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Messages - Manzeenan

Pages: 1 ... 11 12 [13] 14 15 ... 21
181
DF Modding / Re: Quality control
« on: December 28, 2014, 09:48:22 pm »
If you don't want to rely on DFHack, you could use the neat little trick given to us in this latest version, Toad be praised.

Spoiler (click to show/hide)

This will use up any stone or metal weapon and produce a copy, potentially with a different quality level.
Now, I personally use this for adventure mode, but you could pretty easily put it into Fortress mode.
It's not guaranteed to raise the quality level, but a low-qual weapon honed by an expert worker will almost certainly improve.
This mightve been what I was initially looking for, does this use a stone and does it work in fort mode? I might make a grindstone workshop that uses oil as a reagent.

182
DF Modding / Re: Quality control
« on: December 28, 2014, 07:09:42 pm »
Didn't expect this much actual feedback, this is awesome  :)

183
DF Modding / Quality control
« on: December 28, 2014, 04:30:57 pm »
How would I go about creating a reaction that can take any weapon and raise its quality at least one level? Is this even possible?

184
DF Modding / Re: Mod was working, no longer works
« on: December 28, 2014, 04:11:30 pm »
No it works now, it worked before with specifying two bags as one reagent but I must've saved a bugged version in the game raws losing the final when i wanted to create a new world

185
DF Modding / Re: Mod was working, no longer works
« on: December 27, 2014, 11:35:41 pm »
Shouldn't you have two bag reagents?

Here, I fixed several little things for you...
Code: [Select]
[REACTION:MANZEE]
   [NAME:crush obsidian]
   [BUILDING:SCREW_PRESS:CUSTOM_P]
   [REAGENT:A:1:BOULDER:NONE:INORGANIC:OBSIDIAN]
   [REAGENT:bag1:1:BOX:NONE:NONE:NONE]
      [EMPTY]
      [BAG]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:bag2:1:BOX:NONE:NONE:NONE]
      [EMPTY]
      [BAG]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_BLACK]
            [PRODUCT_TO_CONTAINER:bag1]
   [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_BLACK]
            [PRODUCT_TO_CONTAINER:bag2]
   [PRODUCT:33:1:ROUGH:NONE:INORGANIC:CRYSTAL_ROCK]
   [SKILL:PRESSING]
Alright thanks and idk what happened with the rock crystal it was at 33 I mustve goofed somewhere and saved something i shouldnt have

186
DF Modding / Mod was working, no longer works
« on: December 27, 2014, 05:16:11 am »
Hello all, I made a mod to crush 1 obsidian boulder into two sand with a 33% chance for rock crystal in order to have a glass industry without access to sand though it is slower than sand as a balance. It worked like a charm but has been doing the reaction with the proper reagents without producing products here is the code
Spoiler (click to show/hide)

Any help is appreciated.

187
DF Gameplay Questions / Re: Artifact armor
« on: December 25, 2014, 08:32:00 pm »
Don't worry, they're just random ajectives given to artifacts, this steel means nothing at all.
okay thx

188
DF Gameplay Questions / Artifact armor
« on: December 25, 2014, 08:06:54 pm »
I keep getting weird names on artifact armor pieces such as a "Jagged Steel Cap" or "Thin Steel Greaves" The greaves concern me a little, does the thin part compromise it? It weighs the same as regular greaves.

189
DF Modding / Re: tiletypes help
« on: December 18, 2014, 04:31:15 am »
Never used it myself, but did you have a look here: https://github.com/DFHack/dfhack/blob/master/Readme.rst ?
Thanks I shouldve thought to go find the readme  :D

190
DF Modding / Answered
« on: December 18, 2014, 03:42:14 am »
Hello all. I am trying to change a few tiles fire clay and man am I lost, am i even using the right plugin? Usually I'd just use changelayer or vein for this but that isnt an option right now. Send help. Question answered locking topic now

191
DF Gameplay Questions / Re: Moodable weapons and equipping dwarves
« on: December 18, 2014, 12:15:31 am »
main question answered thanks man

192
DF Gameplay Questions / Moodable weapons and equipping dwarves
« on: December 17, 2014, 11:34:27 pm »
Are all weapons able to be created by a strange mood? I know halberds are, at leas the wiki says they are but what about whips?

Also what in your guys opinion is the best weapon to equip dwarves with? I'm about to try masterpiece steel picks.

193
DF Gameplay Questions / Re: Pinpointing cause of "horrified"
« on: December 17, 2014, 11:29:20 pm »
I just make a quantum stockpile with a wall around it for all refuse, close to craftsdwarfs to decorate stuff with all the Butchery byproducts valuable bone and ivory

194
DF Suggestions / Re: 1x1 Embark
« on: December 17, 2014, 04:56:23 am »
I like the lack of resources because it requires one to be resourceful however, I dislike underground animals not entering the map. That is all.

195
DF Suggestions / Re: 1x1 Embark
« on: December 16, 2014, 11:11:24 pm »
It is really frustrating because I always make building semi-destroyer traps like cave crocs pathing to doors under the caverns through cage traps, its my main source of food and income on maps.

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