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Messages - MoonMan

Pages: 1 2 [3]
31
DF Modding / Re: Using skulls and ice in smelter reactions
« on: July 12, 2008, 05:13:19 pm »
That did it, thanks. Anyone know about the skulls?

32
DF Modding / Using skulls and ice in smelter reactions
« on: July 12, 2008, 02:04:35 pm »
I'm making a race of glacier dwelling ice people and they're supposed to be able to make inferior quality metals using ice as fuel. I tried using

[REACTION:ICE_IRON_MAKING]
[NAME:make rime iron]
[SMELTER]
[REAGENT:1:METAL_ORE:IRON]
[REAGENT:1:WATER:NO_SUBTYPE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ICE_IRON]

the reaction itself works but it doesn't require or use ice, which kind of defeats the purpose. I was also wondering if you could use skulls as a reagent.

33
DF Modding / Re: Mod Request/Idea: Dynamite
« on: July 12, 2008, 10:09:19 am »
If you wanted you could add a smelter reaction that changes Saltpeter into something that can be brewed, since alchohol is already explosive. Problem is you'd need to rig up something with magma or firebreathing animals to set it off.

34
DF Modding / Domesticated Silk producers?
« on: February 16, 2008, 09:51:00 am »
I'm trying to get an animal that you can bring with you on the embark that will make web like a spider. So far I've got

[CREATURE:MAGGOT_BARKING]
   [NAME:barking maggot:barking maggots:barking maggot]
   [TILE:'{'][COLOR:0:0:1]
   [MODVALUE:1]
   [COMMON_DOMESTIC][BENIGN]
   [SMALL_REMAINS]
   [NATURAL][PET]
   [POPULATION_NUMBER:250:500]
   [SPEED:2900]
   [SIZE:1]
   [WEBBER][WEBIMMUNE]
   [GENPOWER:2]
   [BLOODTYPE:W][CHITIN]
   [NOT_BUTCHERABLE]
   [CARNIVORE]
   [NOPAIN][NOSTUN][NOSKULL][NOBONES]
   [NOFEAR]
   [PREFSTRING:adorable yelps]
   [NO_SLEEP]
   [ALL_ACTIVE]
   [STANDARD_FLESH]
   [HOMEOTHERM:10040]
   [LAYERING:100]

The problem is they don't actually make webs. I'm able to select (Barking Maggot Silk Mittens) and such from the embark screen, so the game does seem to accept that they create silk. I also tried making them vermin, but that seems to negate them being domestic and makes you unable bring them with you when you embark.


35
DF Gameplay Questions / Re: Screw pumps
« on: March 06, 2008, 11:34:00 am »
I was going to make a my own thread but figured this question was appropriate to ask in this one.

Can screw pumps themselves transfer energy like a gear assembly? If I wanted to build a multi-story screw pump setup would I be able to simply dig out a piece of the floor and build the pumps on top of eachother or am I going to have to build a tower of gear assemblies next to the pumps?


36
DF Gameplay Questions / Re: zomg war dog killed in trap
« on: March 06, 2008, 04:01:00 pm »
I've had a baby killed by a stonefall trap. I think the baby was wounded before being hit by the trap.

37
DF Bug Reports / Adventurer wouldn't stop moving right
« on: February 19, 2008, 10:43:00 am »
I was playing on my favorite adventurer when this bug occurred. I was in a cave and wanted to look at the layout. I hit "l" and held down shift and an arrow key. When I hit space to leave look around mode my adventurer immediatly started moving right. I hit T to go to the world map and she started moving right on the world map. When she got ambushed by wolves she started moving right on the local map again. I saved and loaded and it was still happening. Closing and reopening DF fixed it, wierd bug though.

38
DF Bug Reports / Machinery not thawing
« on: March 02, 2008, 11:04:00 pm »
I was playing on a map that froze in the winter, and my big pumping operation would get frozen and stop working. This I expected, but when spring came and all the water thawed, my gear assemblies and axles remained frozen well into summer. I ended up removing them, mining out the ice wall occupying the square they were on, and rebuilding them.

39
DF Suggestions / Re: Let us limit immigration wave sizes
« on: February 24, 2008, 08:01:00 pm »
Food isn't the problem for me. I just get immigrants so fast that after the 2nd year 70% of my dwarves are just idlers because I get new ones before I can find jobs for the old ones.

40
DF Suggestions / Re: Let us limit immigration wave sizes
« on: February 24, 2008, 04:46:00 pm »
"The little problem I have is having a very successful first year with my 7 doing good work, followed by no less than 23 immigrants. They grossly overwhelmed me and everyone ended up starving and booze free - which caused tantruming."

I think my record is when I brought a proficient furnace operator and a proficient metal crafter in my original seven and found a magnetite/platinum vein right next to my lava pipe. I believe I got 31 immigrants.


41
DF Suggestions / Re: Let us limit immigration wave sizes
« on: February 24, 2008, 10:06:00 am »
If you didn't want to limit the amount you could just set the cap to 1000.

Right now I send all my immigrants to The Lava Chamber but it makes me feel like the dwarf Hitler. Also I can't recruit the children so it's kinda of hard to get them in there.


42
DF Suggestions / Let us limit immigration wave sizes
« on: February 23, 2008, 04:59:00 pm »
Sometimes when you get huge immigration waves it's just overhwelming and it feels like you're just trying to keep up with immigrants rather then working on your awesome lavaduct/labyrinth of doom/whatever.

It would be great if you could put something init like

[MAX_IMMIGRATION_WAVE:10]

Thanks for listening!


43
DF General Discussion / Re: Funny Names 2
« on: March 06, 2008, 04:04:00 pm »
In adventure mode I found The Dark Fortress of Fleshyincest.

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