Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Vorox

Pages: [1]
1
Does anyone know how the calculations work for these things? I don't really need the scientific details, but I would like a to have rough idea of how many soldiers, with how much skill and equipment do I need to send to raze/conquer a site, depending on it's population.

2
After I unretired my Fortress these guys are just chilling here, doing nothing. I can't give them any labors in Dwarf Therapist. Is there a way to make them go away?

Spoiler (click to show/hide)

3
DF Gameplay Questions / Retired adventurer can't be assigned any labors
« on: August 06, 2016, 02:13:32 pm »
Whenever I retire an adventurer in my fortress, and unretire the fortress, the adventurer is considered a citizen but can't have any labors assigned, be put in the military or appointed to noble positions. The adventurer is from the same civ that the fortress group. However, when I create a new adventurer from my own fortress, he can do everything and behaves like a regular citizen.

Is there a way to make the adventurer not originated in the fortress behave like the one who is?

4
I'm playing as a human in adventurer mode and wanted to make trophies of some of the more notable targets I killed. Despite the human entity having    
Quote
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
in the raws, I can't make any sapient trophies. Whenever I hold some bones and try to carve them, the reaction menu says that it needs unrotten bone material. Everything works fine with animal bones. Why is this so? Is there a way to change it?

5
DF Modding / Drinkable Milk Mod ([SOLVED] Question about a custom reaction)
« on: December 30, 2015, 03:05:51 pm »
I've been looking for a way to make milk drinkable, and the best I could find was this

Quote
[REACTION:COW_PROS_MILK]
      [NAME:process cows milk]
      [BUILDING:FARMER:CUSTOM_N]
      [REAGENT:A:1:LIQUID_MISC:NONE:CREATURE_MAT:COW:MILK][UNROTTEN]
      [REAGENT:B:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
      [REAGENT:C:1:NONE:NONE:NONE:NONE][EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
      [PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:C]
      [SKILL:MILK]
[/s]

It seems good aside from one thing - it must be made from cow milk. Is it possible to just make the reaction use any milk?

EDIT:
Thanks again to everyone for their help. With some tweaking I managed to finalize the reaction. Since I think it's a question that keeps getting asked I'll just leave it here

this reaction takes 1 bucket full of milk and an empty barrel
returns 1 empty bucket and a barrel with 5 "drinks" (they work fine)

add this to the bottom of reaction_other.txt

[REACTION:PROCESS_MILK]
      [NAME:process milk]
      [BUILDING:FARMER:CUSTOM_N]
      [REAGENT:A:30:LIQUID_MISC:NONE:NONE:NONE]
         [REACTION_CLASS:MILK]
         [UNROTTEN]
      [REAGENT:B:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
      [REAGENT:C:1:NONE:NONE:NONE:NONE][EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
      [PRODUCT:100:1:DRINK:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:C]
      [SKILL:MILK]

Add this to whatever entities you wish in entity_default.txt

   [PERMITTED_REACTION:PROCESS_MILK]

6
DF Modding / delete
« on: December 28, 2015, 10:08:49 am »
this

7
I know that calculating the sieges in worldgen would be hard to implement but all I'm asking for is that they should always fail instead of succeeding. It's not a good solution, but it's better than what we have now. A lot of people are complaining about this, and this suggestion would fix the problem until a better solution is implemented.

8
DF Dwarf Mode Discussion / Will dead migrants cause unhappy thoughts?
« on: August 22, 2014, 09:47:58 pm »
This is my first fortress and it has been very successfull but migrants are becoming problematic. So, if I just don't let new migrants into my fort and let them die, will other dwarves get unhappy thoughts?

Pages: [1]