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Messages - ShinyandKittens

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46
A debatable subject, that seeing your announcements isn’t really as important as countering that goblin trying to rip you apart.

It’s up for debate, and I expect not all of you agree with this.

47
DF Suggestions / Re: Arenas and brawls.
« on: April 22, 2018, 09:44:40 pm »
you could assign cages to the main arena zone, perhaps?

Maybe a dwarf could challenge a wild animal, just like the romans did way back in history :P

48
DF Suggestions / Re: Advenuter mode rivers
« on: April 22, 2018, 09:43:17 pm »
I feel like someone mentioned something akin to this but about flying recently

That was an equally good idea.

49
DF Suggestions / Re: Advenuter mode rivers
« on: April 22, 2018, 07:04:35 pm »
I can’t beloeve this isn’t already a feature

50
DF Suggestions / Arenas and brawls.
« on: April 22, 2018, 05:29:52 pm »
An arena would be a new activity zone. It would be a place where brawls are hosted.

A visitor could challenge others in a brawl. A dwarf can choose to challenge visitors as well.

A dwarf that has free time (and likes brawling and stuff) would come to watch it on the same level or one level above (or both, if you wish to do so.)

Brawls would use the (currently unused) brawling level of conflict and the first to submit would lose. This would be the point where gambling would come in whenever it is released.

51
DF Suggestions / [COOKUNIT] tag
« on: April 22, 2018, 04:53:53 pm »
Currently, dwarves can (presumably) make a large amount of food from very small ingredients. For example, we would give strawberries [COOKUNIT:2], and it would take 2 strawberries to count as one ingredient. (It would take 4 strawberries to make Dwarven biscuits)

I intended this for very small ingredients like beans, which only four are needed to make a very large roast.

52
DF Suggestions / Re: Scaffolding
« on: April 22, 2018, 04:16:14 pm »
When I saw the title of this topic I immediately thought - damn, that's a great idea...

...you can hang your dwarves, visitors or prisoners as an example of what happens when someone dares to threaten the laws and customs of your fortress. The advantage of hanging is that it allows you to preserve victims body and same time leave it in public place to induce fear and authority to others.

I'll show myself out.

My intentions were building...

53
DF Modding / Re: What's going on in your modding?
« on: April 21, 2018, 09:39:27 pm »
Decided to do a test embark on a good biome, since I'm more or less done with my good biome revamp.

Looking neat so far. No creatures have showed up yet, but I'm glad atleast the plants and trees are working.

How did you do that? I want to try

54
DF Modding / Re: What's going on in your modding?
« on: April 21, 2018, 09:38:45 pm »
That would be awesome, if not for the near guarantee that they will show up in the third caverns and literally burn it to the ground, which will seriously harm a players fps. I would make sure they only ever appear in the magma sea, they can crawl up into the cavern if they have access then but wont spawn in the caverns.

Currently their fluid only leaks out when (smitten, pierced, etc), so it may not be as much of a problem. The fluid currently has no ignite temperature because otherwise it would have kept burning to death. If I have the [FIREIMMUNE] tag, can I safely remove [IGNITE_TEMP:NONE]? Would it be immolate or would only the fluid ignite grass?

55
DF Suggestions / Re: Luxury Resources
« on: April 21, 2018, 05:16:58 pm »
Luxury resources would be a cool addition to the game. There could be facets of such a feature in world-gen, with civilizations growing wealthy on and fighting for control over luxury resources, in fortress mode, with settling on, producing, and selling luxury resources, and in adventure mode, selling the resource to civilizations. I saw a planned trader mode listed for adventure mode already, so a luxury resource system could help enhance that feature.

I know there already exist items to trade that don't have any practical use. But the resources to make these are everywhere, unlike a luxury resource. A geographically restricted luxury resource would have impact on the world. If the resource could only be obtained from a dangerous area, it would give incentive to settle there and create risks for those obtaining it.

An example could be dye. Purple dye was famously valuable before synthetic dyes due to its scarcity. Wouldn't it be entertaining to build a Dwarf Sidon?

Ah yes. It’s really hard to find someone who knows about purple dye like that.

56
Is this actually true?

It’s what the wiki says...

57
DF Modding / Re: What's going on in your modding?
« on: April 21, 2018, 11:25:08 am »
This is what's going on:

Code: [Select]
[CREATURE:MAGMA_BLOB]
[DESCRIPTION:A strange shapeless life form with the prospensity to burn its surroundings.]
[NAME:magma blob:magma blobs:magma blob]
[CASTE_NAME:magma blob:magma blobs:magma blob]
[CREATURE_TILE:'o'][COLOR:4:0:1]
[CREATURE_CLASS:POISONOUS]
[PETVALUE:50]
[PET_EXOTIC]
[FREQUENCY:8]
[BIOME:SUBTERRANEAN_LAVA]
[LARGE_ROAMING][AMPHIBIOUS][UNDERSWIM]
[UNDERGROUND_DEPTH:3:4]
[EXTRAVISION][MAGMA_VISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOBONES][HOMEOTHERM:12500][FIREIMMUNE]
[NATURAL]
[POPULATION_NUMBER:250:500]
[CLUSTER_NUMBER:2:3]
[PREFSTRING:boiling hot fluid]
[BODY:BASIC_1PARTBODY_THOUGHT]
[USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:LEATHER:LEATHER_TEMPLATE]
[USE_MATERIAL_TEMPLATE:PARCHMENT:PARCHMENT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:FLUID:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:cooled magma blob fluid]
[STATE_NAME_ADJ:ALL_SOLID:cooled magma blob fluid]
[STATE_NAME:LIQUID:molten magma blob fluid]
[STATE_NAME_ADJ:LIQUID:molten magma blob fluid]
[STATE_NAME:GAS:boiling magma blob fluid]
[STATE_NAME_ADJ:GAS:boiling magma blob fluid]
[STATE_COLOR:ALL:SCARLET]
[PREFIX:NONE]
[MAT_FIXED_TEMP:12000]
[TISSUE:SKIN]
[TISSUE_NAME:skin:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
[TISSUE_MAT_STATE:SOLID]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:FLUID]
[TISSUE_NAME:fluid:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FLUID]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:100]
[CONNECTS]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:FLUID]
[SECRETION:LOCAL_CREATURE_MAT:FLUID:LIQUID:BY_CATEGORY:ALL:SKIN]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[BODY_SIZE:0:0:20000]
[ALL_ACTIVE]
[NO_SLEEP]
[NO_DIZZINESS]
[NO_FEVERS]
[CANNOT_JUMP]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:SCARLET:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:FLUID]
[TL_COLOR_MODIFIER:SCARLET:1]
[TLCM_NOUN:skin:SINGULAR]
[SELECT_MATERIAL:FLUID]
[BOILING_POINT:15000]
[MELTING_POINT:12000]
[SPEC_HEAT:1450] specific heat capacity of lava
[SELECT_MATERIAL:SKIN]
[BOILING_POINT:NONE]
[MELTING_POINT:NONE]
[SELECT_MATERIAL:ALL]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]

It's a modified cave blob. It is full of extremely hot fluid instead of blister-inducing fluid. If you pierce it's flesh and allow it's innards to leak on the ground, it will eventually cool. These things die in cold conditions because their fluid will solidify, having the boiling point of magma.

58
DF Modding / How to make a creature swim in magma? (solved)
« on: April 21, 2018, 11:05:04 am »
I'm trying to make a cave blob except full of volatile liquid that will solidify if outside of it's body.

And this will live in the magma sea. I just can't get it to swim while in the magma. Is there a way to make a creature do that?


I found it, it's part of the [FIREIMMUNE] tag.

59
DF Suggestions / Re: Cleanliness personalities
« on: April 20, 2018, 09:50:08 pm »
I’m not sure if there is sweat in DF
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
There is.

This doesn’t convince a dwarf to clean him or herself.

60
Did your know that material emission interactions can summon weather? At the moment, this only works with regional interactions, not ones caused by creatures, but changing that would be a far more interesting way of implementing it than adding a new, single purpose tag. In fact, it's worth noting that effects like web spraying and dragonfire used to be controlled by the presence of a single token, before the current interaction system was added in 0.34.

It may be how you said it, but in my head I read it as if you were arrogantly trying to prove a point by forcing DF wiki onto me.

I think that a new interaction is a good idea, but that would mean that if they kept summoning weather constantly that it would lag the world to death. I mean to add a SINGLE tag as to not make it harder for us modders to add something cool and/or wreak havoc.

Also I know about interactions. Make sure to back up your knowledge more before you try to prove yourself right. The [WEBBER] tag was and still is the only way a creature can spin webs, and there doesn’t even seem to be a token to breathe fire, with dragonfire only being part of interaction tokens.

So next time remember, if you insist upon proving yourself right you probably have a big ego. Not that arguments don’t happen here, but you weren’t defending your idea. You were trying to be right, and that just failed for you anyway.

Edit: I looked at the tags, these interactions are clearly for evil weather. These can only cause evil sludge rain and evil zombie clouds to appear and will not cause normal rain.

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