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Topics - YAHG

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1
DF Suggestions / Hate/dislike string
« on: March 07, 2015, 02:19:20 pm »
We already have prefstrings but why not hate strings as well. We could hate elves for thier clean shaven faces, or humans for thier freakish size, even keas for thier evil thieving natures.  :)

2
DF General Discussion / Tallow is Delicious
« on: January 18, 2015, 07:46:55 pm »
I made some pork tallow this afternoon (cook pork fat scraps on low heat for a few hours to let the fat 'render' out of the 'meat' till its mostly liquid) and holy crap its amazing.

Tallow is the $%!& you should make some  8).

Has anyone else made any tallow?

3
General Discussion / Secret Smilies O0
« on: August 27, 2014, 02:29:50 pm »
Because smileys are great:
(no spaces for smiley :)))
O0 "O 0"
^-^ "^ - ^"
>:D "> : D"
C:-) "C : - )"

If you find/know any more please do tell, my favorite is the ninja which I know is compatible with this brand of forum, just cant find him  :'(.

I would also like the hug smiley :).

4
DF Modding / Caste adjective tag for creatures?
« on: August 22, 2014, 09:27:08 pm »
like here for plants:

Quote from: plant_standard.txt/[PLANT_HELMET_PLUMP]
   [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
      The material template is just called "alcohol" so we need to give it a proper name.
      [STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]
      [STATE_NAME_ADJ:LIQUID:dwarven wine]
      [STATE_NAME_ADJ:GAS:boiling dwarven wine]

This would help people with this problem

As we could do a find and replace on the RAWS to preform a hotfix 8)

5
DF Modding / Using item improvements in reactions?
« on: August 21, 2014, 04:12:08 pm »
Is it possible to get the material and/or type of improvement off of a "REAGENT" so that it may be used in one of the "PRODUCT"s?

i.e. this reagent has spikes, etc

and/or

Those spikes are made of whatever..

Spoiler (click to show/hide)

6
DF Modding / 'Sight Range' tag?
« on: August 20, 2014, 09:45:49 pm »
How do we change how far something can see? I couldav'e sworn I've seen it done before..

My adventurer needs to see farther (wouldn't hurt if other people could too)  :)

7
So that we may simulate a % chance to [PRESERVE_REAGENT]?

8
DF Suggestions / Option on bedrooms : Owner may engrave
« on: August 20, 2014, 06:41:00 pm »
I think it would be pretty cool if you could allow dwarves to engrave their own bedrooms :).

Covering the walls with things they liked, or even events that are important to them or happened to their family, or even their spouse/children.


9
Simple: A basic farming overhaul built for use in YOUR mod or vanilla if you lazy  :P. A tool that was useful for me and I hope will also be useful for you, fashioned for easy integration with other peoples stuff  :). The idea with most changes is plant->use OR plant->replant, default in vanilla is for the most part both  :-\.

Changes files :
plants_standard.txt
entity_default.txt


but any other changes should be ok unless you guessed the same reaction names that I used (unlikely).

I would GREATLY appreciate any feedback, input etc.

 8) [LOAD_DOWN] 8)

[ABOUT] ::)
Spoiler (click to show/hide)

[CORE_CHANGES] :o
Spoiler (click to show/hide)

[DIFFICULTY_BLACK] :-X
Spoiler (click to show/hide)

[DIFFICULTY_BROWN] 8)
Spoiler (click to show/hide)

[DIFFICULTY_GREEN] :-\
Spoiler (click to show/hide)

[PROJECT_POSSIBLE:VARIABLEMODE] :o
Spoiler (click to show/hide)


Special thanks to Quietust , Hugo_The_Dwarf , GavJ , and Meph for helping me with problems I had making this mod/encouragement, if I forgot you helping me etc. feel free to be upset with me about it  :'(  :P  :-[

p.s. please steal me in your mods  :P

10
DF Modding / Having trouble running parallel automatic custom reactions
« on: August 19, 2014, 10:30:50 am »
I have some reactions set up to process stuff automatically. They work perfectly fine when ordered up on their own, and work automatically as intended, but only on one instance of the custom workshop at a time.

I noticed the loom does not have any problems queing more than one weave thread at a time in parallel workshops, so I am assuming that yet again I have missed something here  ???.

Workshop:
Spoiler (click to show/hide)

Reaction:
Spoiler (click to show/hide)

11
DF Modding / How do I force some reactions to fail?
« on: August 17, 2014, 06:55:24 pm »
I am trying to redo some of the farming reactions but am having trouble making reactions like process plants fail for specific plants. I have a semi working custom reaction for getting thread from pigtails etc. and I have editing the pigtail raw to try to make it work for my custom reaction yet not work for the built in one.

My pigtail raw (I tried renaming it too make it wasn't just hardcorded to the structure with a given plant name)

Spoiler (click to show/hide)

Current working Custom Thread for reference:

Spoiler (click to show/hide)
I basically got away with adding the X to MILL when messing with cave wheat and sweet pods to get them both to fail an order to mill plants at a quern (I assume it will also fail a millstone).

What can I do to the raw so that the base plant will not fulfill a process plants order?

I suppose the custom thread one can be reworked to whatever makes it process plants proof afterwards.


edit: Process Plants is forcing the thread, and the forced thread is coming out as pig tail chests when it is used in the order "construct cloth bag", so either diverting through carding or yarn might work still to kill it unless anyone had a better trick :)) (The custom thread is working fine)

12
DF Suggestions / Dwarves prefer to do what they are good at
« on: August 17, 2014, 12:16:02 pm »
Assuming they have the labor enabled, if a Dwarf looking for a job to do would pick something (out of available list) that they have more skill in over something they do not have less skill in.

i.e. Master Armorer (novice farmer) is allowed to farm and make armor, with both jobs enabled given a shot at the armor job he will pick that one over farming etc.

I have a feeling this will make forts run a little smoother especially when people arn't micromanaging the labors neurotic overseer style :)).

It also seems to be a reasonable things for the dwarves to have preferences for what jobs they pick, I mean most people do prefer to do things they are good at (assuming they are allowed in their labor settings  :o).

13
DF Modding / Some questions about reagent filtering
« on: August 14, 2014, 12:04:32 pm »
Is it possible to filter a reagent by quality?

i.e.

reagent: X (is less than masterwork, even if I gotta make 4 reactions for is normal is superior etc.)

Is it possible to make sure a reagent has been flagged for melting?

Not much more is needed for a custom auto-melt reaction :)), without this it would have to be a custom reaction with a feeding stockpile to avoid excessive !!FUN!!  :-\.

14
DF Dwarf Mode Discussion / Post tantrum meeting?
« on: August 12, 2014, 01:22:57 pm »
Alot of people are dead/ have been haunting the fortress for a while, the migrants didn't show up happy either :)

Miner tantrums then I notice him in a meeting with my expedition leader. Is he giving my miner a firm talking to or something?

Seems pretty cool to me!

15
DF General Discussion / Where Animal men come from..?
« on: August 10, 2014, 05:54:23 pm »
On my way north I got ambushed by a bunch of recruits and two turkey recruits. I accidentially killed one with a punch to the head, but when I gave the other one a kick to the rear, I got the message that it has clothes, wtf. Some of it's clothes are made from turkey leather, lol.

 8)

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