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Messages - CulixCupric

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46
DF Dwarf Mode Discussion / Re: What to do now?
« on: September 27, 2015, 06:39:38 pm »
I usually consult this flowchart...

Spoiler (click to show/hide)

47
DF Dwarf Mode Discussion / Re: What the hell is happening in my fort?
« on: September 27, 2015, 06:19:49 pm »
use floor grates to protect your clay/sand zones. the flora can't grow on them, so your clay/sand zones remains harvestable.

48
who else would enjoy a mass suspend/unsuspend designation, similar to the mass claim/forbid/melt/dump designations under the (b) item/building properties designations submenu?

I would like it so i can unsuspend all the walls/buildings/floors/etc jobs cancelled because someone was standing in the way...

49
what is your favorite year to finish worldgen at? why?
what are some pros and cons of certain areas.

for me, it is the year 75, because the civilizations are small and conflict is common, and much of the world is unsettled, and it makes great embarks. my year to begin megabeast numbers checking is 550, which it never reaches. 60 titans, 150 mega, 300 semimega.

POLL: would you enjoy a feature under the play option, allowing you to pass time in a world you've already played within, allowing retired forts advance and politics and wars to progress?

50
DF Modding / Re: Wood
« on: September 26, 2015, 09:05:24 pm »
You would be giving ELVES the ability to GROW IRON WEAPONS AND ARMOR. Druids in DnD and pathfinder can't wear metal armor, just as elves don't have [METAL_PREF], but can use ironwood armor, and if that was ironwood, then elves would be even worse with IRONWOOD ARMOR BOWS AND ARROWS. this may increase your !fun! if you choose to do that. I am not saying this is a bad idea, just pointing out an implication.

EDIT: you gave me an idea... a reaction for elves to turn wood into ironwood... thank you!

51
What are your favorite things to add/alter/create while modding?

For me, it's sentient species, and civilizations, as it adds more possibilities of conflict, wars, and new races to play as during fortress mode.

I also like to add new reactions and plants, to add more diversity to what farming and crafting. surface mushrooms, silk reeds, etc.
a fuel refinery for making clay briquettes, or solid forms of ethanol or biodeisels.
https://en.wikipedia.org/wiki/Solid_fuel
https://en.wikipedia.org/wiki/Liquid_fuel
miniature forms of livestock, which are more managable.
https://en.wikipedia.org/wiki/Miniature_cattle
a workshop for making mixtures of sand, clay, soil, and charcoal into claystone, sandstone, siltstone, or graphite, or blast-heating sandstone into quartzite.
http://dwarffortresswiki.org/index.php/DF2014:Sandstone

What are your favorite things to add/alter/create while modding? what are examples of what you've added?

52
DF Modding / Re: Spiders
« on: September 26, 2015, 05:29:01 pm »
I know all this, i was just confused as to why the [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE] was indented under [BODY_DETAIL_PLAN:EGG_MATERIALS]

You seem defensive about this, i'm only trying to help.
the indent was accidental, and i am very direct/blunt at times. I am sorry if i seem angry. I do appreciate the assistance.

53
DF Modding / Re: Spiders
« on: September 26, 2015, 04:47:26 pm »
I don't understand the necessity of:
[BODY_DETAIL_PLAN:EGG_MATERIALS]
   [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
When you've:
[LAYS_EGGS]
      [EGG_MATERIAL:LOCAL_CREATURE_MAT:SILK:SOLID]

You're just giving chickens the ability to lay silk eggs.

[PRODUCT_DIMENSION:1500] does nothing but make a thread 10 times larger than the egg.

Also a reaction class allows me to create separate reactions with silk eggs, to which i may or may not be doing...
I use the material silk template because the spiders are also webbers, and have silk fur that is shearable, so i use the silk for all of it. also so it is identical to the base material template silk.
also, the local_creature_mat:silk is referring to a local creature material, which needs to be defined.
the [BODY_DETAIL_PLAN:EGG_MATERIALS] defines local creature mats EGG_SHELL EGG_WHITE EGG_YOLK based off of mat templates, which are then referred to in the LAYS_EGGS for egg mat definition.

I can change the product dimension to 150.

I have the reaction reagent set up that way because i don't like using reaction classes unless i have no other choice, it's my personal preference.

54
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 26, 2015, 03:09:41 pm »
So, as a little challenge I added the tags [OPPOSED_TO_LIFE] to every creature in the raws. Cue constant animal hostility. Other tags I included as well are curiousbeast, prone to rage, and natural combat skills.

Unfortunately, whenever I start up fortress mode, most creatures don't end up spawning - dwarves kill the first batch of wildlife, and nothing new enters the map at all. Any thoughts on this?


Edit - Maybe it's impossible for [OPPOSED_TO_LIFE] creatures to spawn as wildlife in fortress mode. Hypothetically, how would I go around having a syndrome or what-not that immediately transforms regular wildlife into crazed versions as soon as they walk into the map?
they likely all killed each other, and went extinct, as they aren't [NOT_LIVING], as how necromancers with out [NOT_LIVING] were quickly killed by their own undead.

55
DF Modding / Re: Spiders
« on: September 26, 2015, 03:07:21 pm »
No it's a lot simpler. There's a material called EGGSHELL_TEMPLATE, this is what all eggs are made of, the EGG_WHITE and EGG_YOLK are just kind of like attributes.

As it stands, all animals that lay eggs make them out of [MATERIAL_TEMPLATE:EGGSHELL_TEMPLATE], but you can designate them to lay them out of any MATERIAL_TEMPLATE, in my mod they do so out of [MATERIAL_TEMPLATE:SILK_TEMPLATE].

[LAYS_EGGS]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:SILK:SOLID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
         [EGG_SIZE:150]
         [CLUTCH_SIZE:3:6]

Then you can do whatever you want with the eggs and if the reaction takes material from the egg reagent it will make a product of that material.

However to stop weavers making EGGSHELL thread out of chicken eggs, i use a [REACTION_CLASS:SILK_EGG] under silk, so reagents of that material can only be used in the reaction.

As for [PRODUCT_DIMENSION:1500], i don't believe that's relevant anymore, but we can trick dwarf fortress and turn the eggs into globs (like meat and fat), which will give us an arbitrary amount of "egg globs" in relativity to egg size, which can then be exchanged into an appropriate amount of thread by a second reaction.

I hope this makes sense, and i haven't horribly misunderstood...
the eggshell uses the spider's web silk material for the eggshell.

Code: [Select]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
Code: [Select]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:SILK:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:150]
[CLUTCH_SIZE:3:6]
so the eggshell is silk, and since the reaction contains [ANY_SILK_MATERIAL] attached to the egg reagent, it only accepts silk eggs. no reaction class is necessary with that constraint. i have tested it and it seems to be working...
Code: [Select]
[REACTION:COLLECT_EGG_SILK]
[NAME:harvest silk from eggs]
[BUILDING:FARMER:NONE]
[REAGENT:silk:1:EGG:NONE:NONE:NONE][UNROTTEN][ANY_SILK_MATERIAL]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:silk:NONE][PRODUCT_DIMENSION:1500]
[SKILL:SPINNING]

56
DF Modding / Re: Spiders
« on: September 26, 2015, 03:06:36 pm »
No it's a lot simpler. There's a material called EGGSHELL_TEMPLATE, this is what all eggs are made of, the EGG_WHITE and EGG_YOLK are just kind of like attributes.

As it stands, all animals that lay eggs make them out of [MATERIAL_TEMPLATE:EGGSHELL_TEMPLATE], but you can designate them to lay them out of any MATERIAL_TEMPLATE, in my mod they do so out of [MATERIAL_TEMPLATE:SILK_TEMPLATE].

[LAYS_EGGS]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:SILK:SOLID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
         [EGG_SIZE:150]
         [CLUTCH_SIZE:3:6]

Then you can do whatever you want with the eggs and if the reaction takes material from the egg reagent it will make a product of that material.

However to stop weavers making EGGSHELL thread out of chicken eggs, i use a [REACTION_CLASS:SILK_EGG] under silk, so reagents of that material can only be used in the reaction.

As for [PRODUCT_DIMENSION:1500], i don't believe that's relevant anymore, but we can trick dwarf fortress and turn the eggs into globs (like meat and fat), which will give us an arbitrary amount of "egg globs" in relativity to egg size, which can then be exchanged into an appropriate amount of thread by a second reaction.

I hope this makes sense, and i haven't horribly misunderstood...
the eggshell uses the spider's web silk material for the eggshell.

Code: [Select]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
Code: [Select]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:SILK:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:150]
[CLUTCH_SIZE:3:6]
so the eggshell is silk, and since the reaction contains [ANY_SILK_MATERIAL] attached to the egg reagent, it only accepts silk eggs. i have tested it and it seems to be working...
Code: [Select]
[REACTION:COLLECT_EGG_SILK]
[NAME:harvest silk from eggs]
[BUILDING:FARMER:NONE]
[REAGENT:silk:1:EGG:NONE:NONE:NONE][UNROTTEN][ANY_SILK_MATERIAL]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:silk:NONE][PRODUCT_DIMENSION:1500]
[SKILL:SPINNING]

57
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 25, 2015, 11:41:19 pm »
--

here is something i threw together, mostly a hack up of the bronze colossi and a cow...
it lays eggs, is trainable, breeds, etc.

Code: [Select]
creature_file_name_here_etc_etc

[OBJECT:CREATURE]

[CREATURE:CRYSTAL_CONSTRUCT]
[DESCRIPTION:Crystal construct. Domesticated, breedable, trainable.]
[NAME:CRYSTALI:CRYSTALIS:CRYSTALI]
[CASTE_NAME:CRYSTALI:CRYSTALIS:CRYSTALI]
[CREATURE_TILE:'C'][COLOR:5:0:0]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOTHOUGHT][NOEXERT][NO_DIZZINESS][NO_FEVERS]
[NO_DRINK][NO_EAT][NO_SLEEP]
[PETVALUE:500]
[LARGE_ROAMING]
[COMMON_DOMESTIC]
[TRAINABLE]
[BENIGN][PET]
[NOT_LIVING]
[CANOPENDOORS]
[BIOME:ANY_LAND]
[EQUIPS]
[NOBONES]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[BODY:HUMANOID_NECK:TAIL:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:RUBY]
[TISSUE_NAME:RUBY:RUBY]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]
[BODY_SIZE:0:0:20000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:RUBY]
[ITEMCORPSE_QUALITY:5]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:RUBY:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:150]
[CLUTCH_SIZE:3:6]
[CASTE:MALE]
[MALE]

58
DF Modding / Re: Spiders
« on: September 25, 2015, 04:06:42 pm »
Shameless self promotion coming through.

I don't think i've seen silk industry done more efficiently than using eggs, which is remarkably simple to do.

My mod does exactly this, by making spiders lay eggs with silk shells, which are fed into a reaction to convert the eggs into globs, then another reaction to convert the globs to threads.

The last two steps could be converted into one, but doing it with two enables larger eggs to give more threads.

Spoiler (click to show/hide)
so...
Code: [Select]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:SILK:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:150]
[CLUTCH_SIZE:3:6]
where:
Code: [Select]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
then:
Code: [Select]
[REACTION:COLLECT_EGG_SILK]
[NAME:harvest silk from eggs]
[BUILDING:FARMER:NONE]
[REAGENT:silk:1:EGG:NONE:NONE:NONE][UNROTTEN][ANY_SILK_MATERIAL]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:silk:NONE][PRODUCT_DIMENSION:1500]
[SKILL:SPINNING]
so 10 eggs makes a full spool of thread, and the farmer's workshop 'weave silk cloth' will work on the thread produced? would the produced thread from multiple eggs stack?

59
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 24, 2015, 10:08:38 pm »
oh well. I am testing my impish race now. and... the caste are working, however there is no liaison... i got the "No outpost liaison? How curious..." which means their homeland is extinct... this is going to get weird...

60
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 24, 2015, 08:33:39 pm »
is it possible to, and how would i, make a syndrome that applies a creature variation to its target?
To expand on Putnam's thought a bit, you can make a distinct creature which is a variant of the target, and transform the target into that.  Two drawbacks:

All the variant definitions need to occur in the raws, which means a creature definition for each potential species of target.  They can all be managed by making each transformation only able to affect its assigned target species.  And the creature's stats are rerolled during a transformation, so it ends up a variant of its species, but not a variant of itself.
actually, i wanted to make it so i could create a weaponizable toxin/disease, and use it to make sentient invaders into breedable farmable livestock. i think i will try a syndrome with ...
Code: [Select]
[CE_ADD_TAG:PET_EXOTIC:STANDARD_GRAZER:BENIGN:START:0]
[CE_REMOVE_TAG:INTELLIGENT:CAN_LEARN:CAN_SPEAK:EQUIPS:NOSTUN:NO_PHYS_ATT_GAIN:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:NOSLEEP:START:0]
would that work?

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