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Messages - Dirst

Pages: 1 ... 40 41 [42] 43 44 ... 239
616
DF Modding / Re: RAW travesties: Rise of "The Stahlivium"
« on: May 16, 2016, 06:39:55 pm »
[EDIBLE_VERB:bite:bite:bites] Strangely appropriate

[ENTITY:IMMODESTRON]  Succubi?

[SHOOT_MAGPIE_MAX:350]  Because 351 would be excessive.

[RESIZABLE_POST_LIAISON]  A convenient feature!

[USE_TEETH_WITH_HALBERD]  Obviously.

[EXTREME_ROAST]  Dwarfy and nutritious.

Then its drink from them ears]  Running elves thru the still.  I approve.

[ITEMCORPSE_QUICK]  Before it reanimates!  Too late.

[VAMPIRE_NUTS_TO_COKE]  One of the more useful adventure-mode reactions.

617
DF Modding / Re: Community Mods and utilities list.
« on: May 16, 2016, 05:30:19 pm »
Hi profit!

Can you add these two minor tools to your list?

Accessibility Utility reports your location and lets you add bookmarks to the map

Appearance Tweaks makes cosmetic changes like pointy elf ears and bearded female dwarves

Thanks for maintaining this resource!

618
DF Suggestions / Re: View Furniture Descriptions From Look (k) View
« on: May 15, 2016, 07:58:30 pm »
It would be very nice if we could view the descriptions of built furniture (especially statues, etc.) directly from the look (k) menu, instead of having to switch to view items in buildings (t) and go through several submenus. There is so much detail in this game but so much of it is inconvenient to access.
This would be helpful!

At worst, I'd like to see the K, Q and T menus be choices on each other (e.g., pressing 'k' on the 'q' menu leaves the cursor in the same spot but now looKing at the tile).

620
Mod Releases / MOVED: Accessibility Utility v1.02
« on: May 15, 2016, 02:58:22 pm »
This is actually more of a utility than a mod, so the topic has been moved to Utilities and 3rd Party Applications.

http://www.bay12forums.com/smf/index.php?topic=157631.0

621
Utilities and 3rd Party Applications / Re: Accessibility mod v1.02
« on: May 15, 2016, 02:56:56 pm »
This looks very useful. I'll have to try it out. I'm especially glad for the whereami script as I was looking for something like that.

BTW: Since this is a tool for navigating around maps and does not actually change the game itself, I believe it should be classified as a utility, rather than a mod. May I suggest moving this to the Utilities category of DFFD, to avoid confusion?

That's a really great idea... done :)

622
Mod Releases / Re: [0.43.02] Expanded Good/Evil Regions
« on: May 15, 2016, 02:23:53 pm »
That could work pretty well. Thanks. Elves will always whine and moan :)
Don't forget an evil fertilizer that includes blood or somesuch as a reagent :)

623
Mod Releases / Re: [0.43.02] Expanded Good/Evil Regions
« on: May 15, 2016, 02:16:00 pm »
Love the idea of this mod!

thanks. I could add clay + some sort of catalyst. maybe good seeds... but it would shift between OP (when there is clay on the map you basically can't starve) and irrelevant (when there isn't). I think I'll go with the weather.
A cheap fertilizer would be a middle option, though short of DFHackery the only way to do that is a reaction producing potash.  Elves will hate it.

625
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 15, 2016, 12:48:48 pm »
They do - look at df.job_type. I don't know if they've changed, though.
Thanks!  It would have been a pain to chase down that bug if something did change.

626
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 15, 2016, 12:28:14 pm »
You can't add new reactions into an existing save without memory hacking, no.
You can however CHANGE a reaction in the save file.  Just don't do it while the game is running!

627
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 15, 2016, 12:25:07 pm »
What are 32 and 42 supposed to be? You should be using df.tiletype.NAME instead, because the raw numbers can change between releases.
Would very low-numbered jobs be likely to be in this group?  I have a script that watches for job completions from 3 to 7 inclusive (basically digging out a tile), and I was hoping it would just continue working in 0.43.  I suppose if jobs have a name attribute I can do it the right way.

628
DF Announcements / Re: Dwarf Fortress 0.43.02 Released
« on: May 15, 2016, 12:19:04 pm »
Let's not forget the possibility of exponential increases in complexity, like giving each individual creature their own version of events, allowing lies to be told and rumors to evolve naturally.  Right now, knowledge of events exist and some people know about them, but adding true deception and social engineering will throw a whole new dimension of complexity into the game, which will require a lot more memory to hold.
"No man has a good enough memory to be a successful liar."  -- Abraham Lincoln.

A world simulator with gigabytes of available memory, however, has a decent shot.

629
I sold an Awakened Marble that was in a cage and my Broker literally burst into flames. Bug? Intentional? I laughed really hard regardless.
That's not the intended behavior... unless it was an Awakened Marble Magma.  Those are on fire.

630
I just wanted to note that I did not alter any inorganics, nor your onload.init entries, it was all just drag&drop, no changes from my end.
I don't think it was any of that, it's just that the mod uses a lot of callbacks and they might be bumping heads with something else that MW is doing.  There is also one particular bit of virtual duct-tape I used in create-unit.lua that seemed like a weak point, but it survived quite a lot of playtesting until now (rather than figure out how to add a proper wild animal population, I attributed the Awakened Stone to an existing one outside the embark area).  This might fix itself if I simply set the proper invader flags on the spawned unit.

That might also eliminate the need for the OPPOSED_TO_LIFE trick.

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