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Messages - Klisz

Pages: 1 2 3 [4] 5 6 ... 8
46
DF Modding / Re: RAW travesties: Starship of the Mummy!
« on: August 10, 2015, 07:03:36 pm »
[SWIMMIN]

47
DF Modding / Re: More Creature Variations
« on: August 04, 2015, 07:27:32 pm »
So would I have to redo the entire BODY_DETAIL_PLAN tokens?
No, you just need to use the SELECT_WHATEVER portions and the SET_TL_GROUP, as long as it already has a HAIR material and tissue (so your monitor lizard and penguin ideas wouldn't work, unfortunately).

I don't understand how [YARN] works just sitting there either.  Could I replace that with say [SHELL] and shear shells or [SOAP] and shear soap off of them?

YARN is just a material token that lets the stuff be spun into yarn thread. I think SHELL and SOAP should both work, but maybe not the latter since it'd be a bodypart and not a block.

48
DF Adventure Mode Discussion / Re: Funniest Names
« on: July 26, 2015, 04:38:17 pm »
Genlath Stretchseals the Bad Boredom, a lizard monster that rules the goblin civilization known as the Dungeon of Feet.

49
DF Adventure Mode Discussion / Re: Cog the blind Drunk
« on: July 13, 2015, 10:50:29 pm »
My favorite story in years! How does posting to watch work?

When you click the "Show new replies to your posts." link at the top of your page, it shows a list of all threads that you've posted in that have replies you haven't read yet, so people will PTW to get the thread into that list.

50
Tilesets and Graphics / Re: GemSet v1.32 [40.24]
« on: June 28, 2015, 03:29:47 pm »
My beds dont look like beds. Is there something wrong here? I'm did a fresh install of the starter pack and replaced the old gemset with the latest one.

Building overrides aren't in yet (and furniture that's placed down, as opposed to being in a stockpile etc., is considered "buildings").

52
DF Modding / Re: Black Powder Firearms
« on: June 24, 2015, 05:20:04 pm »
Did a little arena testing just now. I think I made the shotguns too hardcore; even birdshot is crippling if it strikes an unarmoured part of the body. Haven't tested it with zombies yet though.

Thank you for this awesome mod! Should I generate a new world in order to play this, or can I use an existing save?

You need to gen a new world.

53
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: June 22, 2015, 03:01:58 pm »
I have yet to mod this in, but I want to create an alternative interaction to necromancy or cursing that instead of creating reanimated corpses or pretty much dooms people to death just turns them into legendary fish cleaners

Unfortunately, interactions can't edit individual skills.

54
DF Modding / Re: RAW travesties: IT LIVES
« on: June 19, 2015, 03:14:16 pm »
[ATTACK_PRIORITY:MALE]

55
Is there any way to align evil areas with savage areas? I was fiddling with a map, setting the eastern coast to be completely and utterly savage, expecting it to be evil. 

Each time I tried to gen it however evil areas generated wherever. This resulted in much frustration until I realized savagery =/= evil.

So...do evil areas just gen wherever, or are they attracted to savage areas, and rng was just unlucky?

There's no way to control the placement of evil. Evil and savagery are uncorrelated AFAIK.

56
But alas, it would render most older tilesets incompatible and wouldn't really work with ASCII graphics.

It could be optional.

57
DF Modding / Re: [31.25] Milking frequency
« on: May 30, 2015, 04:51:29 pm »
The frequency is the number of ticks between milkings. Set it to 0 (or 1, if that causes problems) and you'll be able to milk constantly.

58
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r3
« on: May 30, 2015, 04:50:13 pm »
Can you use modtools/item-trigger with the hardcoded jewelry, or only with items that have subtypes?

59
I need to get myself a better monitor sometime. I'm still on 1366x768, so I can't easily enjoy tilesets larger than 17x17.

60
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: May 29, 2015, 07:53:16 pm »
I guess I could just require the new reaction to use the new reaction product (reaction material?) type instead of using the FUEL token, but I'd like to maintain the ability to power it via magma instead. Should I make two separate reactions, one for the forge that requires my new type and one for the magma forge that doesn't? (Can I even specify forge vs. magma forge for a reaction's building?)

I don't think you can specify forge vs. magma forge, but you could create a second reaction to turn your new material into one of the two existing fuel types.

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