dwarf Trick...

3
DF Dwarf Mode Discussion / Re: Ice Bees
« on: June 17, 2013, 03:26:42 am »
Update:

Ice melted. I now have a colony of floating honey bees.



Also, those 'elephants' are actually my 'Drow' race I modded in.

4
DF Dwarf Mode Discussion / Ice Bees
« on: June 17, 2013, 03:00:04 am »
So I started up a new embark today, and look what I found sitting on the frozen river!



Yes, that is a colony of bees that have made their nest out of ice.

Whether it's a bug or a quirk of worldgen I don't know. This is the first Fortress of the world.

I'm not sure if I'm going to be able to save these bees, as the Ice will melt come Summer and I can't construct a floor without destroying the hive.

5
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 02, 2013, 02:18:52 am »
Hugo's method is a bit too complicated for what I wanted to do, and I want to make metal bars, not a tanned hide. (Probably should have made that clearer)

The finished reaction:
Code: [Select]
[REACTION:SPIDERSTEEL_MAKING]
[NAME:make steel bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:SILK_IRON]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:FLUX]
[REAGENT:D:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[REAGENT:E:1:NONE:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:CHITIN]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:SPIDERSTEEL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

6
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 01, 2013, 11:51:26 pm »
Just a quick question on reactions,

How do I define a reagent of 'skin', specifically chitin?

I'm trying to get my Dark Elves to make 'spidersteel' using GCS chitin.

7
FYI, Turnip Seeds appear as 'Radish Seeds'

8
Concerning telekenisis, you cvould have an interaction that flings a solid glob of 'telekenisis' at something. The material would always be solid, never melt and would rot without producing miasma.

If you throw it hard enough you can make a creature fly blackwards and skid along the ground. If they smack into a wall hard enough they explode, which is pretty hilarious.

9
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 30, 2012, 12:39:26 am »
Is it possible to do the following with syndromes:

* Increase/decrease a skill
* Increase/decrease reproductive rate
* Change genders

Also, is it possible to assign a metal to plant parts in the same way one does to animal parts?

Yes
No
Yes

Have a poke around in the Werewolf and Vampire interactions, specifically the werewolf transformation and the vamprism curse. You shouldhave everything you need there. If not, ask.
For genderbending, have the syndrome cause the creature to transform into a different caste. Most creatures have two castes, one for male, one for female.

http://dwarffortresswiki.org/index.php/Syndrome#Special_Effects

I dunno, probably. Edit the plant and change the material definition token.

10
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 27, 2012, 08:55:06 pm »
Totally unrelated question: In order to change a creatre's egshell from a hard egg to a leathery one all I need to do is change [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID] to [EGG_MATERIAL:LOCAL_CREATURE_MAT:LEATHERY_EGGSHELL:SOLID] yes?

11
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 27, 2012, 07:45:08 pm »
...

I'm going to answer no, in the hope that someone will tell me what the right ones are...

12
Unfourtunately the changeling interactions wouldn't work very well with DF in it's current state. The AI for different interaction tags isn't complete yet and a lot go unused.
You could add the [ITEM_THIEF] and [SKULKING] tags to changelings in order to make them act similarly to kobolds.

Adding more prepared foods is easy, but unless Toady implements some sort of ingredient restriction, they can be made of any ingredient the cook can find. (This Muffin is made of Apples, Potato and Water)
You could add some custom reactions to create plants with high value, but that would be more complicated and cooks could still make them into *Sugary Cupcake Biscuits*

13
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 27, 2012, 07:15:17 pm »
Having trouble with a custom reaction.

[PRODUCT:100:1:THREAD:NONE:PLANT_MAT:REED_ROPE:THREAD][PRODUCT_DIMENSION:15000]

This gives me a 'thread' item that my dwarves refuse to weave into plant cloth. Is there something I'm doing wrong?

14
What are you planning to implement? I'd be happy to give you a hand.

15
Just for Fun, I decided to try and merge MLF:LIM with my Arsenal mod, and this happened:

https://dl.dropbox.com/u/25361588/errorlog.txt

This is before I added any of my files. I just started DF and ran Arena mode.

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