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Messages - Chevaleresse

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10411
And here I thought in DF-realm, the cheese pierces the lower body, tearing the guts.

One day, Toady will implement realistic food-swallowing physics.  Then a duplicate entry in the raws will bug the swallowing velocity.

--Rexfelum

And then we get glitches like "Eating prickle berries causes instant death" and "Plump helmets get stuck in dwarves's throats, causing them to die of starvation"

10412
DF Modding / Re: Project Elf Mode
« on: August 20, 2014, 07:13:27 pm »
I'd hate to leave people with no craftable and useable gauntlets, but if it cant be done within the raws then I can't do it. Make sure to embark with plenty.

10413
DF Gameplay Questions / Re: Magma question
« on: August 20, 2014, 07:11:45 pm »
That maroon color means that there's magma a level below where you're looking.

The simplest way to pierce a magma tube/volcano safely is to smooth the wall between you and fiery death and ensure you have your magma chambers carved out to satisfaction. Build a floodgate in the tunnel to the magma, link it to a lever, open it. Then, send in an engraver to carve a fortification there. Make very sure that there's another engraving or smoothing job in the fortress so that he'll skitter away to do that instead of standing still and cooking. The magma will flow out, and once you've filled your magma chambers to 4/7 or higher (minimum for power, close the floodgate to prevent magma-based nasties from swimming around in your pool.


EDIT: Magma doesn't have pressure like water does, it will only flow downward.

10414
DF Suggestions / Re: Dwarven quality time
« on: August 20, 2014, 06:39:21 pm »
This isn't quite the same thing, but I'd like to see more frequent breaks in which dwarves ate and drank.

10415
DF Modding / Re: Project Elf Mode
« on: August 20, 2014, 06:05:04 pm »
Fixed building materials thanks to Meph. Also figured out what was wrong with the colors and fixed that. I'll have to do some messing about to repair gauntlets; since they're supposed to be left and right and the reaction produces two generic gauntlets, elves won't equip them. I'm not sure how to do this tbh. Is there a way to add a left or right subtype to a crafting job?

10416
DF Dwarf Mode Discussion / Re: Mother Murders Own Baby
« on: August 20, 2014, 12:27:07 am »

Also, yeah, creatures in adventure mode report themselves at having just attacked themselves all the time. Seems like a new bug.
Reminds me of that one time when someone in adventure mode said "In a time before time, someone attacked someone"

Elf Corpse: In a time before time, I killed me.

10417
DF Modding / Re: Project Elf Mode
« on: August 19, 2014, 10:18:58 pm »
It's a serious question though. Whips seem close but I'm hesitant to include them because of their absurd brokenness. Testing shows that wooden whips are ineffective vs. steel, though, and it'll take a while to get anything better. The new wood types, as I'm making them, should be about a tier below equivalent metal effectiveness for edged weapons. Blunt weapons are going to generally be ineffective since they're going to be pretty light no matter what you do, though when I get to it you should be able to make them out of wood infused with gold and stuff.


EDIT: The reaction method worked. Weapons are getting the same treatment, then the next version is going up on dffd.


EDIT2: God fucking damnit. Apparently you can substitute wheelbarrows for hearts for no good reason. Also, colors are borked on the new custom workshops.


I'll work more on this tomorrow. Here are the relevant raws if you would like to help.
heart
Spoiler (click to show/hide)
custom shops
Spoiler (click to show/hide)


in other news the reactions function properly, though the profession name "metalsmith" is getting a quick edit

10418
DF Modding / Re: Project Elf Mode
« on: August 19, 2014, 09:28:52 pm »
I'm building the custom reactions now and giving the armor and such a custom workshop if they end up needing one. (A carpenter might end up being able to make them; I don't know how to restrict them to reaction-only crafting. Carpenters are OP as hell right now but that sort of makes sense.) I should probably note that elves have access to chausses and thus can completely skip greaves, but if you prefer to use them, they'll be there.


EDIT: Now that I think of it, would making a reaction that took logs and spit out normal pieces of armor that took the material from the reagent result in the otherwise-impossible wooden armor? I'll do some testing and if it works properly change wood weapons to this. I'll also give elves normal training weapons so you can make danger rooms. (Wooden spears that aren't training spears are still dangerous.)


EDIT2: On the topic of weapons, I do want to give a blunt weapon to elves so they aren't -completely- fucked against armored targets. For now they have warhammers in honor of the Elf King, but I'm not sure which of the current weapons are the most "elfy."

10419
DF Modding / Re: Invincible adventurer creature?
« on: August 19, 2014, 08:49:06 pm »
The many mineral creatures thread has one. I've also got an adamantine colossus you could borrow. It can't swim in magma, but it won't magma-drown and only sustained dragonfire is capable of melting it.

10420
DF Gameplay Questions / Re: My dwarves flee from BADGERS.
« on: August 19, 2014, 08:33:40 pm »
They haven't been trained in discipline. Currently I think the only thing that does this is old-school tragedy training and exposure to corpses in general, and individual drills (iirc.) Throw a few dozen kittens or bunnies in the danger room with them; the sight of mangled corpses will horrify them and should build up their discipline.

10421
DF Modding / Re: Project Elf Mode
« on: August 19, 2014, 08:28:58 pm »
If a reaction is governed by a skill, it'll pop stuff out with quality levels, right? I know knapping and heart-making do.

10422
DF Modding / Re: Interaction to throw?
« on: August 19, 2014, 02:44:56 pm »
Directed dust has less of an issue, but yeah, you'll get tossed around by it occasionally. Death isn't assured tho

10423
DF Modding / Re: Interaction to throw?
« on: August 19, 2014, 10:28:12 am »
Deadly dust.

10424
DF Modding / Re: Project Elf Mode
« on: August 19, 2014, 10:27:48 am »
The entity tags don't appear to make them craftable, at least at a carpenter's or craftsman's workshop. I suppose I could temporarily give them anvils to see if you could craft them at the forge, but they need a workshop that they actually are supposed to have access to.

10425
Roll To Dodge / Re: ROLL TO APOCALYPSE
« on: August 19, 2014, 01:23:38 am »
SPAWN AS ROBOT ZOMBIE PIRATE NINJA DRAGON

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