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Messages - aradar

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91
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 28, 2023, 04:01:21 pm »
is blinded, for life, I presume.

This killed me 🤣🤣🤣

92
I thought I had an epiphany where I could save a bunch of bloodshed so I turned my tavern to citizens only I thought this will fix it they'll all leave right well they left all right and now there's a huge mass of undulating legs and arms sitting on the edge of my map slowly multiplying exponentially LOL......... There's definitely going to be bloodshed

93
The end is close, it's very close now, I can feel it I know what I must do and I don't know if my poor dwarfs will come out on top or not but I know what I must do I must engage combat with these poor bastards and pray to God they're double size and strength doesn't rip my poor 50 something dwarfs to pieces God have mercy on there souls for what I'm about to do.....

94
DF Dwarf Mode Discussion / Re: How to prevent monarch coming?
« on: August 28, 2023, 03:09:03 pm »
😭🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🫠🫠🫠🫠🫠🫠🫠😂😂😂😂😭🤣🤣🤣👍

95
So I made this creature as a companion creature for the dwarfs, its an intelligent creature very similar to the dwarf except for some differences in size and innate skills.

It's a 3 caste creature with 2 males and one female the 2 males fill roles as worker and military whilest the female fills the roll of replenishing numbers(she has 5 to 10 babies),becoming food,generating supplys to build things, shes a [pet] so she is fairly premisquious with the opposite sex.


i recently made them a seperate [entity], and when they visisted my inn there was 6-7 of them mating pairs.......and  within less than a year im now over 90 with each birth cycle getting exponential..... my fps as of this post is tanking fast LOL........id say at the rate theyre going within 2 years there will be so many that the game will crash :D !!fun!! times :D

96
DF Modding / Re: Your Own Forgotten Beasts
« on: August 28, 2023, 01:17:37 pm »
Okay so if I'm understanding all of this somewhat you just make a creature the way you normally make creatures but just include the feature beast tag the biome tags that it requires or unique demon tag and then just make a bunch of copies in the same creature file?



edit: I guess I got this working sort of I made a creature file with 4 creatures inside of it all tagged feature beast, started a game played for a while then decided to change some details on the creatures, this was a mistake after reloading the game with creature changes the game started throwing errlog errors about missing/corrupted :unit files and only 4 lines …….. so apperaently you can not edit creatures with feature beast in the same fashion you can without that tag because it saving information at world gen? im guessing ? so I loaded a new world and so far the error has not came up so im guessing that my creature is out there waiting for its turn to appear ….??

97
DF Modding / Re: Where do I find the files to edit a civ? (BABYSNATCHER)
« on: August 28, 2023, 12:58:59 pm »
Hmmm can you post any raws you might think would be helpful to look at ?

98
DF Modding / Re: Your Own Forgotten Beasts
« on: August 28, 2023, 10:22:34 am »
Omg thank you Google is not my friend apparently I will dig deep into this knowledge thank you again 🫠🤣

Setting the world details is that something that can be controlled from a mod or I have to manually do it? Cause I'd love to use this feature to add a boss battle to some end game content I want to make but if the user has to specify worldgen stuff then it's not ideal :(

Weeelp it's kinda hilarious this still kinda works 😂😂🤣

99
DF Modding / Re: I need help with castes
« on: August 28, 2023, 09:55:44 am »
From what I found so far the graphics are pretty cool but the single image graphics like ones with just a alive and corpse are really simple
It's when you start doing any kind of graphics that are layered it starts to become quantum mechanics level intensity hardness 🤣🤣

I've dabbled with a lot stuff from the wiki but layered graphics, for me at least is pretty tedious/complex.

I've got stuff like fairy's that upon being summoned resurrect my dead dwarfs to special alcohol that really chills any one out a workshop that can make a fun array of useable items like special wood that when made into weapons does less damage than regular wood (great for danger rooms), food that triggers syndromes one of which I call blighted mana that pretty much melts your face off to eat it lmao,recently added a reaction that converts dwarfs into necromancers but it needs work.

Most proud though of my breedable creature that produces historical figures some pretty funny stuff happens with this

100
DF Modding / Re: I need help with castes
« on: August 28, 2023, 09:01:19 am »
The closest I got was a creature who was entirely fireproof except for teeth it would die from burnt teeth lmao

Bigger problem was sorting out layered graphics issue when I changed to fireproof tissues, I could not get all the graphics to display right to save my life.

101
Adding no_eat  removes the need to eat entirely 😭

I also thought gobblers were just eating a lot why the never hunger but nothing truly "eats" without "hungry"
I watched animal with gobble only live care free for in game years with out any ill effects of not eating

It's painfully apparent when you specify vermin with the [gobble_vermin_creature:creature:caste] token

102
Upon some additional science if you transform a creature without capacity for hunger into  something that does have hunger it will gain hunger and upon transformation to original creature will gobble the vermin but it's so not ideal and you can expect to accidently transform dwarfs every time unless you make them immune

A side note: if the creature is in a pasture, it will not leave the pasture to eat but if vermin is in pasture it will eat them

I used a 9500 duration with dwf:4 and it just started to get hungry when it transformed back to original

103
yea its kinda sad that gobble only works if hunger is in play other wise gobble just erases stuff


I watched a lot of horses starve to death today to get the information I now know :(

104
vermin gobbling is separate it seems but if a hungry creature that has only [gobble_vermin_creature:creature:creature_caste] token will eat the specified vermin and the hunger is sated



id say its not 100% totally separate but its very disconnected

105
a crude workaround if you could call it that would be to tie a syndrome like [ce_add_tag:can_learn]with a duration long enuff to cause hunger
then turn it off [ce_remove_tag:can_learn] with another syndrome
i havnt tested it but i believe when you remove the can learn the creature would immediately path to the [gobble_vermin] creature and eat it

but i dont know if thats ideally what your looking for, its definatly not ideal

i mean i guess if you want a creature that never needs to eat except when you need it to eat a very specific thing for a specific reason lol :D
it would still be an uphill battle implementing it cause animals do not hunger very quickly lol


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