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Messages - Badger Storm

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196
DF General Discussion / Re: What Would Urist Do?
« on: January 28, 2015, 06:14:48 pm »
They couldn't do anything because they'd be forced to GET OVER HERE!

WWUD if blizzard man ninjas?

197
A human god named The Chocolate Room.  I need the directions to his temple pronto.

198
DF Dwarf Mode Discussion / Re: How do I dispose of bodies?
« on: January 28, 2015, 06:01:45 pm »
Check your 'o'rders menu to make sure they're told to gather refuse.  If you made the dump zone afterwards, you might have to claim and re-forbid it.

199
DF Dwarf Mode Discussion / Re: I am Tholtig
« on: January 28, 2015, 05:52:07 pm »
I am Baymax, your personal health care assistant.  Do you require care, Tholtig?  Your mental health is important.

You're pretty darn good with your words.  I am definitely satisfied with my reading experience.

200
Metal conducts heat very well.  Same reason you get burned touching a hot pan.

When will people stop making unfunny beard jokes?

201
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 28, 2015, 04:15:09 pm »
I have been doing that, mainly to correct what I perceived were mistakes.  I'll replace those raws with ones from a fresh download of 40.24 and see if that helps any.  But how the hell do you even get leather from an oyster?  They don't even have skin!

202
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 28, 2015, 04:01:05 pm »
Tried to delete and re-add the bison, this time with more space between it and the last entry.  No help.

Why can't modding be nice and simple like it was in 40.19?  I made more complex creatures there and they never gave me any trouble.

I guess I'll have to start a game to see if the oyster/mussel tallow & leather crap actually has any effect on the gameplay itself.  I suspect it has something to do with peasants arriving who have literally no skills at all. 

203
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 28, 2015, 03:56:29 pm »
It's the first, although the second would be far more entertaining.

I tend to have issues with new modded creatures (hoo boy, the fairy dragon caused me no end of grief), for instance, this thing has been giving me stuff in the errorlog about oyster tallow and oyster leather, despite there being no such thing in the raws, even after being modded.  I think I might have to give up modding altogether for my mental health.

204
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 28, 2015, 08:20:11 am »
I don't believe I've changed material_template_default.txt at all.  I've never even touched the file, and the info for the file indicates thus.  Somehow I managed to make the forgotten beast stuff go away.  All the other mods that are currently in don't cause me any trouble at all.

I removed the leather and tallow tags from the shellfish, but it gives me errors for it anyway.  I'm starting to consider giving up modding, because after 40.19 it doesn't do anything but cause bugs.

I even tried copy-pasting unmodified raws onto the (equally unmodified) shellfish raws, but to no avail.  It still gives errors for things that don't even exist.

205
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 28, 2015, 07:08:35 am »
I can't see anything, but here's the code:

Code: [Select]
[CREATURE:BISON]
[DESCRIPTION: A huge, powerful bovine with short, curved horns and a humped back.  Great numbers of these beasts traverse the temperate plains.]
[NAME:bison:bison:bison]
[CASTE_NAME:bison:bison:bison]
[CREATURE_TILE:'B'][COLOR:6:0:0]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[POPULATION_NUMBER:15:30][FREQUENCY:10]
[CLUSTER_NUMBER:3:7]
[PETVALUE:500]
[PREFSTRING:strength]
[LARGE_ROAMING]
[BENIGN][MEANDERER][PET_EXOTIC][TRAINABLE]
[VISION_ARC:50:310]
[STANDARD_GRAZER]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]
[NATURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:fleece]
[STATE_ADJ:ALL_SOLID:fleece]
[YARN]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]

[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:70000]
[BODY_SIZE:1:0:350000]
[BODY_SIZE:2:0:900000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:25]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[DIURNAL]
[HOMEOTHERM:10068]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[TRADE_CAPACITY:1500]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:fleece:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:LENGTH:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]

Perhaps it's the trade capacity without being a wagon puller?


206
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 28, 2015, 06:55:34 am »
*** Error(s) finalizing the creature FLESH_BALL
undefined local creature material set to default: FLESH_BALL MUSCLE
*** Error(s) finalizing the creature POND_GRABBER
undefined local creature material set to default: POND_GRABBER CLAW
*** Error(s) finalizing the creature CAVE_FLOATER
undefined local creature material set to default: CAVE_FLOATER LEATHER
*** Error(s) finalizing the creature CAVE_BLOB
undefined local creature material set to default: CAVE_BLOB LEATHER
*** Error(s) finalizing the creature WAMBLER_FLUFFY
undefined local creature material set to default: WAMBLER_FLUFFY TALLOW
undefined local creature material set to default: WAMBLER_FLUFFY LEATHER
undefined local creature material set to default: WAMBLER_FLUFFY FAT
undefined local creature material set to default: WAMBLER_FLUFFY HAIR
*** Error(s) finalizing the creature MUSSEL
undefined local creature material set to default: MUSSEL TALLOW
undefined local creature material set to default: MUSSEL LEATHER
*** Error(s) finalizing the creature OYSTER
undefined local creature material set to default: OYSTER TALLOW
undefined local creature material set to default: OYSTER LEATHER
*** Error(s) finalizing the creature AQUILOUP
undefined local creature material set to default: AQUILOUP FEATHER
*** Error(s) finalizing the creature PANGOLIN
undefined local creature material set to default: PANGOLIN SKIN
*** Error(s) finalizing the creature PANGOLIN_MAN
undefined local creature material set to default: PANGOLIN_MAN SKIN
*** Error(s) finalizing the creature GIANT_PANGOLIN
undefined local creature material set to default: GIANT_PANGOLIN SKIN
*** Error(s) finalizing the creature FORGOTTEN_BEAST_4
undefined local creature material set to default: FORGOTTEN_BEAST_4 POISON


Any idea what this is on about?  I added in a bison creature, but I haven't touched any of these, and I thought I fixed the aquiloup thing.  I don't know why modding became so much harder after 40.19...every modded creature I add brings about some kind of bug.

Apparently modding it in somehow causes oysters and mussels to have leather and tallow templates?  This doesn't make a lick of sense.  Why do modded raws in one file mess up untouched raws in completely separate files?

207
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 28, 2015, 06:35:04 am »
Since I modded the noble bison into my game, I appear to be getting migrant peasants that have literally no skills - not even social skills.  Has such a thing ever happened to anyone else?

208
DF Gameplay Questions / Re: I need help dealing with were-beasts.
« on: January 26, 2015, 03:13:28 pm »
One of the first things I get going in my forts after I've dug stuff out is the drawbridge. One floor is dedicated mostly to a "safe room" with food and drink stockpiles, as well as niches for several levers.  Make a burrow of the room (don't forget to include the lever!) and assign said burrow to a new military alert.  Keep some guard animals at the entrances, as has been suggested - one giant dingo made the ultimate sacrifice so the civilians could get inside.

A lot of people think cage traps are OP, but I tend to keep them around because I'm always trying to catch some kind of animal.  Lo and behold, I now have a werecoati languishing in a tiny cage.

209
DF General Discussion / Re: Human Fortress
« on: January 26, 2015, 12:25:11 pm »
Humans don't go into trances during combat either, but that's a minor thing.

210
DF Modding / Re: Which Mod(s) Do You Use?
« on: January 25, 2015, 06:32:43 pm »
I use the "animals Storm likes and wants in her games" mod and the "making good regions less boring" mod.  Basically I just add in a few critters, make some critters shearable and others trainable.  I've run into a roadblock recently, because I had the perfect idea for a good wetlands monster but every time I try to add it this egregious bug pops up.  Ugh.

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