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Messages - smokebubble

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1
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: January 02, 2013, 01:48:15 am »
Is it supposed to enable a tweak more than once?

Every time I start up DF, dfhack enables 2 stable-temp's, 3 fast-heat's, 3 fixed-dimension's with an extra one that couldn't activate, and 2 fast-trade's. The remaining tweaks are only enabled once.

2
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« on: December 26, 2012, 01:50:28 pm »
The cult, and other hidden threats are currently optional, and will stay optional. I will make settings for new ones, if I choose to introduce more of those.


That's much appreciated. Though I was thinking it would be whole sieges magically appearing inside but after reading your "Development and Discussion" post on reddit; I see that I was wrong and what you have planned is actually pretty cool.

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Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« on: December 25, 2012, 10:59:56 pm »
Inside spawning enemies already exist, but are really, really rare.  READ THIS, Big trouble in little Innsmoth, a story that happend in the mod. :)

I haven't upgraded to V2 yet; is that optional or going to be? Sure it might be nifty for the hardcore "losing is fun" Dwarf Fortress player but personally I hate the thought of enemies magically appearing inside the fortress.

Edit. I forgot to mention that link in the quote isn't working.

4
Couldn't you use something like py2exe to package all the required parts together?

5
DF Modding / Re: An idea I've had for some time
« on: March 17, 2012, 05:40:20 pm »
I thought [EXTRAVISION] only allows a creature to see without eyes. At least that's all the wiki says it can do.

6
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 15, 2012, 09:42:12 pm »
Since how [INTELLIGENT] seems to be what keeps you from butchering other races in adventure mode. I was wondering would it be possible to use [CE_REMOVE_TAG] to remove that tag? I know it doesn't list it on the wiki but I figured it might work since [INTELLIGENT] is a stand in for [CAN_SPEAK] and [CAN_LEARN].

If so how would one go about getting that done?

7
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 15, 2012, 08:17:41 pm »
So I guess I don't know of any difference between the Megabeast and Semimegabeast tags themselves
The wiki says Mega's can be worshiped. It doesn't say the same for Semi's.

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DF Modding / Re: How do I make dwarfs butcherable?
« on: March 15, 2012, 07:59:35 pm »
I don't know if it'll work in fortress mode but for adventure mode you can remove the [INTELLIGENT] (and [CAN_SPEAK] if it's there) to make sentients butcherable. I believe the downside is that they won't be able to increase their skills but it probably would screw with fortress mode more I'd imagine.

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DF Modding / Re: Looking for a tool..
« on: March 14, 2012, 03:44:21 am »
WinMerge does what you're looking for.

Edit: I think it does anyways. I know it gives you a side by side and I'm pretty sure it finds the differences in the two files.

10
DF Modding / Re: Modding for new version (help)
« on: February 18, 2012, 05:31:04 am »
but you can also have a firebending, airbending, bloodbending... etc. martial arts attacks.  (Currently trying to select <a living creatures> blood in an interaction to animate it)

Armok: The Last Bloodbender.

11
You can go into d_init.txt and find ENGRAVINGS_START_OBSCURED: and set it to YES. Then you won't get the pictures when you engrave stuff.

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I don't think you can right now Darkfyre. However if I recall correctly when Toady releases the next version of df it will be possible.

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Hey Deon, not sure if you already know about it but I was just looking at creature_genesis_beast.txt again and I noticed that the dragons have these tokens showing as --CURIOUSBEAST_ITEM] and --USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE].

Edit: actually the green dragon is showing as --CURIOUSBEAST_ITEM--

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Yeah Batyzero. The dragons have the [TRAPAVOID] token.

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For the most part I believe duped raws is caused by simply dragging and dropping the new folders over the new ones. The way to fix that would to do a clean "install" (it's in quotes because you don't actually install anything) since how genesis is original dwarf fortress + all the awesome stuff genesis adds; the thing to do would be extract the genesis download into an entirely different folder on it's own

And hey Deon, don't worry about apologizing to us man. Hell you're the one doing the work not us. So far you've provided an excellent addition to DF and despite of how much I'm looking forward to the next update, take your time man, we will survive.. well at least some of us will.

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