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Messages - Kazoo

Pages: 1 [2]
16
DF Modding / Re: Your Favorite Raw Changes?
« on: April 09, 2015, 10:09:07 am »
I put fur in the game, and restrict certain items from being made of leather. I'm sick of everything being made of leather... Its not natural i tells ya. To combat this and add a bit more flavour i'm currently working on feather clothing such as coats, cloaks, and hoods.

I also condense animal organs into just meat, i'm sick of 50 different types of separate animal meat, and it coincidental makes the kitchen more essential.


17
Mod Releases / Re: Kazoo's silk eggs
« on: March 24, 2015, 01:05:30 pm »
As with everyone else you're more than welcome to do as you please with this. I was playing around with silk moths my self and although they're working just like honey bees, i only wish there was a way to plant a colony of insects in a nest box, then for them to act as a nesting animal.

18
Mod Releases / Re: Kazoo's silk eggs
« on: March 23, 2015, 03:52:30 pm »
Sure no problem, as i said to Rammok it's a really simple tweak so feel free to do as you please. I was surprised no one had done it yet to be honest.

19
Mod Releases / Re: Kazoo's silk eggs
« on: March 13, 2015, 12:04:58 pm »
Right you are, uploading a fixed version now.

20
Mod Releases / Re: Kazoo's silk eggs
« on: March 12, 2015, 11:54:17 pm »
I managed it, it was fairly easy to do.

Simply added this under the MATERIAL_TEMPLATE:SILK_TEMPLATE;
Code: [Select]
[STOCKPILE_GLOB]
[DO_NOT_CLEAN_GLOB]
[REACTION_CLASS:SILK_EGG]

Then added a new reaction that turned the silk eggs into silk globs, which then feed back into silk thread.

Reactions below;
Spoiler (click to show/hide)

21
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 12, 2015, 05:07:04 pm »
So i modified the tissue template raws to change basic organ's material templates to muscle.
I did this so that when butchered, animals only produce meat but still do so in proportion.

However within the embark menu vermin meat is now listed despite being [NOT_BUTCHERABLE], to which i postulate is due to them having eyes, a heart, some guts, and a brain.

Any ideas as to what could be overriding the [NOT_BUTCHERABLE] tag?
You could use the original tissues for vermin, just give them their own VERMIN_MATERIALS template in the creature definitions rather than your new standard materials.

But that involves editing a lot of vanilla files.

Given the world doesn't particularly benefit from vermin having full sets of organs anyway, you've inspired me to condense their body plans where appropriate and give them separate tissues, which shouldn't really hinder the game's sophistication but in theory should improve its efficiency.

Shouldn't be too much work i suppose.

22
Mod Releases / Re: Kazoo's silk eggs
« on: March 12, 2015, 03:10:03 pm »
Are the spiders still able to reproduce?

They are indeed.

23
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 12, 2015, 12:47:37 pm »
So i modified the tissue template raws to change basic organ's material templates to muscle.
I did this so that when butchered, animals only produce meat but still do so in proportion.

However within the embark menu vermin meat is now listed despite being [NOT_BUTCHERABLE], to which i postulate is due to them having eyes, a heart, some guts, and a brain.

Any ideas as to what could be overriding the [NOT_BUTCHERABLE] tag?

24
Mod Releases / Re: Kazoo's silk eggs
« on: March 12, 2015, 11:11:09 am »
Not a bad idea. I might slip this into the Dark Ages, if you have no objections.

Its a really simple tweak so feel free to do whatever you please with it. The only issues with the tweak at the moment though is creating more silk threads in relation to egg size, which i'm sure can only be done via globs, but i'll get round to that in time.

25
Mod Releases / Silk Eggs 50.04
« on: March 11, 2015, 10:05:11 pm »
Silk Eggs 50.04

Silk eggs are lay in a nest box, taken to the farmers workshop, and spun into 10 thread a piece, they are lay in clutches of 1-3. They are also edible.

The following animals will lay silk eggs:

-giant cave spider
-giant monarch butterfly
-giant moth
-giant jumping spider
-giant brown recluse spider

Fully tested and working.

Download 50.04
Download 42.05

26
Mod Releases / Re: Modest Mod v0.40.24-1
« on: March 10, 2015, 07:25:04 pm »
Ahh no worries then, though very bizarre indeed.

Spoiler (click to show/hide)

27
Mod Releases / Re: Modest Mod v0.40.24-1
« on: March 10, 2015, 06:05:28 pm »
Not sure if this is relevant to your struggles, but i've been playing around with troll shearing and came across something strange.

Essentially i set the troll skin to be sheared and its tanned product usable as yarn. The result has lead to any cloth products being made of frozen pus.

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN] -
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:fur: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:LEATHER]
[YARN]

http://i.imgur.com/ycoQg0i.png

28
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: March 10, 2015, 02:42:52 pm »
I'm trying to allow my dwarves to put horns on their helms, i've come up with the following which should for example create a steel horned helm from a steel helm. However how could i go about detailing the horn used? Could i possibly do something crazy like pass variable B to an item prefix?
Code: [Select]
[REACTION:HELM_HORNED]
[NAME:Adorn a helm with horn]
[BUILDING:CRAFTSMAN:NONE]

[REAGENT:A:1:HELM:NONE:NONE:NONE][NOT_IMPROVED]

[REAGENT:B:2:HORN:NONE:NONE:NONE][ANY_HORN_MATERIAL]

[PRODUCT:100:1:HELM:ITEM_HELM_HORNED:GET_MATERIAL_FROM_REAGENT:A:NONE]

[SKILL:CRAFTSMAN]

Spoiler (click to show/hide)
creating an single item  made of multiple materials, or materials from multiple reagents is not possible ... AFAIK
your horned helm will be made of just the material of the reagent A in GET_MATERIAL_FROM_REAGENT:A:NONE
and using GET_ITEM_DATA_FROM_REAGENT will produce an item of the item type and material of the reagent specified.
I think your best bet is to create a custom reaction to improve an helm item, you can specify spikes as the improvement.
Code: [Select]
[IMPROVEMENT:100:helm:SPIKES:GET_MATERIAL_FROM_REAGENT:horn:NONE]your helm will "menace with spikes of (creature) horn" :)

Damn shame, i'm still capable of making the horned helmets/antlered helmets, but my fastidious side demands the item name acknowledge the animal the horns are from, ie. ''Stag Antlered Steel Helm''.

29
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: March 10, 2015, 11:35:56 am »
I'm trying to allow my dwarves to put horns on their helms, i've come up with the following which should for example create a steel horned helm from a steel helm. However how could i go about detailing the horn used? Could i possibly do something crazy like pass variable B to an item prefix?
Code: [Select]
[REACTION:HELM_HORNED]
[NAME:Adorn a helm with horn]
[BUILDING:CRAFTSMAN:NONE]

[REAGENT:A:1:HELM:NONE:NONE:NONE][NOT_IMPROVED]

[REAGENT:B:2:HORN:NONE:NONE:NONE][ANY_HORN_MATERIAL]

[PRODUCT:100:1:HELM:ITEM_HELM_HORNED:GET_MATERIAL_FROM_REAGENT:A:NONE]

[SKILL:CRAFTSMAN]

Spoiler (click to show/hide)

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