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Messages - Urist McGoombaBrother

Pages: [1] 2 3 ... 9
1
Mod Releases / Re: Amostubal's Expanded Dictionary
« on: March 22, 2017, 02:39:37 am »
I just noticed following words are within Vanilla Dwarf Fortress, but were kicked out of your expanded library. Probably you want to put them back in?

Code: [Select]
ARCH NOUN
BAND GROUP
BAND OBJECT
BLOCK DEFEND
BLOCK SQUARE
CELL
CHARTREUSE
COMMUNION
CRUCIFY
DESTRUCTION
DEVOURER
DRINKER
FELLOWSHIP
FERAL
GORE NOUN
GULF DISTANCE
GULF PIT
GULF SEA
HAIL GREET
HAIL ICE
HANDLE OBJECT
HANDLE VERB
MESSIAH
OCHRE
ONE_PREF
PERSUADER
PLANET
REMARKABLE
THROWER
TROOPER
ULCER
UNSWERVING
WORKER
WORSHIPPER

2
Congratulations and all the best for the future to you, scamps and everyone of this dedicated community. Many thx for making such a great and inspiring game. I definitely had some fine hours playing Dwarf Fortress. And I am already looking forward to your future updates during the next few decades. Keep up your great work.  :)

Enough talk for now. Time for some dwarven party!!!


3
DF General Discussion / Re: Future of the Fortress
« on: June 28, 2016, 09:41:16 am »
Will there be some more fixes/enhancements regarding the workshop details menu? Or is the actual status considered as finished? I am especially referring to clay workshops and non-hardcoded reactions/reactions for muscial instruments for other workshops like the mason.

I made this thread (http://www.bay12forums.com/smf/index.php?topic=158090.0) for more detailled information, what I mean. Not sure, if I shall make an entry at the mantis bug tracker for this or whether those are features for the suggestion forum.


4
Mod Releases / Re: Burn Urist, Burn - The Crematory Overhaul!!
« on: June 10, 2016, 09:59:31 am »
I have to admit some reactions are not working as they should. If someone is able to help me out with those, this will be awesome:

Burn fat
Burn prepared meals

all kind of prepared meat (meat, eye, lung, heart, prepared intestines, liver, tripe, sweetbread, spleen, kidney, brain)
I added eg [REACTION_CLASS:CARTILAGE] to all material templates and the correlating reactions. It only works for some like cartilage. Maybe there is a similar issue with plants. Seeds and Leaves do work fine. Unclear about structural plants, fruits, buds, mushrooms and flowers.

What's the difference between corpse and corpsepiece? Both appear to work the same.

Is it possible to limit the reactions to rotten or used things only? e.g. Burn used clothing or Burn rotten food. In the current version it simply burns both whether used or unused, rotten or unrotten.

5
Mod Releases / Burn Urist, Burn - The Crematory Overhaul!!
« on: June 10, 2016, 09:52:37 am »
Download here: http://dffd.bay12games.com/file.php?id=12130


I discovered it in Masterwork Mod some time ago and found it pretty cool. Unfortunately the crematory was a little bit outdated. So I wiped all the dust and pimped it with many new reactions. After my little project reached near completion, I found out the crematory in brand new Masterwork has been reworked as well. Lol. However, this mod includes many additions still classifying it as unique piece.

Features: Basically the crematory is some sort of waste disposal. Want to get rid off your clothing, that old wooden armor stand or the teeth of Urist McFistFight? Throw it in and get some ash and/or charcoal as exchange. About 250 custom reactions allow you to select exactly the item you like. They are sorted in main categories for easier reference and each of them provides a unique description. Butchering in evil biomes is no more problem. Turn that evil hair into ashes before it bats an eyelash.

As with the original crematory, also this is not designed for efficiency, but for reducing the number of items. Currently the output is following:

wooden item - 0,40 charcoal
cloth, silk, leather items - 0,20 charcoal, 0,20 ash
corpses, remains, all kind of body and plant parts - 0,40 ash
some other materials like oil, wax and alcohol completely evaporate

Are there limits? Yes. Naturally you cannot burn anything made of stone, metal, glass, ceramics and gems (exceept large gems made of wood, bone, etc.) or certain liquids like water.

Do you miss an item? Or shall I change the output for certain reagents so a wooden bed yields more charcoal than a stack of 25 wooden arrows? Bug detected? I am happy to read your comments/ideas/suggestions.

This mod is made for the most recent version DF 43.03. But it might work for some older versions (at least all of the 42.x branch) as well.

Credit goes to

* everybody in the forums for helping me out regarding my questions and supporting this project
* everybody working on the original Crematory mod
* especially to ToadyOne and ThreeToe for creating such a great game
* and finally to Scamps for supporting them



6
I made some further testing:

working: wood, leather, bone, shell, plant/wool/silk cloth, plant/wool/silk thread
working with minor issues: hoof and horn both listed under hoof and horn despite being two seperate items; metal - displayed are much more materials like stone, glob, etc.; gem - same as with metal - working, but displayed is much more
mayor things not working: stone (for custom reactions only), clay (also for vanilla reactions, statues not defineable)
other things not working: glass, food, drink, soap, tallow, sheet, all kind of prepared food (cheese, egg, prepared fish meat, nerve, cartilage, etc.), corpse, corpsepieces

when trying to process a product like a chair made of any type of wood this appears upon clicking the detail button: http://i.imgur.com/rSgl3vj.png

7
I find the new workshop order definitions absolutely great. It makes many bulk orders for certain items way easier. No more fiddling around with tedious stockpile restriction - workshop linking whatever for simply ordering 20 tables made of microcline. many thx for this. However, I found some issues. Let me split this in three sections:

1) Major Bugs with order definition menu not working at all

That's especially an issue for custom reactions not supporting the order detail menu at all

a) not working for custom reactions related to rock (tested with mason and craftwarf workshop), the detail button within the workshop is greyed out and not selectable. The detail button within the manager menu is not greyed out, but nothing happens when pressing it

One easy example for a custom reaction, which does not allow to define the type of rock selected via order detail menu

Code: [Select]
[REACTION:TEST_MELT_ROCK]
[NAME:melt any rock]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:stone:1:BOULDER:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT_DIMENSION:150]
[SKILL:STONECRAFT]
[DESCRIPTION:test melt rock any stone into one 1 bar of charcoal]
[CATEGORY:test melt rock]

However it is working for vanilla rock reactions and vanilla rock musical instruments. AND the detail menu does also work for custom reactions related to bone and wood. So it appears just to be an issue related to rock (and maybe some other materials, I haven't tested so far).


b) kiln: no detail menu for vanilla reactions and vanilla musical instruments as well; the type of clay can not be selected, also the shape of clay statues is not defineable


2) Minor bugs with order definition menu working

metalsmith forge for instrument pieces - shows all materials even those not related to metal like gems and stone; altough the display appears broken, the reaction themself seem to work -  there exists already a bug report for this one (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9651)


3) probably not a bug, just missing features?

glass furnace: does not allow to select type of glass for instrument pieces - also vanilla instruments
kitchen and still (no detail menu for selecting ingreadients for meals/drinks)


As it is pretty easy to overlook some of those things, have you encountered some more? If so please post them here.

Shall I create one big bug report on mantis or several small ones? Or might this thread gather enough attention and things will become redundant otherwise?

8
Ok, thx. And for chest only? Will the token [ANY_PLANT_MATERIAL] in combination with the token [HARD_ITEM_MATERIAL] work?

What's the definition of skulls? They aren't mentioned within the file material_template_default.txt and there seems not to exist a material token for them.

9
Many thx for your help. I intended this for a mod. So it should be running on vanilla DF without DF Hack or other utilities.

When specifiying the details for a material with the implemented upgrades to work orders in DF v42.06, that seems be handled this way. However, details are currently not selectable with all custom reactions like for stone. But maybe that get's fixed as well.

10
Many thx for your answers.

1) Works perfectly so far with those reaction classes. Many thx.

2) So corpse refers to the main body of the corpse and everything still attached to it and corpse piece to all other parts scattered around everywhere. Correct?

3+4) Feared so.

5) Unfortunately the token [ANY_PLANT_MATERIAL] does not only refer to wooden chests but also to bags made of certain plant materials. So it seems like currently you can not fully distinguish between bags and chests.


11
DF Gameplay Questions / Re: Farm construction inactive
« on: March 04, 2016, 03:40:47 pm »
Sometimes removing the building and reconstructing it helps. Also, are there any idle dwarfs? Try to remove all jobs from some of them but farming and make sure, they aren't assigned as scholars for military, performers or other similar acitvities which can keep them busy.

Maybe the field is constructed within a restricted burrow and it only seems reachable, but in fact isn't?

12
How to define following ingredients within reactions, when you want to use 1 of each kind?

1) body parts - for bone there exists the token [ANY_BONE_MATERIAL], same for shell, tooth, horn, pearl. For blood you can use this token: [HAS_MATERIAL_REACTION_PRODUCT:BLOOD_MAT]. A similar one exists for fat. But is there the possiblity to define other body parts as well without having to forbid the other types covered within [USE_BODY_COMPONENT]? Those are especially:
cartilage
feather, scale, chitin, and nail
hair
hooves
ivory
scale
skull
any missing?

2) What's the exact difference between CORPSE and CORPSEPIECE? Has corpsepiece subtokens, which might help with the issue in point 1 like CORPSEPIECE:HAIR?

3) item must be rotten - maybe some sort of counterpart to the [UNROTTEN] token exists, e.g. for defining rotten food or rotten skull

4) instrument piece - not a specific one, reaction shall use anyone of the available instrument pieces

5) Do there exist sub-categories of boxes? Like must-be-bag or must-be-chest or something like that? Or is the only possiblity to restrict the ingredient to chest via the raw material restrictions ([ANY_PLANT_MATERIAL])?

13
DF Modding / Re: Familiar Instruments Mod [WIP] v0.0.4.2
« on: February 14, 2016, 02:25:41 am »
Must have complete overseen it. Fixed it. Thx.

14
DF Modding / Re: Familiar Instruments Mod [WIP] v0.0.4.2
« on: February 14, 2016, 02:11:06 am »
Finished the organ. Building an organ was always a huge undertaking, so it is in Dwarf Fortress. It consists of not less than 10 main parts, created from 30 sub parts, created from 125 raw materials. Many different materials like wood, metal, stone, glass, bone and even leather, mechansims and pipe sections can be used or are even required in some cases. For easier reference I added in-game information about all the required ingredients to each of the 166 different reactions. Also all the instrument parts and sub-parts have a custom description.

When there is a musician around, please have a brief view on the values [VOLUME_mB], [SOUND_PRODUCTION], [PITCH_CHOICE], [TUNING], [PITCH_RANGE] and [REGISTER] of the main instrument defintion. I hope those make sense.

Spoiler: organ definition (click to show/hide)

Also when someone knows, how to define the organ as a stationary instrument available via the building menu, please let me know. Bonus, when you can tell me, if it can be made so it uses up more space e.g. 2x3 instead of standard 1x1.

I upped the complete raws including the ocarina here: http://dffd.bay12games.com/file.php?id=11772

15
I fear not. Amended it to this, but no change in order detailing menu.

[REACTION:MAKE_ORGAN_CASE_ACTION_METAL]
[NAME:make metal organ action case]
[BUILDING:METALSMITH:NONE]
[REAGENT:bar:450:BAR:NO_SUBTYPE:METAL:NONE]
[METAL_ITEM_MATERIAL]
[PRODUCT:100:1:TOOL:ORGAN_CASE_ACTION:GET_MATERIAL_FROM_REAGENT:bar:NONE]
[SKILL:METALCRAFT]
[DESCRIPTION:Part of Organ Case. Construction requires 3 Bars of any Metal.]
[CATEGORY:INSTRUMENT_PIECE]

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