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Messages - Slappy Moose

Pages: 1 ... 9 10 [11] 12 13 ... 72
151
DF Modding / Re: Dinosaurs
« on: April 23, 2009, 12:45:09 pm »
Oh man I should have given you my old raptor mod...

It was stupidly unrealistic but totally awesome. Packs of 40 or 50 raptors would come on screen at a time, and mill about outside your base. If they were alone or few in number, they would scamper away from dwarves but if there were enough of them, or they were attacked, they'd rush any dwarf in sight and tear them to pieces.

I may download this mod, I need more aggressive animals.

152
DF Modding / Re: Custom reactions disappearing from the smelter
« on: April 23, 2009, 12:42:30 pm »
Alright, I tried Sean Mirsen's advice, and made the reagent any kind of stone rather than flux, since this seems like it will reduce any complications with an all-flux stone stockpile. I only modified layer.raw stones to be flux, by the way.

And I just tested it, and it works! Thank you guys for the advice.

Also, I only have the reagents there because if I'm gonna be cheating, I don't want to be cheating completely. I used to have reactions that made 100 steel bars, or 100 coal.

This way, with just three reactions all depending on stone and two depending on coal, I need to have wood furnaces and other materials to get something so it isn't just outright cheating.

153
DF Modding / Custom reactions disappearing from the smelter
« on: April 23, 2009, 02:11:55 am »
Ok, so I made a bunch of custom reactions to create wood, iron, or stone from one stone and one coal. They work fine, I've seen them work as planned.

However, whenever there is some other possible action in the smelter besides the always-present "melt an object", such as "Smelt magnetite ore," these reactions disappear.

I've made every basic stone count as a flux item, and I have both stones and coal at the time of the disappearance, and whenever I smelt all the magnetite ore (or whatever the option is) the reactions will reappear.

Here are the reactions.

[REACTION:MAKE_FREE_5_IRON_BARS]
[NAME:make 5 iron bars]
[SMELTER]
[REAGENT:1:REACTION_CLASS:FLUX]
[PRODUCT:100:5:BAR:NO_SUBTYPE:METAL:IRON]
[FUEL]

[REACTION:MAKE_FREE_5_WOOD]
[NAME:make 5 wood log]
[SMELTER]
[REAGENT:1:REACTION_CLASS:FLUX]
[PRODUCT:100:5:WOOD:NO_SUBTYPE:WOOD:CEDAR]

[REACTION:MAKE_FREE_5_MARBLE]
[NAME:make 5 marble]
[SMELTER]
[REAGENT:1:REACTION_CLASS:FLUX]
[PRODUCT:100:5:STONE:NO_SUBTYPE:STONE:MARBLE]
[FUEL]

Can someone please tell me how to fix this?

154
DF Gameplay Questions / Re: Custom reactions disappear from smelter
« on: April 23, 2009, 02:11:36 am »
Alright, I'll try there, thanks.

155
DF Gameplay Questions / Re: Drowning Chambers?
« on: April 23, 2009, 01:53:07 am »
Pumps.
http://www.dwarffortresswiki.net/index.php/Pump
Go there and read, my description would just confuse you.

Get two sets of pumps; one pulling water from a river or something, and another pulling that water above the chamber.

To get water into the chamber, I recommend floor-hatches on the z-level above the chamber hooked up to levers.

156
DF Dwarf Mode Discussion / Re: Clothing Factory
« on: April 23, 2009, 01:16:45 am »
I think the base value for a pig tail craft is just 10. I'm just estimating off of what I have seen in my trading depots, but I'm pretty sure that is correct. Usually, the price that stuff is sold for is more due to quality never being only the base value.

Usually, I see pig tail stuff going for 30 or so.

157
DF Gameplay Questions / Re: And now, pumps.
« on: April 23, 2009, 01:14:23 am »
Are you kidding me!? Pumps can power eachother!!?!?! AUGH! I wish I had known this when I was making that damn shower for my dwarves...

158
DF Gameplay Questions / Re: Too much food, not enough booze.
« on: April 23, 2009, 01:13:29 am »
You could also make a small food stockpile, or limit the barrels in a food-only stockpile (press e and r in the [q] menu on a stockpile).

159
DF Gameplay Questions / Custom reactions disappear from smelter
« on: April 23, 2009, 01:11:23 am »
Ok, so I made a bunch of custom reactions to create wood, iron, or stone from one stone and one coal. They work fine, I've seen them work as planned.

However, whenever there is some other possible action in the smelter besides the always-present "melt an object", such as "Smelt magnetite ore," these reactions disappear.

I've made every basic stone count as a flux item, and I have both stones and coal at the time of the disappearance, and whenever I smelt all the magnetite ore (or whatever the option is) the reactions will reappear.

Here are the reactions.

[REACTION:MAKE_FREE_5_IRON_BARS]
[NAME:make 5 iron bars]
[SMELTER]
[REAGENT:1:REACTION_CLASS:FLUX]
[PRODUCT:100:5:BAR:NO_SUBTYPE:METAL:IRON]
[FUEL]

[REACTION:MAKE_FREE_5_WOOD]
[NAME:make 5 wood log]
[SMELTER]
[REAGENT:1:REACTION_CLASS:FLUX]
[PRODUCT:100:5:WOOD:NO_SUBTYPE:WOOD:CEDAR]

[REACTION:MAKE_FREE_5_MARBLE]
[NAME:make 5 marble]
[SMELTER]
[REAGENT:1:REACTION_CLASS:FLUX]
[PRODUCT:100:5:STONE:NO_SUBTYPE:STONE:MARBLE]
[FUEL]

Can someone please tell me how to fix this?

160
Ooh! Nice work! Looks very cool and I love the idea of windowed apartments!

161
I'm not talking about challenge or theme fortresses.
Since there's nothing in the DF Wiki about this thing, I decided to make a thread.

Discuss any unique types of architecture you base your fort around, whether it's the whole fort or just a certain room (meeting hall, barracks, etc).

Here are mine:
Alcove: Find or dig out a semicircle into a hillside. Build into the inside of the semicircle, wall off the two tips of the C shape, and make the middle part something cool (military tower, meeting hall)
Pit: Channel out a very large round cylinder straight down. Build workshops into the sides, and either have stairs going around the sides with a walkway against the wall, or have a column of stairs going up the center with walkways branching out. Optional: flood the pit so that the center stair column breeches the surface, and drawbridges connect it to the “mainland.”
Crater: Dig a “reverse pyramid” into the ground, and then either have a massive tower in the center or walls on the outside. Make it possible to flood the crater in case of siege.
Cavern: Dig out a big chamber and build into the ceiling, floor, sides, and inside of the space. Also: build a tower going up the center, flood a lake-shape above the whole cavern, and have the tower breach the ground and the lake, with drawbridges.
Chasm/valley: Make a long, twisting cut into the ground, and build into the sides, with walkways joining the two sides and towers up above. Alternatively, don’t leave it open to the world, and seal it in, but instead have the entrance built into the side of a mountain.
Cave: Make a bunch of big tunnels snaking all over the map, and a few cavernous spaces. Build into everything, with walkways and spiral staircases going to different levels. Give it an organic feel.


I'm starting a new fort since my pit fortress "failed" due to inefficiently long distances between workshops and stuff, and my severe case of impatience after the first year yielded no immigrants. Now, I'm looking for unique ideas.

Anyway, please post any unique ideas you have and feel free to critique or add on to the ones I posted.

162
Just when a dwarf is possessed and needs a shell, the river will run dry of turtles and only turtles.

163
DF Gameplay Questions / Re: No gobbos in Civilization list
« on: April 20, 2009, 11:43:22 pm »
Awesome! Thanks for the quick replies, I was worried I'd have to restart my fort. I found a great place where I'm going to flood a huge pit/shaft in a desert with water, then build bridges connecting rooms in the sides of the pit together with sealed off and clear-glass-windowed walkways, with a big staircase leading up the center of the pit, and a drawbridge at the top with a massive marksdwarf tower to shoot down at goblins.

If I had to find a new spot and start all over I'd probably kill myself.

164
DF Suggestions / Re: New kinds of beds
« on: April 20, 2009, 11:33:57 pm »
My main reasoning behind more bed types was not economics or realism, but just an easier way to make beds and save the scarce wood in deserts and such.

It sucks to embark in a desert and need cheats to let your dwarves sleep well.

165
DF Gameplay Questions / No gobbos in Civilization list
« on: April 20, 2009, 11:31:03 pm »
I embarked into a desert, and at this site, under the embark "neighbour" list thing I saw goblins, dwarves, humans, and elves. Goblins and elves had little red dashes next to their name.


Now, in the game, when I go to the civilization screen, I only see dwarves. Does this mean I will not get sieges?

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