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Messages - ArrowheadArcher

Pages: 1 2 [3] 4 5
31
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 07, 2021, 05:17:26 pm »
A large rat drank some of my dorfs beer. He got taught a lesson by my militia dressed in gambesons, along with assists by passing dorfs. He was later butchered on the spot and turned into a lavish meal. Justice was served that day.


32
How do I make civ creatures instantly into adults? I've used this:

Code: [Select]
[BABY:0]
[CHILD:1]

in civ creatures raws to speed up adulthood in order to get more free labor, but I don't know if getting rid of BABY would make them adults as soon as they are born.

33
DF General Discussion / Re: No migrants
« on: January 06, 2021, 12:50:15 am »
Dorf merchants are stuck. They've been there for about a year or two and haven't budged. I plan on killing them with my military, but I don't know how well that will go. Guess I'll wait till they go insane. I don't know why this instance though. The guards are hostile perhaps? A sword of there's did kill three of militia dorfs once before.

34
DF General Discussion / No migrants
« on: January 05, 2021, 11:48:31 pm »
I've been getting no migrants for a few months in my fort and It's been quite annoying. Not even with migrants-now. It's two days travel to me and my parent dorf civ, with the right side of my passage being occuipied by (modded) gobbo hamlet civ and elves. There's no reason I think that should stop them from getting to my fort though. I'm on the opposite side of the world too.


35
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 04, 2021, 06:12:52 pm »
I'm getting no migrants (not even with DFHack's migrants-now)  and the merchants are stuck on trees. Time to commit ecocide.

36
How do I make a reaction that checks to see the wear of an item, say for example clothes. Are there non-modding workarounds for this as well?

37
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 03, 2021, 03:22:36 pm »
Dwarfs, fighting small ferocious animals in trees...

And that is why I go on floor-construction-rampages to prevent tree growth in the immediate vicinity of the fort.

That and a mass logging campaign early on.

38
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 03, 2021, 03:45:24 am »
Something really damn funny happened in my fort. So I had some migrants blocked by a river (happens occasionally on embarks), so I designated a small floor bridge across.



All of sudden, I got a message that my expedition leader for replaced.



Curious, I went to check on what happened to my previous expedition leader. Turns out, he died in a collision with the local wildlife. A weasel of all things.







Pop goes the weasel I guess. This is also the first death of the fort. Death by weasel, while en route to building a bridge. I love this sim.

39
Not sure if this is a modding question, but I want to convert to 1 meter to cubic centimeters and vice versa for realism. I'm currently using this, but I don't know how accurate it is: http://www.endmemo.com/cconvert/cm3m.php

Another modding question would be how to get civs to use/make a material exclusively, like rock, bone, or bronze/copper for bronze age or prehistoric mods.

 

40
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 31, 2020, 12:58:12 am »
There's a weregila infestation in my fort. It started a few months ago after one of my migrants suddenly transformed into one. It bit one of my dwarves. After a while, he transformed, which caused chaos, and so on. I'm down to 15 now.

41
DF General Discussion / Re: Future of the Fortress
« on: August 21, 2020, 11:02:12 pm »
Will there be an expansion on medical simulation in Fortress Mode? Will there also be disease simulation, dentistry, and hygiene (haircare and skincare) in the game at some point?

42
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 13, 2020, 02:02:11 pm »
It works now. I'm using Svers combat mod as a base.

Code: [Select]
[REACTION:MAKE_FELT]
[NAME:make felt]
[DESCRIPTION:Combine 5 plant cloth to make a stronger type of cloth using water. Resistant to blunt attacks than avg, but still poor vs edged attacks]
[BUILDING:CLOTHES:CUSTOM_F]
[REAGENT:A:5:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[REAGENT:water:1:LIQUID_MISC:NONE:WATER:NONE]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE]
[CONTAINS:water]
[PRESERVE_REAGENT]
[PRODUCT:100:1:CLOTH:PLANT_MAT:NONE:ARTIFICIAL_FELT:NONE]
[SKILL:CLOTHESMAKING]

I wonder if it's possible to make reactions to recycle worn clothes.

43
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 13, 2020, 01:54:06 pm »
Well, I had a three-eyed giant robin attack me:







After that, a speardwarf, who went hostile due to hunting down an artifact, nicked a couple of my dwarves, including my mayor:




44
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 08, 2020, 10:40:07 am »
This is when you send in the miners and woodcutters

Sadly, that wasn't enough to stop the trolls.

45
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 08, 2020, 09:52:14 am »
Is it possible to make a felt material for clothing? I'm using Svers mod as a base. It's similar to copper. How do I put this in a reaction:

Code: [Select]
[REACTION:MAKE_FELT]
[NAME:make felt]
[DESCRIPTION:Combine 5 cloth of many different materials to make a stronger cloth, generally equal to copper, but lighter]
[BUILDING:CLOTHES:CUSTOM_F]
[REAGENT:A:5:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL][ANY_SILK_MATERIAL][ANY_YARN_MATERIAL]
[PRODUCT:100:1:CLOTH:NONE:GET_MATERIAL_FROM_REAGENT:A:GUT_MAT]
[SKILL:CLOTHESMAKING]

[MATERIAL_TEMPLATE:FELT_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:felt]
[STATE_ADJ:ALL_SOLID:felt]
[STATE_COLOR:LIQUID:BLACK]
[STATE_NAME:LIQUID:none]
[STATE_ADJ:LIQUID:none]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:none]
[STATE_ADJ:GAS:none]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:2]
[SPEC_HEAT:520]
[IGNITE_POINT:10489]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10291]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1740]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:200000]
[IMPACT_FRACTURE:880000]
[IMPACT_STRAIN_AT_YIELD:250]
[COMPRESSIVE_YIELD:245000]
[COMPRESSIVE_FRACTURE:770000]
[COMPRESSIVE_STRAIN_AT_YIELD:175] 140
[TENSILE_YIELD:70000]
[TENSILE_FRACTURE:220000]
[TENSILE_STRAIN_AT_YIELD:58] 120
[TORSION_YIELD:70000]
[TORSION_FRACTURE:220000]
[TORSION_STRAIN_AT_YIELD:145]
[SHEAR_YIELD:60000]
[SHEAR_FRACTURE:110000]
[SHEAR_STRAIN_AT_YIELD:300] 48
[BENDING_YIELD:70000]
[BENDING_FRACTURE:220000]
[BENDING_STRAIN_AT_YIELD:58]
[MAX_EDGE:0]
[ABSORPTION:100]
[THREAD_PLANT]
[ITEMS_SOFT]




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