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Topics - Bjorn

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DF General Discussion / Dwarves stuck in doors when they place them
« on: February 21, 2024, 07:01:21 pm »
Hey there,

I'm currently having a problem in which whenever my dwarves place a door down they get stuck and can't move. Has anyone else suffered this before? I'm using the 47.05 version.

2
Basically, I wanted to create a Loremaster position and have it that the holder would write books constantly, like the necromancers do. Is there any token for that?

3
DF Modding / Tobacco Pipe Smoking?
« on: January 30, 2023, 11:03:18 am »
Hey there folks,

I was wondering if anyone ever modded tobacco pipe smoking into the game and how would one go about doing it.

My basic questions are:
1) Is it possible to create plants with specific necessities like climate, temperature range, maturation period?
2) Can one create an interaction in which one has an unlit empty pipe, consume tobacco to make it so it is now an unlit full pipe and then have another interaction that turns the unlit full pipe into a lit full pipe and then every time you smoke it you use up the tobacco a bit more until it's over (and also produce smoke and happy thoughts) and when it is finished the pipe is slightly worn and if used frequently it end up breaking?

The process of preparing the tobacco lief could be made through specific workshops so that much seems easy enough. My main doubts are regarding those two points.

Thanks in advance for the answer!

4
DF Modding / Spawn creature through reagent/material?
« on: October 04, 2022, 09:39:14 am »
Hey there folks, I have never modded magic or anything of that sort before, but I was wondering if it's possible to mod a power that permits you to spawn a specific creature using a specific material this material being consumed by the reaction?

I was looking at the page talking about adapting existing works to mods and I saw someone suggesting a Steven Universe mod. I don't want to make that particular mod, but I'm interested in the idea of a "constructed civilization", as in creatures that don't reproduce sexually but instead through being built. Something like a golem-like civ. I can simulate that by making them genderless (which would make each one of unknown parentage), immortal and reliant in either migrants or building others. The flow I was thinking of is:
Build a spawning workshop -> harvest gems and metal -> depending on the material used, they can build an unactivated golem body (placeholder name) -> Build a golem "core" with the gem -> they "activate it" (i.e. spawn a creature and destroy the "unnactivated golem" object and gem).

If the golem dies, it should have a gem core inside it and a body of the material it was made of. Which I imagine can be stimulated with an abundance of castes.

My major question is if you can actually spawn new creatures through specific reagents and destroy said reagents.

5
DF Modding / Can we assign more than one Succession by Position?
« on: September 29, 2022, 08:13:11 pm »
Hey there folks! I was wondering if any of you know if it is possible to assign more than one [SUCCESSION_BY:POSITION] tag on a position. I wanted to create a position that could randomly inherit from one of two other positions. So imagine you have Position A and B, each with their own rules and such. And then there is Position C. When the holder of Position C dies either A or B would inherit randomly. Is that possible?

6
DF Modding / Republics and Theocracies?
« on: June 01, 2022, 10:04:27 am »
Hey there guys, I wanted to ask you if some mod ideas I had in my head are possible.

On Republics
I wanted to make a Republican government in DF, with an elected President, elected senators, elected representatives, and Land_holders representing Presidents [Dukes] (who would govern subordinate republics), Governors (who would govern States) and a Judge (who would govern Counties), all of them also elective except for Judge which would be appointed by the President of the union.

Specific questions on Republics:
1) Can LAND_HOLDERS have succession by ELECTED?
2) Can positions have the same name (even if different tags)? (like the civ level President and the subordinate presidents [Dukes])?

On Theocracies
Here I wanted to make it a pretty top down system but that also had some bottom up effect. Basically you'd have a Patriarch that is ELECTED at first (in case there is no valid candidates) but has SUCCESSION by Position pointing to 7 Cardinals (so one would randomly be picked). Here's the kicker, I wanted to make that these cardinals had SUCCESSION by position pointing to a [SITE] level position called Bishop, to see if they might randomly pick a bishop from the site level to inherit the cardinalship. The site level Bishop would be picked by Appointed by position NUNCIO, being something like a legate that picks the bishop and would be equivalent to a permanent expedition leader position that exists soley to appoint the Bishop. The Bishop chooses priests number:as needed. The priests though would have succession by position: Deacon. The deacon would be chosen also by the Bishop number:as needed. I would like it if it was possible to make them all celibates by reason of their positions, but I doubt that is possible.

Specific questions for theocracies:
1) Can I make a Succession:by_position from the civ level pointing to a site level position?
2) Can I make position bearors celibates? (even a hacky solution is perfectly valid if it can be implemented)

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DF Modding / Why can't I replace my custom made position holder?
« on: May 14, 2022, 09:33:33 pm »
Hey there, I am currently trying to mod a civ and I wanted to make positions that had specified forms of succession, yet also has the flexibility of being appointed. But I noticed that I can't really replace an appointee and the starter position I created (Chief Elder) also can't be replaced. Do you guys know why that is? I can replace EXPEDITION_LEADERs, but I can't really replace people from my positions.

The civ:
Spoiler (click to show/hide)

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DF Modding / Succession by position with many occupants?
« on: May 14, 2022, 04:29:03 pm »
Hey guys,

I was wondering if you knew what happened if I had a position that had as succession type BY_POSITION but said position has NUMBER greater than 1.

Example:
In a civ I wanted to make a position called Elder. There would be 6 possible Elders in any given time. I would also have a position called Chief Elder. He would be something like the president of the Elders Council (pure RP). I wanted that when the Chief Elder died, he was substituted by one of the Elders. If I put a SUCCESSION:BY_POSITION:ELDER tag on him, will he be succeeded by a random Elder when he dies or will it just not work because there are more than one of them and the game would be confused?

9
DF Suggestions / Court Intrigue
« on: May 09, 2022, 06:29:59 pm »
I'd love to see court intrigue in the game. Things like a dwarf trying to either become friends of or bribe the mayor to sack the current Broker so he can become the new broker
 Then you could decide to either manually force your pick back (which would upset the scheming dwarf) or let the court shenanigans just play out for fun. You could also have assassination attempts actually done to gain power. If a person is unsatisfied by how the fortress is running, they might plan a coup and, together with a group of dwarves, either expel or imprison or kill the current mayor and put one of their own in power. We see something similar in Legends mode for civs but I would love to see this level of intrigue in an actual fortress.

Other examples would be people corrupting the Captain of the Guard to forge evidence against someone for a crime they didnt commit and you only finding out either by knowing who actually did it or by having a mayor with the right stats actually seeing that the situation is iffy and it appearing in his bio that he is suspicious of the captain of the guard. Then you could replace him and have a new independent captain further investigate things and uncover the whole plot.

10
DF Modding / Gender-Specific names?
« on: May 09, 2022, 02:44:00 pm »
I am thinking of modding my game to have gender-specific real world names for my dwarves. I think it'll make it easier to remember them and will make it easier for me to immediately know who is male and who is female, which is nice and occasionally useful (e.g. to help match-making so as to form families). Is there any way to make dwarven names gender specific?

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DF Dwarf Mode Discussion / How to force dwarves to marry/have kids?
« on: May 09, 2022, 10:26:27 am »
Hello folks,
I am thinking of starting a Family Fortress. The idea would be that the fortress is a family farm with a husband, a wife and children taking care of the animals. I'd tweek migration waves to get prospective husbands/wives for my kids as they get older and would give them their own homes, eventually making a city in which everyone is descended from the same family at one point or another. The general rules would be:

1) The initial seven dwarves can stay, two of them would marry and have the main house. The others would be considered temporary farmhands and would be expelled after we get the farm up and running.
2) Migrants only permitted as suitors for the family's kids. When they get married all the unrelated folk are expelled. (Until then they will be treated as temporary farmhands)
3) Migrants that cannot serve as suitors will be expelled from the start (too old, already married, etc).

But for this plan to work, I would need to guarantee, to the limits of what is possible, that the dwarves will get married. I dont really care how that will be done. Be it with gamey tricks or even with save file hacks. Do you guys know any way to guarantee or make very likely that specific dwarves will marry and have kids?

12
Hey there folks. I'd like to know if the prices of products vary from place to place in Dwarf Fortress, so that I can buy some goods in one place and sell them in another and turn in a profit for it. If so, can someone tell me any way to figure out where something is more expensive or cheaper? (or is it only through directly going there and checking?)

Also, in an unrelated note, I really wanted to play a game where I become a vampire, take a site and make a vampiric lineage. But from what I saw you can only get vampirism by drinking vampire blood (which would need me to be killed, which isn't what I am looking for) or by being cursed by a god (which takes away the whole lineage thing entirely). Is it possible to mod in biting as a way to spread vampirism? Or any other way of doing so.

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