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Messages - draeath

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46
Note: also consider up and down! If there's a plump helmet on the floor of the tile 2 levels above dwarf, that's only 2 tiles away calculation wise and will probably win, even if the stairs to get to that floor are miles away.

47
Probably wasn't your problem, but note that woodcutting, mining, and hunting have job-specific gear (axe, pick, and bow respectively) and conflict. You should always avoid combining those labors.

48
DF Wiki Discussion / robots.txt limit to current release namespace?
« on: May 02, 2016, 08:20:47 pm »
Is there any way we can tweak for crawlers like google, so that search results tend to point to current namespace pages instead of older ones? For example, if one searches Google for "dwarf fortress materials" the first hit that comes up is v0.34:Material, the current version equivalent is actually the third result.

I'm thinking something like this would be called for (or if already present, adjustments could stand to be made)

49
DF Modding / Re: New Notepad++ raw file highlighting mode!
« on: May 02, 2016, 03:10:00 am »
If I can manage to adapt this for atom, would you mind Kazimuth? I don't see anywhere in the post where you state if that kind of thing is or is not allowed /w your work, here :)

50
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: April 24, 2016, 05:12:57 pm »
Guess what we have now?

We have a stable dfhack release for 0.42.06!

... of course, this happens not long after you update. It seems you are the Oracle of the Updates - either for DF itself, or for dfhack and other "critical" utilities! This joke will never die.

51
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: April 02, 2016, 07:23:22 pm »
Can we get the Taffer tileset added?

52
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: March 26, 2016, 12:51:00 pm »
The Starter Pack has updated to 0.42.06-r02!

The main post seems outdated, which has resulted in at least one confused lazy newb :). I might suggest amending it to at least include mention that we have a 'cutting-edge' version available? Apparently I can't read. It's there, it just doesn't mention the version number associated with it!  :-\

Oh, also, have another obligatory "thank you for all this hard work" comment!

53
DF Community Games & Stories / Re: The Hall of Legends
« on: February 15, 2016, 11:37:16 pm »
Two bad links that I noticed, under Community Forts. Here's the correct links:
Pirates of the Fondled Waters
All Dwarves Are Bastards

Looks like some URL syntax changes, but the topic ID numbers were good. Links could use a good going through, making repairs as needed.

54
DF Adventure Mode Discussion / Re: Companion is blinking pink?
« on: February 14, 2016, 02:00:50 pm »
Also relevant: Brian Aldiss, The Primal Urge.

Er, what the heck is that!?


55
DF Dwarf Mode Discussion / Re: Hunting Dwarves...
« on: February 14, 2016, 01:36:07 pm »
...And 18 camel bones are sitting at the butcher's shop! I have a bone stockpile to take from that butcher shop and nobody is doing that!

You mean to say you have one stack of 18 camel bones... bones can act weirdly like this.

56
DF Modding / Bone equipment?
« on: February 13, 2016, 07:15:12 pm »
TL;DR I want to flail around ineffectually as an outsider with a spear fashioned from elf bone...



Let me start by saying I've not done any raw modding before. I also realize the results probably won't be very "good..."

I'm wanting to mod in bone armor and weapons. Specifically I'm looking at playing outsiders in adventure mode now that we can do bone carving stuff - being able to outfit yourself with something is better than nothing.

I believe adding the tokens ITEMS_WEAPON, ITEMS_ARMOR, and perhaps  ITEMS_WEAPON_RANGED and ITEMS_DIGGER would result in bone being a valid material for these items, however I'm not sure if that would be sufficient. Do I need to learn how to work reactions? Following up on that, if I put in a reaction with the ADVENTURE_MODE_ENABLED token, said reaction would only be valid for adventure mode - correct? I'd have to add separate reactions should I want these to show up in fortress mode?

Final question - what specifically makes one allowed to use a species' bone for items? Is it an ethic token (and if so, what's the magical combination... and are outsiders also subject)?



EDIT: got it to work! Unfortunately it (still, seems this is an old issue) takes the quantity OF stacks for reagents, rather than the number of items FROM a stack. I was hoping to require, say, 8 bone to create a mace, but instead I have to settle for one stack of bones, regardless of how many bones that stack may consist of.

Feel free to make use of this however you see fit! I have not included armor or other equipment in this - just some weapons that make sense, bolts, arrows, and blowgun darts. As mentioned earlier, these results are probably not very effective, but it gives you a means to make some of this stuff out in the wilds. Further thoughts: perhaps producing an ITEM_TOOL:ITEM_TOOL_KNIFE_CARVING from a bone stack and a rock? This allows you to start from nothing.



57
DF Gameplay Questions / Re: Equipting tools as weapons
« on: August 02, 2015, 11:49:34 am »
I enjoy collecting them and strapping them to my torso. In times of trouble, I'll use them as throwing weapons...

58
DF Adventure Mode Discussion / Re: Showing Mercy
« on: August 01, 2015, 05:29:02 pm »
The main problem of the current version is that whatever you do in adventure mode, the consequence are :
- it was inevitable
- it is terrifying
- i hate you
- you're a great hero
npc *spits* on adventurer

:/

And nothing more, in the current version while the "world activation" was supposed to make the world more alive, unfortunately the adventurer interactions with the npc were reduced to "nothing matters", "nothing has interesting consequences" , "nothing/none care about anything".

I really hope Toady will give a closer look to that, it was far from perfect of course in past version, but in df2014 it's much much worse, it makes those npc even more artificial and so even less interesting than they were in the past.

Might happen (hopefully!) when his current obsession with all things Bard is satiated.

59
DF Adventure Mode Discussion / Re: Adventure mode is too silly.
« on: August 01, 2015, 05:21:35 pm »
But we also have to remember one man has been working for
Almost 16 (17?) years now.

He can't do it all. But slowly, he is working on it.

Songs and dance troupes, meanwhile...

60
DF Adventure Mode Discussion / Re: Cog the blind Drunk
« on: August 01, 2015, 01:57:52 pm »
It was then I decided to load up DFusion and play forever as Cog, the Drunk.

I have to ask, is this something you can demonstrate, so we can do similar?

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