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Messages - Immortal-D

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31
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: March 21, 2023, 10:36:00 pm »
I appreciate the insights.  Half the fun of the mod is seeing the attributed creature names, 'water buffalo bone drawbridge', etc.  Daisy-chaining dump zones works for now, but hopefully stockpile settings can be updated in the future.

32
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: March 21, 2023, 05:13:51 pm »
Ah, you'd have to add the IS_STONE to the bone material template [MATERIAL_TEMPLATE:BONE_TEMPLATE], which can be found in material_template_default.txt.
I don't necessarily want it to be stone, I was just trying things to force the blocks into a stockpile.  By default, they should retain the property of being bone, right?  So a refuse stockpile should still accept them.

33
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: March 21, 2023, 03:56:43 pm »
I tried [MATERIAL_TOKEN:BONE] and [IS_STONE], no dice.  Unless I'm horribly missing something, this is the reaction in its' entirety;

[REACTION:MAKE_BONE_BLOCKS]
   [NAME:make bone blocks from 4 bones]
   [BUILDING:BONE_CRAFTER:NONE]
   [REAGENT:A:4:NONE:NONE:NONE:NONE]
      [USE_BODY_COMPONENT][ANY_BONE_MATERIAL][UNROTTEN]
   [MAX_MULTIPLIER:1]
   [PRODUCT:100:10:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
      [MATERIAL_TOKEN:IS_STONE]
   [SKILL:BONECARVE]

34
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: March 19, 2023, 06:24:12 pm »
Can non-stone/metal blocks use a stockpile?  I tried adding '[PRODUCT_TOKEN:BLOCKS]' indented under the output line of my reaction, to no avail.  The blocks can be used like normal, but they can't otherwise be moved out of the workshop.

35
General Discussion / Re: The Bay 12 Temple; Unofficial Religions Only
« on: March 14, 2023, 05:08:31 pm »
The Church of Prime (Optimus) makes a good case


36
I know folks usually sign up afterwards, but I was still hoping for more of a reaction.  I'll put a pin this one for now.  Maybe when Summer comes around.

37
DF General Discussion / Re: Future of the Fortress
« on: March 09, 2023, 04:07:44 pm »
Is there a technical or design reason why a tomb zone can not support multiple coffins? (each coffin must be its' own zone)
Because dwarves claim zones right now, not furniture. It's exactly the same system as bedrooms and offices.
You'd need to make a new system for tombs which allowed claimable furniture to work the way you want it to.
(Not that it wouldn't be a good idea, and there are several suggestions threads asking for it already).

Also eventual plans for a catacombs zone were mentioned in an earlier fotf:
Quote
I was considering adding a 'catacomb' style zone that works like a dormitory for the dead.  Have to tweak coffin 'ownership' a bit to make it work.  (I don't remember if it technically counts as catacombs if the bodies aren't in the open rather than enclosed in individual caskets.  We'd still be using individual caskets here, just no doors.)
Much obliged.

38
General Discussion / Re: Order of the Stick
« on: March 09, 2023, 03:49:21 pm »
I am both excited and terrified by the prospect that we are definitely reaching the end game of this series.

39
Ore walls are vibrant and detailed, awesome.  However, as soon as you smooth a natural ore wall, it changes to something resembling peanut butter.  Burnt peanut butter even.  I suggest that smoothed ore walls retain the look style of rough stone ore walls.


40
DF General Discussion / Re: Future of the Fortress
« on: March 04, 2023, 06:16:21 pm »
- Is there a technical or design reason why a tomb zone can not support multiple coffins? (each coffin must be its' own zone)
- What news of new music & graphics for premium?
- Are friendly Necromancer Experiments supposed to be so common?  I rarely see them invade, but a whole bunch show up at every Fort as scholars and visitors.
- The caverns still regularly see multiple hundreds of invaders pile up, regardless of caps.  Is this strictly a difficulty setting, or something that needs further adjustment?
- Is the lack of caravans from your home civ after becoming the Mountainhome intentional?
- Modding: I just learned that blocks specifically (as opposed to any other crafting item) made from non-stone/metal material (bones, cheese, etc.) can not be assigned to a stockpile.  Do blocks not retain their respective material_token properties, or is this a stockpile issue? Answered by Putnam


Quote from: Immortal-D
- Is a non-mouse interface for Classic theoretically possible with all of the UI changes (regardless of plans for it)?

- Like keyboard only?  That's where we're hoping to head now that we're emerging into the quality of life phase slowly after the arena patch.  I think there are things that are hard about it, but if some kind of focused element can be made to live in the menus that should get us a lot of the way there.  Hotkeys alone won't do it.  Of course this means you'll be back to pressing keys 50 times to do simple things, but I think maybe that's just how things would be.
Honestly, the old keyboard controls really were not that bad, despite the memes about it.  It could use a little polish, but for a game like this, keyboard cursor is so much faster and efficient.

41
I have tried to make the mouse work, I really have.  It's just so slow, and the lack of macros makes mass-designations actually painful with all the clicking.  The Feb. FotF said that keyboard interface is tentatively coming with the QoL focus.  All that got me thinking; a final sendoff for pre-mouse Classic.

There will be no particular theme, because I want to see everything in a single Fortress.  All the world's books in a grand library, striking back at the goblins with raiding, mega projects for both water and magma.  I have a special WorldGen that will create every feature imaginable.  I'm also thinking of adding a few mods for spice.  Specifically, crafting and hostile civs.  Maybe bring back the original Giant Desert Scorpion (though that would require a desert biome obviously).

Drop a line if you expect to have time over the next few months. (Also biome/feature requests)

42
General Discussion / Re: Bay12's Words of The Day
« on: February 26, 2023, 12:13:28 pm »
Septepfluous - to flow in 7 directions at the same time.

43
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: February 25, 2023, 04:21:13 pm »
Sorry for the necropost but are there any plans for someone to update this pack? (Not sure if the newest classic version supports this) Or port it to the steam version if that's possible.

This pack is basically the look I think of when I think about Dwarf Fortress
I have been given to understand that all the traditional tile sets will not work in 50.x+ due to the way that Premium rewrote the fundamental interactions for how graphics work.  I do not know what would be involved in updating the old packs.

44
DF General Discussion / Re: Future of the Fortress
« on: February 20, 2023, 06:03:03 pm »
- Have you treated yourself with the new income?  Like a really high end gaming/office chair or some artwork?
- Is a non-mouse interface for Classic theoretically possible with all of the UI changes (regardless of plans for it)?

45
DF Suggestions / Re: Add Default Mods
« on: February 09, 2023, 11:16:16 pm »
Mhmm.  This along with finally disabling the tutorial messages.

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