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Messages - Klisz

Pages: [1] 2 3 ... 8
1
DF Modding / Re: (0.47) Is it possible to make a non-wood log?
« on: December 16, 2022, 10:16:53 am »
Code: [Select]
[REACTION:MAKE_BONE_LOG]
[NAME:make bone log]
[BUILDING:CARPENTER:NONE]
[REAGENT:Bone:5:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT]
[ANY_BONE_MATERIAL]
[PRODUCT:100:1:WOOD:NONE:GET_MATERIAL_FROM_REAGENT:Bone:NONE]

2
DF Modding / Re: (0.47) Is it possible to make a non-wood log?
« on: December 15, 2022, 09:12:36 pm »
I believe your issue lies in "GET_MATERIAL_FROM_REAGENT:Bone:LOG". It should be Bone:NONE; as it stands, the game is trying to make the log out of the bone's "LOG" reaction product (similarly to, say, when tanners converting skin to leather). Using Bone:NONE makes it out of the reagent's material instead; testing it, I've successfully made horse bone logs, which the carpenter did indeed then use to make a -horse bone bed-.

3
DF Modding / Re: What's going on in your modding?
« on: January 21, 2021, 10:48:55 pm »
Decided to see how well I could live in a terrifying embark after adding an animal definition to make all creatures available for all roles, and embarking with an angel. Before long, both of the wagon pullers (a swordfish and a moon snail woman) died, and when the biome reanimated the swordfish...


Zombie fish > angel

4
DF Modding / Re: What stats matter for how good a metal is?
« on: January 21, 2021, 10:32:47 pm »
For adamantine's strain-at-yield values being 0, I think it's because the yield and fracture values are the same - so if you manage to apply 5000000 of that force to adamantine, it'll just break anyway - thus making the strain-at-yield value irrelevant.

5
Mod Releases / Re: Klisz's Minor Mods (Ferrets, Polecats, and Prairie Dogs)
« on: February 27, 2019, 11:31:30 am »
The mod has been updated to include three new creatures, plus animal-men and giant versions of each: polecats (much like ferrets, but wild), prairie dogs (like hoary marmots, but smaller, and found in temperate grasslands and shrublands instead of mountains), and black-footed ferrets (again similar to the domestic ferret, but it lives in temperate grasslands and shrublands and has SPECIFIC_FOOD to eat prairie dogs).

6
Is there a way to assign different symbols for a custom race's cities on the world map? I can't seem to find any reference in the wiki or the raws.

Unfortunately not; the symbols are tied to site type (fortress, city, forest retreat, etc.).

7
Mod Releases / Re: Klisz's Minor Mods (Ferrets)
« on: February 14, 2019, 12:37:52 pm »
My mum used to keep ferrets. All sadly departed, they now dwell in the magma sea with Armok.

Not easy pets to keep tbh...

Indeed - I was inspired to put them in DF partly as a tribute to my own ferrets, as circumstances have forced me to move into a house that doesn't have space for them to be kept healthily. Thankfully there's a family friend who can take them in (and has lots of experience with all sorts of pets, ferrets included), but I'm going to miss them quite a lot.

8
Mod Releases / Klisz's Minor Mods (Ferrets, Polecats, and Prairie Dogs)
« on: February 13, 2019, 07:03:43 pm »
I've decided to start uploading some minor mods. Thus far, I've added four new base creatures:
  • Ferrets. These bouncy critters are very similar to weasels (from which I copy-and-pasted the raws to start editing), but are much larger and are COMMON_DOMESTIC. They also hunt vermin, much like cats (according to one source, Greeks once kept ferrets, as well as their non-domestic counterpart polecats, for vermin-hunting much like cats), but unlike cats they do not adopt their owners, and instead are adopted normally.
  • Polecats. Essentially wild ferrets. They can be found in any temperate land biome.
  • Black-footed ferrets. Very similar to polecats, but they are found only in temperate grassland and shrubland, and they eat only prairie dogs (see below).
  • Prairie dogs. Miniature hoary marmots that live in temperate grassland and shrubland instead of mountains.

Polecats, black-footed ferrets, and prairie dogs also have animal men and giant versions, for a total of ten new creatures.

Download link

9
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 03, 2018, 06:18:13 pm »
Thanks!

Is there a way to restrict reactions to certain castes? I can try to do it with DFHack if that's necessary.

Although outright restrictions are difficult at best as explained by thefriendlyhacker, you could give the caste a low SKILL_LEARN_RATE and a high SKILL_RUST_RATE for the relevant skill so that members of the caste never get good at the reaction, and Dwarf Therapist and similar programs will thus rarely assign the relevant labor.

10
When running RotMK, the game crashes for me the second time per session it runs the "Processing raw data... Loading object files... Initializing..." stage (so, for instance, if I generate a new world, attempting to start a new game in that world will make DF crash unless I close and reopen it first); this seems to be delayed to the third time per session if I delete all vanilla DF creature, entity, and plant files first. Any ideas what might be causing this?

Sometime in the months since I posted this, I reformatted my computer, and today I decided to see if I could get RotMK to run on a fresh system. No luck; same as before, even on just a plain 0.43.05 Windows SDL download without anything else (not even tilesets, color schemes, or the like).


If you downloaded the graphics pack more than about a week ago, go to the raw/object folder and delete any files that use _mw instead of _rotmk in their title.  They are duplicated from an older version that I accidentally left in.

Sorry for not responding to this at the time; I was unsure whether you were replying to me or someone else, though looking back on it nobody else really makes sense. In any case, I wasn't using any graphics pack when the crash first started happening (nor am I now that I'm trying it again), so that can't be the cause here.

Has anyone else experienced this, with this or any other mods? It just seems strange for this to happen with a non-utility-based mod.

Update: I just decided to try the mod again, and although I had the same problem, I thought to google 'fault module stackhash' without specifiyng the _532e (with which I had tried previously, and was just led to nothing but my own post here), and was led to this Microsoft help page. Attempting to edit the DEP settings to exclude Dwarf Fortress.exe gave me an error message saying "You cannot set DEP attributes on 64-bit executables.", so I went and downloaded a 32-bit copy of DF and installed RotMK over that. To my surprise, when I went in for a test run before even editing the DEP settings, it worked without problem!

TL;DR: If RotMK causes crashes on Windows 7 64-bit, try 32-bit DF instead.

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 14, 2018, 02:44:36 pm »
Forgotten beast update: The flaxen-haired thirps's name is Simo, so they're not beautiful "nordic" locks but instead beautiful "finnish" locks, I guess. I dunno how that works, me dum American.

Norway, Sweden, and Denmark are Scandinavian. The Nordic countries are those three plus Finland. Nobody outside of Finland understands why the Nordic/Scandinavian distinction is important, but it is important to the Finns.

you just made all the icelanders sad :(

12
I keep finding notable HF humans in lairs. They don't react when I call them a night creature, anyone know what they might be?

Hmm, perhaps they've been cursed with something, like size changing or metalskin? I'm not sure what precisely causes HFs to retreat to lairs, but it might be the combination of being a I_SOURCE:DEITY MAJOR_CURSE without inducing a CAN_BE_HIDDEN syndrome (this would at least produce the correct results of vanilla werebeasts going to lairs while vampires don't).

13
Oh hey just a suggest or two, love the mod by the way. Have you ever thought about adding creatures from Paper mario and Paper Mario Thousand Year Door to the mod? It's one of my favorite mario games, you might have added stuff already. I'm not too far into the mod, but I love playing as Shyguys spite the lack of order. Thanks for an amazing mod~!

Indeed there are PM and PM:TTYD creatures (as far as I can recall there's content from all the RPGs). Doogans in particular come to mind.

14
DF Modding / Re: Easier Language?
« on: June 24, 2018, 03:29:02 pm »
I use DFLang and then see how it looks in game. Some have been satisfactory others have been excessively long or very repetitive.

Now I gen one and then read through it and replace very long or repetitive words - much less work and has an excellent end product.

When generating, there's an option for minimum and maximum word length.

There's also LangCreate, another tool for the same purpose. Might be worth trying out both and seeing which you prefer.

15
Pic in spoiler.  Just as I'm posting this, an earthquake hit (small one).  Must be an omen.

Spoiler (click to show/hide)

It certainly looks delicious!

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