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Messages - YomToxic

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1
There's probably some potential bugs like a value overflow situation but the wiki doesn't mention any limits, no.

I'll just keep 200 as a safe range for the Old Ones caste, then. Thanks!

2
@yomtoxic: The 200 would be correct.

Thanks! Is there a limit to this percentage?

3
Standard skill gain/rust rates are set to
Code: [Select]
[SKILL_RATES:100:8:16:16]according to the wiki.

If I were to make a caste that could learn twice as fast, would adding
Code: [Select]
[SKILL_RATES:200:8:16:16]work? Or do I have to use
Code: [Select]
[SKILL_RATES:50:8:16:16]?

4
Maybe multiple PRODUCT lines, each with own chance,
so don't know how much gonna get this time.

[PRODUCT:100:23000:LIQUID_MISC:NONE:WATER:NONE]
[PRODUCT:50:23000:LIQUID_MISC:NONE:WATER:NONE]
[PRODUCT:30:23000:LIQUID_MISC:NONE:WATER:NONE]
[PRODUCT:20:23000:LIQUID_MISC:NONE:WATER:NONE]

Tried that, for some reason - the products all work; but the end result is always the same. Around 4~5 units of water is produced when the building is disassembled.

5
Been using this from RoTMK for a while,

Code: [Select]
[REACTION:PENETRATE_AQUIFER]
[NAME:Get water (deconstruct pipe to deploy)]
[BUILDING:DRILL:NONE]
[PRODUCT:100:23000:LIQUID_MISC:NONE:WATER:NONE]

but I'd like to boost its output. As in, a torrent of water in one use instead of the 2~3 units of water per use. How would I go around using this? More [PRODUCT], or more than 23000? Both?

6
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 19, 2019, 08:51:47 pm »
Working on an expanded guild system workshop, and I need to know;

What's the skill token for Critical Thinker, Logician, Mathematician, Astronomer, Chemist, Geographer, Optics engineer and Fluid engineer?

Code: [Select]
[SKILL:TEACHING](I know that the Teaching one looks like this.)

7
DF Modding / Re: What's going on in your modding?
« on: January 21, 2019, 01:08:11 am »
...these asexual fox people sure are thirsty. They're becoming world famous smut peddlers.

This explains... everything.

-

Trying to make a Lunatic Mode conversion for DF. The outside world is much more dangerous now. Inspired by the Nothings.

8
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: January 21, 2019, 12:59:28 am »

I was going for a non DFhack solution, but I might use this in case all my other options fail. Thanks!


Hm, then if vermin are creatable from workshops... how would I do that?

Also, what are the mechanics of creating water by reactions in a way they flood the room when used? I've got the 'purify booze' trick down, just need something to start up water wheels.

9
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: January 13, 2019, 04:11:26 pm »
Is it possible to spawn creatures from workshop reactions? I was thinking a 1% chance of spawning an 'deep horror'(modded cavern creature), to a workshop named 'warp portal' which consumes 20 bars of fuel for X units of random non-economic stone.

10
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 20, 2018, 10:37:24 pm »
I'm not sure, but I think a civ valuing knowledge would produce more scholars - I'd imagine more curious personalities would also result in more scholars/writers. Tbh I think its a question only Toady would be able to answer.

Alright, I'll work on that next and return with results. While I'm at it...

What do I have to do to make a craftable weapon trap that doesn't break with use? Do I alter the material values, or the striking velocity of the trap?

The object in question was a wooden pole that is easy to dodge... right into a 10-z pit. However, if it strikes an armored foe, it slowly breaks apart. In a siege from deathlurks (heavily armored blood knights), this is a problem.

11
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 17, 2018, 03:56:16 pm »
Check that, in whichever color mod that refers to, youve selected the correct body part and material, and that the body part and material themselves is implemented correctly. If theres a typo or the body part or any of its materials or tissues didnt initialize properly, then the game cant apply color to it correctly either.

Thanks! One tiny typo messed the raws up.

Next question: What factors increase the likelihood of scholars writing scrolls/books? Personality traits? Writing skill? Entity stats?

12
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 01, 2018, 01:52:52 am »
Code: [Select]
Color Mod Ending With (WHITE,1) Was Not Used
How do I avoid getting this error?

13
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 26, 2018, 11:45:28 pm »
I am curious. What sort of races are you adding in?

Sorry for the late reply, its a little halloween themed micromod -
Races:
Peaceful Skeletons: Skeletons that enjoy peace more than war. Do not invade them or else you'll be sorry.
Angry Skeletons: A brilliant red light shines from their eyes. Very prone to anger and very warlike. A good fight.
Goon Gnomes: Demands items from civs, invades if their demands are not met. (working on this right now)

14
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 24, 2018, 11:59:18 pm »
Working on some new races, and I have a few question.
What factors influence the rate of 'demand artifact' orders from that civ? Can the rate of spies and siegers sent out to gather information/capture an artifact be changed?

Also, do upright spikes incur damage when used to skewer falling targets?

15
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 20, 2018, 07:22:02 am »
Creating a cavern creature, preferably one per world. Would using the sea serpent's population detail work?

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