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Messages - GrandpuhTy

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1
Found a little bug turning planks and sawdust into ash in their respective workshops/furnaces. I don't really know how to read or work with the raws, but changing the second last :NONE: in this line:

[PRODUCT:100:1:BAR:NONE:NONE:ASH][PRODUCT_DIMENSION:150]

 to :ASH: seemed to fix the issue of these reactions spitting out generic "bars."

Code: (reaction_misc) [Select]
(41)[REACTION:SAWDUST_TO_ASH]
[NAME:sawdust to ash]
[BUILDING:KILN:CUSTOM_A]
[REAGENT:A:150:POWDER_MISC:NONE:INORGANIC:SAWDUST]
[REAGENT:B:1:BOX:NONE:NONE:NONE]
[BAG]
[CONTAINS:A]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:BAR:NONE:ASH:ASH][PRODUCT_DIMENSION:150]
[PRODUCT:25:1:BAR:NONE:ASH:ASH][PRODUCT_DIMENSION:150]
[SKILL:WOOD_BURNING]

Code: (reaction_scavenger) [Select]
(49)[REACTION:MAKE_ASH_BLOCKS]
[NAME:make ash from planks]
[BUILDING:SCAVENGER_SITE:CUSTOM_SHIFT_B]
[REAGENT:A:1:BLOCKS:NONE:NONE:NONE][REACTION_CLASS:WOOD]
[PRODUCT:100:1:BAR:NONE:ASH:ASH][PRODUCT_DIMENSION:150]
[PRODUCT:25:1:BAR:NONE:ASH:ASH][PRODUCT_DIMENSION:150]
[SKILL:WOOD_BURNING]

2
I've started up another fort, looking forward to playing around with a lot of the new industries and workshops(lazyboys for everyone!). The freshwater marsh colony of Largeblunt looks to be in a good position to have river cane products as its main export, but the farmers seems to have their own higher priorities. Wolfram seems to be everywhere which is good and bad, good because it's still a metal and bad because I can't use it to kill things :C

Off hand what do the cars look like? Are they technically trees or plants?

EDIT: My game seems to be crashing on trying to load a save, specifically when loading adventures and artifacts.
Nevermind, it decided it wanted to load again.

3
Can't wait to see the new tileset :D

* More underground critters and stuff.
Hm. Think it'd be possible to make "mini-caverns?" I think a mix of the deadly stone plus being able to stumble upon pockets of open space while mining that contains a few surprises would be FUN, similar to the idea in Rimworld where you can find walled in structures embedded in the mountains while mining.

* Wood Planks can be turned into furniture with nails (made of metal or wood) the furniture is automatically decorated with the nails
Looking forward to this, as I recall you had screws and such for metal furniture crafting in one of the old versions.

I've also started a let's play. Shameless plug: https://youtu.be/I5-lpL_Qs28

4
I started using Wanderlust for the most recent release, it seemed to fit quite well.
I coulda sworn the original had some custom dealies for the humans and infected at least. Or did I just hallucinate that?
No he did make a custom tileset for 34.11, which I rather liked if just for being unique to Corrosion.

5
where could i get dwarf therapist for it?

Download the latest file from this list: https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts/windows
Then: "Find the layout for your operating system with the corresponding version that matches your version of Dwarf Fortress. Right click and 'Save link as...' to the same directory on your computer.

For example if you're using windows, copy the layout to your Dwarf-Therapist/share/memory_layouts/windows directory."

I think there may have been another step I needed to do to get it to work, but that should make Dwarf Therapist work with the latest version of Dwarf Fortress.

6
Mod Releases / Re: ***CORROSION*** (v2) (DF 43.05)
« on: May 31, 2017, 03:09:27 pm »

Surprisingly this did not end my first fort and the last wereelk lived in the mines while some new migrants arrived the next year. Of course the embark equipment was stuck down there with it, so getting a new fort built on the surface was interesting. Things were going fine up until some evasive infected showed up, and I forgot that they can now climb >.<

Anyway fort #2 is underway, while severely lacking in the hemp department the new farm area is sitting on a nice ledge, and I plan on making some overhangs to see if that'll stop them climbing up.

7
Unfortunately that just affects the learning speed. The idea being lower levels = slower speed. I cannot appear to cap the skill. Perhaps 1% is too stiff, but somewhere between 1-25% will be tested.
Quote
Another idea which I will be testing is making aquifers everywhere. I can reliably spawn aquifers almost everywhere in the world where soil is. This would make areas that would normally be rather undesirable for settling (colder environments, freezing environments, and mountains) suddenly rather ideal. Perhaps it will either be this or deadly stone, perhaps it will be a combination of both. More tests will be needed.

There was one caste that learned mining and pump operating 25% faster, prisoner I think it was. If every other caste learned at 1% for mining, it'd make that caste a little more valuable for digging out underground forts and harvesting ores instead of being mainly militia fodder. Hmm... Do you think it'd be possible to give XP for clay/sand collection?

Quote
Good to hear! I'll make a concerted effort to update food before the first release.

Sweet! :D

Quote
In 43.04 and 43.05, weapons suffer wear and eventually break. Trap components are not properly coded for this, and will cause the game to crash if they break, which can sometimes happen after hitting only about 4 invaders. It is recommended not to use trap components in the current version of the game.Bug:9888

Huh. That's good to know. Is that just a problem with weapon traps or does that effect the screw press as well? I've noticed my game has been crashing in 43.03 every year it seems.

Really excited to see this being reborn again, been playing the 34.11 version for the past 5 years. I may just be a tiny bit obsessed >.>

8
Poisonous Stone : Previous versions of Corrosion "persuaded" the player not to dig out a fort by making all the stone poisonous or impossible to dig through. This is a massive change but I am thinking about it simply because there are plenty of exploits to work around it, namely settling anywhere with a significant amount of soil and just carving a base out from there. Instead, humans will learn the Mining skill at 1% making the process painfully slow to learn.

Does the 1% make it really slow for them to gain levels or really slow to actually mine out the rock? I like the latter. Perhaps keep the poisonous stone around, making it a semi-uncommon cluster spawn like ores? Or have ores occasionally be encapsulated in poisonous rock.

I like the changes you made to the animals and the farming. Took me a few forts to figure out how to properly keep my guys fed. I'll admit I lost a few forts to berserkers not being able to get their fix of KFC/Taco Bell, and losing all my seeds to the season change.

I definitely like the idea of keeping things above ground focused, do you have any ideas for making new traps available?

9
Does this mean what I hope it means? D:
Spoiler (click to show/hide)

Welcome back to the forums, IT.

10
Oh I love you <3

11
Other Games / Re: Games you wish existed
« on: September 19, 2016, 02:01:14 am »
Caravaneer 3.

There was talk of a settlement builder on the Facebook page, so I'm looking forward to that.

12
Yeah I have no idea how to use LNP, so I just threw DFHack's files into the DF folder and everything seems to work now. Thanks, and sorry for my random flailing about in here >.>

13
Dwarf Therapist works for me but DFHack doesn't, it says there was an error reading symbols.xml and that DFHack "will now deactivate", and that's with using the lazy newb pack that comes with v33a of this mod.

14
The oldest version available is for DF 43.03 ; https://www.dropbox.com/s/eaauqgnijzs1p5a/DAII%20War%20%26%20Myth%20%5Bv33%5D%20%5B43.03%5D%5BStartPack%5D.zip?dl=0

On a related note, is there any reason why running DFHack wouldn't work?  I know it's not required, but there are a few utilities I enjoy.  Upon install it however, the game no longer runs.

Thanks :D

And do you mean that DFHack doesn't work for 43.03? I tried running the latest version of DFHack(37) and it didn't work with the newest version of the game. Granted I've never played around with DFHack at all, but I wanted to try out the multi-level view.

15
How can I download an earlier version of this mod? All the links direct me to the latest version on dropbox.

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