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Messages - CyberSpyder

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1
God, well that's annoying.  And it's my understanding that I can't turn on standardized meat in the middle of a game, either.

2
Trying to get into this again after a long delay, and I'm having an odd bit of trouble with being unable to extract blood.  I've got a barrel full of various giant kea meats, but the boneforge is saying I don't have a FRESH_BLOOD_MAT item.  I shouldn't need to have the "standardized meat" option activated, should I?

3
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: November 02, 2014, 07:18:37 pm »
Small bug:  When conducting fire magic research, every reagent except the oil itself has DOES_NOT_DETERMINE_PRODUCT_AMOUNT, but the oil is the one most likely to be a problem there.  I think I must have brought in a particularly large pot of oil, because I got 5 or 6 of the immediate output.

4
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: November 01, 2014, 10:37:27 pm »
The school of wizardry doesn't require research to build.

5
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: October 31, 2014, 04:06:24 pm »
Also:  Tangentially connected at best, but there's an exceedingly minor issue with philosophum/eternal youth potion.  The NO_AGING syndrome it gives dwarves for some reason has the name "sterile" instead of something more accurately descriptive, so dwarves who have drunk it may be diagnosed as sterile rather than eternal.

Do those herbs even grow naturally?  I've never seen them, even in good biomes.  Only gotten them from elves or the reaction at the herbalist.

6
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: October 31, 2014, 01:16:38 pm »
That's odd.  The code for the wolfram item syndrome is this:

Code: [Select]
[INORGANIC:WOLFRAM_COATING_ARMORY]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Protection from Stun, given by the wolfram rune][STATE_NAME_ADJ:LIQUID:Protection from Stun, given by the wolfram rune][STATE_NAME_ADJ:GAS:Protection from Stun, given by the wolfram rune]
[MELTING_POINT:19000][BOILING_POINT:11905][SOLID_DENSITY:20][MATERIAL_VALUE:1]
    [SYNDROME]
         [SYN_NAME:rune]
         [SYN_CONTACT] [SYN_INHALED]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
642: [SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CLASS:DWARF_INTER]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CLASS:ALL_CREATURES]
[CE_ADD_TAG:PROB:100:NOSTUN:NO_SLEEP:START:0:END:498]

Which is fairly unique among the armory item syndromes in that it has an end defined, and a rather quick one, too.  The only other one with an end is the gold rune, protection from dizziness.  My immediate reading would be that it essentially doesn't work, because it ends shortly after it begins.  A bug?

Also, since NO_SLEEP is in there as well, I guess it would be redundant to have both wolfram and chrome, if the wolfram were working.

The mithril one is less clear, though.  The DF wiki says NOEXERT is supposed to prevent an entity becoming either over-exerted or tired from too many combat actions, and that's the tag the mithril coating grants.  No oddity there with an END defined, either.

edit:  The inclusion of an end may relate to this, from the wiki:

Quote
Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.  If this creature must eat and drink while playing, it WILL die.

Though since it has NO_SLEEP as well...I don't know.

7
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: October 30, 2014, 09:20:33 pm »
Well, no, I wasn't going to delete the caste.  What's wrong with removing the interaction, though?

8
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: October 30, 2014, 09:15:08 pm »
Oof.  Yeah, that's quite a disadvantage.  Guess I could delete them from the raws to keep any newly-created dwarf mages from doing it.

Running and hiding using magic doesn't seem very dwarfy, anyway.

9
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: October 30, 2014, 05:54:40 pm »
My arcane dwarf is moving very slowly compared to everybody else, and I assume that it's because he's using his abilities to sneak.  How long is it supposed to take for them to return to normal?

10
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: October 29, 2014, 02:34:41 pm »
With harder smithing, though, don't all melt-forge chains result in lost metal?  That was certainly my assumption.

Anyway, it wouldn't have to be a very significant chance of failure to close the loop there - if I was designing it myself, I'd probably set it at 90 or 95%.  Still a very reliable way to get decent armor, just not a source of infinite training.  The other training reactions at, say, the anatomical theater or the blood bowl seem to operate along similar lines as that, too.

11
Masterwork DF / Re: What's happening in your Fort.
« on: October 29, 2014, 01:14:20 pm »
Ah.  Sorry, I don't have one handy.  :(

12
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: October 29, 2014, 01:11:50 pm »
Not sure if this has been said or not already, but the "reforge" options at the molten pit should probably have a chance of failure and returning nothing.  As it is, a magma molten pit is basically a ticket to free legendary armor and weaponsmithing, as you can continuously reforge the same item over and over with no cost.

13
Masterwork DF / Re: What's happening in your Fort.
« on: October 28, 2014, 09:37:00 pm »
Yep, that happens to me fairly often, too.

14
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: October 28, 2014, 02:28:59 pm »
Dagger.

15
Masterwork DF / DFHack error on completed prayer
« on: October 25, 2014, 10:00:57 pm »
I'm not certain if it's actually affecting anything, but I noticed that every time a prayer is completed at the shrine of armok (and maybe other temples as well), DFHack is spitting out an error:

Code: [Select]
stack traceback:
E:\games\DF\Dwarf Fortress\hack\scripts/pantheon.lua:1413: in function <E:\games\DF\Dwarf Fortress\hack\scripts/pantheon.lua:1413>
E:\games\DF\Dwarf Fortress\hack\scripts/pantheon.lua:1413: attempt to perform arithmetic on field 'strength' (a nil value)

The specified line appears to be this one:

"if math.random(100) < god.strength/100 then -- this needs adjustment"

in the function

eventful.onItemCreated.bla=function(i_id)

edit:  That's interesting.  I came back to the game later (i.e., saved, quit, and reloaded), and it's no longer happening.  Not sure what to make of that.

edit2:  And it's doing it again, but I'm actually not sure now that it's connected to the prayers at all.  Odd.

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