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Messages - Urist McGoombaBrother

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91
DF General Discussion / Re: Future of the Fortress
« on: January 31, 2015, 12:36:27 am »
Thx for the quick answer.

However that link is already more than four years old. Many new features, many new items (like all the tree tiles) were added in the meantime. "Hitting the wall" as Toady says appears due to that for sure closer than back then. Any change in that attitude? Also I am not referring to graphics, which for sure will cause major and long time dedicated work. Just extending it from 256 tiles to some more. Additional tiles could be derived from e.g. UNICODE. I am no specialist regarding copyright. But as most of the UNICODE-tiles are from various recent/historic alphabets, I can't believe they are more restricted than ASCII.

92
DF General Discussion / Re: Future of the Fortress
« on: January 30, 2015, 11:53:42 pm »
Many thx for all the interesting info.

Probably has been asked before somewhere in this lengthy thread.

Any plans to extend the 256 ASCII-Tiles in the future? Probably to 512 or even unlimited tiles for optical differences. As there are so many tiles having multi-uses, it is quite confusing sometimes. I am not referring to adding graphics, just implementing other tiles not included in the ASCII e.g. horizontal brackets/letters or something like that. Same regarding colours. Any plans to increase them from 16 to e.g. 256 colours or even 24-bit? Some parts of the code like the color-definiton tokens seem to support them already. Or will that cause major recoding?

93
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 30, 2015, 11:34:19 pm »
Thanks scam tank for answering those Qs better than I could(not being sarcastic) , I learned something from them myself :)
BTW Urist their is a dedicated reaction questions thread as well http://www.bay12forums.com/smf/index.php?topic=110030.0

Many thx to both of you. Helped me a lot. :-)

94
DF Suggestions / Re: More Metals; Nickel Steel, Wootz, Tungsten
« on: January 29, 2015, 11:58:35 pm »
Sintering is a combination of pressure and heat.  Because of Tungsten's high heat resistance, the pressure is needed to make anything useful out of it.  If I understand the real-life process correctly, once a piece of metal containing tungsten is sintered, it does not change shape, so a dwarf would not make make a CuW bar and then turn the CuW bar into a tool, instead the dwarf would take W Powder and Cu and combine them into a CuW hammer.

Correct me if I am wrong, but I don't think crafting one item by combining two materials can be done without creating a helluva of custom reactions. (One for each possible item, which can be produced). But if that can be done, I will be definitely interested in the formula. I think the more feasible way to go is to create some sort of CuW-material and define it as craftable for whatever you like.

There are some mods out
Well, actually, here's part of my beef with metals:  Dwarf fortress is a fantasy world.  It's full of dwarves and trolls and giant hamsters and elk birds and featherwood and all that stuff, but metals and stones and gems, which I think of as the game's primary area of interest are the same boring stuff we have in the real world, except for adamantine, which is a late-game-if-ever material that mostly feels like cheating.  It seems unbalanced to me.  It's more fun to catch wild animals than it is to dig.  Fancier or fantasy-er metals would help swing the balance back around. 

There are some mods out there like the Masterwork Mod covering fantasy materials like Mithril or Adamantine and some others. For sure worth checking them out and only installing the parts you like.

95
Any chance to set it back like it behaved in V34.x or is it hardcoded?

96
DF Suggestions / Re: More Metals; Nickel Steel, Wootz, Tungsten
« on: January 29, 2015, 12:58:23 am »
You might be interested in my recent mod release More Stone, Ore, Metals - Mod.

Cobalt is included. Also Titanium and a few new steel versions (Niobium Steel, Cobalt Steel and Vanadium Steel).

Also you can find many new stones and gems to work with.

Forum Thread (http://www.bay12forums.com/smf/index.php?topic=147428.0)
Phoebus Version (http://dffd.wimbli.com/file.php?id=10415)
Vanilla Version (http://dffd.wimbli.com/file.php?id=10460)

Stonesense support is in the works.

97
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 28, 2015, 11:43:23 pm »

Thx for clarification. So now I only need a reaction to process the Mandrake Plant into it's parts. Can this also be done within the plant tokens?

I just finished a number of custom reactions involving PLANT_GROWTH items, maybe they can help you.

Many thanks. I have got following questions regarding your nether bush code:

1) For the Use Material Template_Oil Template, you added the lines:

[MATERIAL_REACTION_PRODUCT:EXTRACT_MAT:LOCAL_PLANT_MAT:EXTRACT]
[MATERIAL_REACTION_PRODUCT:SOAP_MAT:LOCAL_PLANT_MAT:SOAP]

Are those lines necessary for processing the oil into soap? I am referring to e.g. the original quarry bush definition, which does not have this tokens and still soap can be processed.

2) Same with this line [MATERIAL_REACTION_PRODUCT:THREAD_MAT:LOCAL_PLANT_MAT:THREAD]. That one is neither used for Pig Tail, Rope Reed, Cotton, etc. to process them into thread.

3) What's the difference between [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] and [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]? Both seem to refer to the main body of the plant. But which one is responsible for what?

4) What's the purpose of the farmer workshop/still/screw press/quern reactions? Are they really necessary to process products as you wish. Or wouldn't it be done because of the Material_Reaction_Products anyway?

I hope you don't take all those questions personally. I just try to get some basic understanding. Things really start to become confusing. XD

98
DF Gameplay Questions / Type of Floor left when digging through stone?
« on: January 28, 2015, 11:41:54 pm »
When digging out rooms, the floor type which is left is always a layer type. E.g. when digging through a cluster of microcline in a dacite layer, the floor left is made of dacite. In DF34.11 the floor left was the specific carved out material. So you could have natural microcline floors, native gold floors, even rose-quartz or diamond floors, which is now not possible anymore. Was that an intended amendment from DFv34 to DFv40 or did I break something?

99
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 26, 2015, 01:10:39 am »
Is it possible to have a entitiy_default.txt file with [OBJECT:ENTITY][ENTITY:MOUNTAIN]-definitions and then a second entitity_default_2.txt file with additional definitions for [OBJECT:ENTITY][ENTITY:MOUNTAIN]. The second file should only include all the modded definitions e.g. new item/reaction permissions, while the first one is the vanilla file. So that you basically only need to copy paste the entity_default_2 into the raw-folder same way as it can be done with inorganic_metal.txt files instead of manually adding the entries in the vanilla file. I tried that, but then the game crashed already during world generation. But maybe I just did something wrong:

Code: [Select]
[OBJECT:ENTITY]

[ENTITY:MOUNTAIN]

[CREATURE:DWARF]
        [PERMITTED_REACTION:GRAPHITE_TO_COKE]

100
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 26, 2015, 12:56:43 am »
The plant growth brewing reaction has this:
Code: [Select]
[REAGENT:plant:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]

So it will look for a plant growth item with a material that has a reaction product with an ID called DRINK_MAT. If you put [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] under the root definition, then the root will be used.

So the answer should be yes.

Thx for clarification. So now I only need a reaction to process the Mandrake Plant into it's parts. Can this also be done within the plant tokens?

101
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 25, 2015, 04:24:05 pm »
You have [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] under the STRUCTURAL material, so the main part of the plant itself would be used for brewing.

When putting it under [USE_MATERIAL_TEMPLATE:ROOT:FRUIT_TEMPLATE] will then only the roots be used?


Add the outdoor farming tokens to dwarves and you can embark with the plants and their seeds.


Thx. Will test that.

102
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 25, 2015, 01:19:20 pm »
What's the best way to test newly created plants? Object Testing Arena seems to be made for Weapons/Armory.

Is there a simple way to find embarks with a specific plant appearing? I created the Mandrake Plant with following slightly amended code:

Spoiler (click to show/hide)

Following entries appear in the stockpile menu:

plant: mandrake
drink (plant): mandrake cordial
seeds: mandrake seeds
fruit/leaves: mandrake root

So this looks good from that way. But I have no idea, if the drink-reaction works properly and which part of the plant is taken for brewing.  :-\

103
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 22, 2015, 11:27:27 am »
It shouldn't. You don't have [MATERIAL_REACTION_PRODUCT:DRINK_MAT] in the main part of the plant.

You are lacking a root material, and [STOCKPILE_PLANT_GROWTH] is a material token, not a plant growth token.

I added now following part:

Code: [Select]
[USE_MATERIAL_TEMPLATE:ROOT:FRUIT_TEMPLATE]
                [MATERIAL_VALUE:1]
[STATE_COLOR:ALL:BROWN]
[EDIBLE_VERMIN]
                [STOCKPILE_PLANT_GROWTH]

Does this work as material identifier? If not, which code to use?

My full code looks now like this:

Spoiler (click to show/hide)

104
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 21, 2015, 03:37:25 pm »
Thx alot. There's no rush.

One more thing coming into my mind: I fear the above code does now make alcohol out of the main plant and not the roots ...  :-\

105
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 21, 2015, 03:27:05 pm »
Ok. That's what I cooked up so far:

Spoiler (click to show/hide)

I took some existing plants as base and tried to amend them to fit my purpose. Despite of the GROWTH:ROOTS - tokens (including the material definitions- how to do?), the rest should be somehow ok - at least I hope so.

I borrowed also one code line from the quarry bushes and amended it to: [ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:ROOTS:LOCAL_PLANT_MAT:ROOT]. So, when done correctly, one bag plus one mandrake yields one mandrake root?

Will be awesome, if you could have a look onto this code. Thx. :)

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