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Messages - asialsky

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1
Dear Urist McFarmer(s),

I am writing this to inform you that while I will be approving your request to form a union, your guild hall is a very low priority. As you may have noticed, we only just got the pump stack working, and have been steadily working out why the expedition leader's ribs went missing during a performance. We will assign the space for excavation, but make no promises.

Yours bemused,
Overseer

2
DF Dwarf Mode Discussion / Re: Face Palm moments you had in Dwarf Fortress
« on: September 18, 2019, 05:39:00 am »
In another hilarious blunder, I discovered that my airships have nothing holding them together.
I wanted to make a flying metal wagon, and even made a syndrome to turn non-dwarves into it. The problem occurs exactly 1 frame after they transform.
Frame 1: Yay, airship successfully modded in! It's alive!
Frame 2: *List of "Airship metals"*

I guess I need to recheck the colossus/wagon raws and figure out what missing tag causes instant death.

3
"Ah, my water reactor is done at last, now I can-"
Urist McToddler has canceled job. And again. And again.
"Huh. It appears an idiot keeps getting splashed, but refuses to leave. They're not... hurting anything, so I guess I'll just wait until they leave for food, or starve."
A few minutes later...
"Alright, he moved, so now-"
Job cancel intensifies
"WHY ARE THERE NOW FOUR CHILDREN IN MY REACTOR?!"

I may have edited the raws a bit too much. I don't remember them being this dumb.

4
Right, and it usually can't find the material due to missing/duplicated RAWs.

5
As discussed in previous threads, duplicating your stone layer RAWs causes it to make stone/soil constantly cycle materials, causing random syndromes when it creates cave-in dust. It occurs to me that if you modded in a custom stone/ore type, duplicating that RAW file could potentially cause that specific material to exhibit the same behaviour without causing the world to become uninhabitable. This means you could potentially find pockets of corrupt stone/ore with the bizarre effects mentioned previously.

Has anyone attempted anything something along these lines?

6
DF Modding / Re: What's going on in your modding?
« on: February 04, 2019, 02:04:57 am »
Currently trying to making 3-tile creatures work using tokens like [WAGON_BODY], with varying levels of success. With any luck, I should have my tanks/airships mobile and armed.

7
DF Modding / Re: Assigning pets?
« on: February 03, 2019, 04:31:53 am »
...If it's trained as a war / work animal, you can assign it to them under [v][p][a].
Otherwise, I can't think of a script off the top of my head.
You could always add [TRAINABLE] to the creatures raws.

8
DF Modding / Re: What's going on in your modding?
« on: February 02, 2019, 11:05:38 pm »
Further added other creature conversions:
Pets can now be turned into Helminth Chargers, a.k.a. alien dogs with a chitin exoskeleton. They make nice war animals.
Lacking a better solution, they can now also be turned into sentry drones. Every warframe needs either a doggo or a drone to keep the elves at bay.

9
DF Modding / Re: Okay, what's wrong with this syndrome?
« on: February 02, 2019, 10:56:29 pm »
Maybe it's because you left out the line that tells it how concentrated the dosage should be for an effect?
Without    [SYN_CONCENTRATION_ADDED:100:1000], I'd assume DF thinks it's a 1:1 syndrome per unit of alcohol, which quickly gets out of hand.

10
DF Modding / Re: What's going on in your modding?
« on: February 01, 2019, 06:53:21 pm »
How are you managing to turn one creature into another and still have it on your side?

Insta-boil material + Syndrome +
Code: [Select]
[CE_BODY_TRANSFORMATION:PROB:20:START:1]
[CE:CREATURE:DWARFWF:EXCALIBUR]
[CE_BODY_TRANSFORMATION:PROB:20:START:1]
[CE:CREATURE:DWARFWF:EXCALIBURUMBRA]
[CE_BODY_TRANSFORMATION:PROB:20:START:1]
[CE:CREATURE:DWARFWF:EMBER]
[CE_BODY_TRANSFORMATION:PROB:20:START:1]
[CE:CREATURE:DWARFWF:TITANIA]
[CE_BODY_TRANSFORMATION:PROB:20:START:1]
[CE:CREATURE:DWARFWF:MESA]
"DWARFWF" is a copy of 90% of the normal dwarf raws, so it behaves basically the same, minus the need to eat, drink, sleep, or breathe. There's also the whole metal body thing, but w/e.

11
DF Modding / Re: What's going on in your modding?
« on: January 30, 2019, 01:28:58 pm »
At the request of one of my friends, I added a few custom races / transformations. First up, yuan-ti dwarves and a ritual "workshop" to summon a syndrome "potion" bar that promptly detonates, giving them fangs and a long-lasting venom that causes numbness, dizziness, and eventual necrosis if untreated for a long time.

Secondly, warframes. My fortress now has a "Helminth Nest" to turn new recruits into a random warframe. Thanks to the caste system, making variants of "metal creature xyz" is fairly simple. Ember throws fire in balls and jets, Excalibur gets an integrated sword-arm, Mesa gets a hack-job gun using material emission, and Titania gets a similar ability but can fly. It'll take me a little bit to finish them, but the error log is clean so far.

Oh, and airships. I made a custom pet that uses the wagon body token, flies, and is also mountable. It only gets weird when a caravan arrives with an airship in a cage. I'm still debating adding a rare variant of it with guns, because why not.

Lastly, I'm considering making a 1x1 workshop that gives dwarves a transformation syndrome into either a gun emplacement, or a landmine. Thanks to various material emission possibilities, I may have a new use for those pesky nobles. EDIT: Turret done, adding landmines now.


...

12
DF Modding / Re: What element would you rather see added?
« on: January 22, 2019, 11:22:45 pm »
-your casual tone about this kind of makes me doubt your chances of success-
Good. By all means, don't get your hopes up.
I have a very ... unique way of modding, to say the least. I mean, rather than finding a way to automate finding a hex string for my save editor, I had it run the save through CertUtil to convert it to Base64, find/replace, then pass it back. Did I mention my save editor was a 1.4MB batch script? Now there's a nightmare.

Progress on liquids is slow, if only because water/magma has no strings associated with its functions, meaning I get to sift through around a literal million individual functions until I find something relative, like depth calculations.

Thx for the feedback, guys. Nice to know what you want. Blood.

13
DF Modding / What element would you rather see added?
« on: January 19, 2019, 11:43:02 pm »
Firstly, don't assume I will finish any of these. I'll announce it if I get anywhere.

Before anyone cries "BUT THAT'S NOT POSSIBRU," calm down. I've got a decompiler open in the other window, and am studying underlying functions within the exe. Any result of my tampering would be unstable, buggy, and likely cause frequent crashes. I know.

With that said:

Hello! I've lurked around for quite a few years, only releasing a few simplistic mods. My preferred modding method is directly editing what I'm not supposed to. I've been busy modding other games like Superhot MCD (ZA WARUDO mod) and Exanima (Playable ogre, inventory editor), and haven't made any hard-coded mods for DF yet. I just want an idea of what the community wants, so if anything happens to work out, I know what to focus on. I already have an idea of how I'll do most of these, so here's a quick summary.


LIQUID BLOOD Pretty simple, actually. After I find the definitions for water, I just need to copy it, rename the new functions, and set it to be destroyed by water/magma. Getting it to spawn from damaged creatures would require adding a new token, but w/e. It'd get a little wonky if you dropped a bucket of water in a blood pit, but it'd be a start.

LIQUID OIL: This is more or less the same as above, except being what basically would amount to flammable water.

GUNPOWDER: Recipe of saltpeter + charcoal to keep things simple. Changing how it reacts when burned is difficult, so my plan is to create a custom "workshop" that causes a "cave-in" when destroyed. Adding a burning dust variant would be the easiest part.

BASIC SPELLS: I have this half working even without modding the exe directly, but it doesn't like fortress mode currently.


Other suggestions are welcome.

14
DF Dwarf Mode Discussion / Re: Where is your god now?
« on: October 26, 2018, 03:08:13 am »
I had a situation where a few dwarves started worshiping a 4-year old donkey, and also a Hydra. I got them confused due to name similarities, and was very surprised when Tobnom, purportedly a young farm animal, showed up and started ripping up a goblin siege.

Can't wait for myth/magic so Tobnom from the petting zoo can be properly venerated.
"And then came Tobnom, ass god!"
Who's sig is that, again?

15
Dear (Everyone still alive):
Please stay out of the basement. We no longer have business down there until we finish the magma aquaduct. Your punches and stabbing don't seem to faze that metal monstrocity. Anyone caught trying to retrieve their fallen friend's sock will be locked in.


Dear Forgotten Beast:
I understand you are angry. I would also be angry if I were a blob made of steel. Please refrain from pushing my dwarves; this makes them angry, and want to hit you until they pass out. We have plenty of GCSs and elves for you to roll over if you stay put.

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