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Messages - Sorcerer

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571
DF Modding / Re: Minor Modding Tool: DF Color Girl
« on: March 13, 2012, 06:23:51 am »
Oooh, this is actually really handy, thanks!

572
Mod Releases / Re: Pony Mod: My Little Fortress
« on: March 12, 2012, 09:29:54 pm »


Hey look, i found a market in adventure mode :D

573
Mod Releases / Re: Pony Mod: My Little Fortress
« on: March 12, 2012, 10:01:26 am »
I believe you can set the interaction to only be able to target a certain class of creatures, simply add [CLASS:UNICORN] to the unicorn caste and [IT_AFFECTED_CLASS:UNICORN] in your interaction.
Im not sure if this will work for learnable secrets tho, as it is part of the I_TARGET

Also, i just had a look, i still have the sleep spell and telekinetic attack on one out of eleven unicorns.. I've removed it for now, but I'll probably re-add it as a learnable spell in fortress mode


574
Mod Releases / Re: Pony Mod: My Little Fortress
« on: March 12, 2012, 08:43:31 am »
The telekinetic attack is currently broken, I thought i had removed it from the raws but it seems i forgot :O

The Princess position requires the princess tag, which only female alicorns get.. without a princess the civ is ruled by a general.
Tho there's usually a princess or two genned for worldgen, and one of them automagically gets the position since there's a requirement :D

In other news, I had a prophetic dream where i removed the hair for my pony sprites and exploited the fact that i multiply my castes for color and cutiemark variety.


575
DF Modding / Re: Stonesense - Official thread
« on: March 11, 2012, 09:18:09 pm »
meph : big purple questionmark, but making a simple creature entry is easy, takes a few minutes to copy a tileset sprite to the right size format and copy a few lines of XML

576
Mod Releases / Re: Pony Mod: My Little Fortress
« on: March 11, 2012, 05:17:57 pm »
Huh, I never had problems with saving the world personally, but admittedly i stop worldgen after 250 years or so.

577
Mod Releases / Re: Pony Mod: My Little Fortress
« on: March 11, 2012, 05:04:08 pm »
Well, with Japa now adding seperate equipment pieces that show up in SS, anything you want to sprite I can add :P

Basically, you can do stuff like ARMOR_ROBE and color the sprite by its ingame color, its pretty sweet :D

Some positions will get sprites to overwrite the default, for instance medical ponys (nurses and doctors)
mayor and other positions could get those fancy collars and bowties too :P

Also, with this addition, making some extra 'vanity' stuff should be doable, just add tons of different clothing parts for diversity, like bowties and tophats and whatnot.. Ponyville seems to be the only place where everypony is mostly naked :P

Also, my fork is trying to be a little less grimdark, I think it settles for a [dark] tag, not the full monty :D

578
Mod Releases / Re: Pony Mod: My Little Fortress
« on: March 11, 2012, 02:48:21 pm »
oh wow, those are awesome, quite fitting as I am actually doing some work on the equipment for the new version of stonesense

579
Mod Releases / Re: Pony Mod: My Little Fortress
« on: March 10, 2012, 08:21:34 pm »


Checkit!
Fillies and Colts! :D

they also display castes, unfortunately, I only had earth pony foals

580
Mod Releases / Re: Pony Mod: My Little Fortress
« on: March 10, 2012, 10:55:33 am »

Buffalo!

581
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 10, 2012, 08:28:56 am »
Okay, so i made some progress on the applesauce, but i hit a new snag.
I can now successfully press a basket of apples into a jug, but the end result is not exactly what i had in mind, as i end up with "basket of apples none" instead of applesauce.

The apple basket "plant"
Code: [Select]
[PLANT:PONY_APPLE_BASKET]
[NAME:basket of apples][NAME_PLURAL:baskets of apples][ADJ:apple]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[MATERIAL_REACTION_PRODUCT:PONY_SAUCE:LOCAL_PLANT_MAT:SAUCE]
[USE_MATERIAL_TEMPLATE:SAUCE:SAUCE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen applesauce]
[STATE_NAME_ADJ:LIQUID:applesauce]
[STATE_NAME_ADJ:GAS:boiling applesauce]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]
[STATE_NAME_ADJ:LIQUID:apple cider]
[STATE_NAME_ADJ:GAS:boiling apple cider]
[MATERIAL_VALUE:5]
[DISPLAY_COLOR:5:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MATERIAL_REACTION_PRODUCT:PONY_SAUCE:LOCAL_PLANT_MAT:SAUCE]
[MATERIAL_VALUE:5]
[PICKED_TILE:135]
[PICKED_COLOR:6:0:0]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]

Code: [Select]
[REACTION:MAKE_APPLE_SAUCE]
[NAME:Make Apple Sauce]
[BUILDING:PONY_APPLECONTROL:CUSTOM_s]
[REAGENT:apples:1:PLANT:PONY_APPLE_BASKET:PLANT_MAT:PONY_APPLE_BASKET:PLANT]
[HAS_MATERIAL_REACTION_PRODUCT:PONY_SAUCE]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:apples:PONY_SAUCE][PRODUCT_TO_CONTAINER:liquid container]
[SKILL:PRESSING]

I copied PLANT_OIL_TEMPLATE to make SAUCE_TEMPLATE so that SHOULD be working...
do i have the order wrong or something?


582
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 08, 2012, 06:34:40 pm »
Hello! It's me again!
Trying to wrap my brain around some slightly more advanced reaction modding.
Im currently trying to make the following reaction chain:

Apple tree -> basket of apples -> apple sauce -> apple cider / apple pie

But I am having some difficulties with the apple sauce reaction, it refuses to even show up in my custom workshop.
I assume this is because i did something wrong, but as the errorlog is not giving me any errors i am struggling to find out what.

reaction_apples.txt
Spoiler (click to show/hide)
plant_pony_apple.txt - The relevant part is the PONY_APPLE_BASKET
Spoiler (click to show/hide)

Any pointers?

583
Mod Releases / Re: Pony Mod: My Little Fortress
« on: March 08, 2012, 06:20:50 pm »
I actually made eyepatches and spiked collars as "vanity items" for diomedans in my old version, but It is lost to the ages.

584
DF Modding / Re: How to brew an item from a creature?
« on: March 08, 2012, 10:38:53 am »
you need to make the moss a plant with no seeds or biome, and make it brewable.
then set the shear material as either the plant, or something that can be converted into the plant at a workshop.
I'd advise looking at the sheep raws for help with shearing.

585
Mod Releases / Re: Pony Mod: My Little Fortress
« on: March 08, 2012, 10:35:38 am »
It is a built workshop, uses a sapling object to construct, which can be bought from caravans or cultivated from an apple tree using one harvest of apples.

Can't really force it to be placed on fertile ground or require a tree unfortunately, that's just going to have to be another one of those self-restraint things :P
The workshop is currently apple only, tho i might add a cherrie workshop as well.

Currently the workshop process goes like this:

Bucking -> Apple -> Quality Control -> 80% -> Quality apple -> x10 -> Basket of Apples

One basket of apples can then be eaten or mushed in a grinder to make sauce, stored in jugs.
The sauce can then be turned into Jam, put in pies, or turned into cider.

Well, that is to say, Im still working on that last part but I got a tad distracted by some massive effects and things...

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