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Messages - Fullmoon

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16
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 20, 2011, 03:32:14 pm »
According to the wiki, it lets you make the ore into bars at a smelter, and the number is the % chance of producing a bar. The [METAL_ORE: ] tags for tetrahedrite are

Code: [Select]
[INORGANIC:TETRAHEDRITE]
...
[METAL_ORE:COPPER:100]
[METAL_ORE:SILVER:20]

which backs up that interpretation.
Ahh, yes. It's possible to do it this way. And it's better this way. And smelter reactions are best left to alloy making.

17
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 20, 2011, 03:14:33 pm »
billybobfred, IMO it just give you a chance to mine corresponding ore boulders with corresponding probability. Better way is to give awesomeite a '*' symbol for mined out, and add reaction to smelter as follows

[REAGENT:A:1:BOULDER:NONE:INORGANIC:AWESOMEITE]
.....
[PRODUCT:##:1:BAR:NONE:INORGANIC:$$$$$]
.....


Not sure what does [METAL_ORE:] does, IIRC it just turns boulders to '*' and puts mineral in metal ore list in z menu. The latter might be useful to disable using ore for crafts, but hardly anything more.

18
DF Modding / Re: Tile Genie - Merge multiple tile sets
« on: February 20, 2011, 01:05:20 pm »
This...
You know, every time I think of would-be-great DF utility, somebody goes and make it.
First I thought about visual raws editor.
Next about some kind of visualiser based on Minecraft.
Yesterday I thought ‘It would be nice to use Ironhand's font with Phoebus tileset’.

19
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 20, 2011, 12:27:50 pm »
Here I'm trying to adapt bits of CivForge alchemy tree to .19
Question 1: is this (for example) right?
Spoiler (click to show/hide)
Question 2: how should I define something like LIQUID_MISC:NONE:INORGANIC:MERCURY ? Would some INORGANIC with melting temp about 10000 be enough, or I would need some special tags?
Question 3: Can I specify more than one liquid-in-a-jar-o as reagents (sorry for the pun)? I.e. which is right, this
Spoiler (click to show/hide)
or this
Spoiler (click to show/hide)

20
DF Modding / Re: "What's new in .19?" - New version questions
« on: February 17, 2011, 12:19:14 pm »
[REAGENT:glaze:1:ANY_RAW_MATERIAL:NONE:NONE:NONE]
      [HAS_MATERIAL_REACTION_PRODUCT:GLAZE_MAT]


Question 1: What is this? Is this some analogue of REACTION_CLASS? Or it is just a reagent-name-like comment? I thought reagent list required naming like A, B, C, etc.
Question 2: Where exactly is this defined?

Disregard this. IWUWBADQ

21
DF Gameplay Questions / Re: ASQ: how to take things out of bin
« on: February 13, 2011, 08:14:26 am »
1) Apply magma
2) wait till bins have burned away
3) drain magma
4) recover !!artefacts!!
5) fun
Problem: don't have magma at moment.
Problem 2: artifacts are made from wood.
Atomic trash compactors won't do.

22
DF Gameplay Questions / Re: ASQ: how to take things out of bin
« on: February 13, 2011, 06:16:55 am »
Try removing then replacing the stockpile.
Already. Removed old stockpile, placed another one near. Artifact table moved to new stockpile, bin with crafts just sits there.

23
DF Gameplay Questions / ASQ: how to take things out of bin
« on: February 13, 2011, 05:56:12 am »
ASQ stands for Another Simple Question
So, I've made artifact vault, but forgot to disable bins in stockpile. Now I have three artifact level crafts in one bin and I can't get them out.
I've made another stockpile, I've tried dumping crafts, I've tried forbidding bin, I don't have any more ideas.

24
Only intelligent creatures that are part of your fortress need to eat.  If a kitten starved to death, you must have modded cats to be intelligent.
Ah, that's it. Part of my little project codename "Fluffycuddlekissesjoy" intended to turn cats into deadly spawns of doom and cuteness.

25
DF Gameplay Questions / Ambushes, caravans, starving cats... wait, what?
« on: February 10, 2011, 03:46:12 pm »
Suddenly I saw kitten corpse. Looked it in messages and found out that it starved.
Ok, I haven't touched DF in a few months and it seems I don't know about some new additions. Sorry for asking here, couldn't found that in wiki.
So. a) since what version animals require food?
     b) How much food/vermins required for a cat in season?
     c) Any other information.


... or it is because of inattentive modding?

26
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 14, 2011, 04:50:45 am »
Uh, sorry for asking, wasn't playing DF for few month.

What about reactions with liquid products? Still doesn't work?

27
DF Modding / Re: Random reaction-ish idea
« on: July 01, 2010, 01:02:06 pm »
Simply not possible. And won't be in near future. There are only two ways to create natural walls — cooling down magma and freezing water. Both are hardcoded.

28
Um, I forgot, do they train by killing stuff or just by swinging their weapons? If second... this would be a great way to train.

//just remembered a totally unrelated game — Majesty. There was a dragon in one mission. He was immortal, and I had enough healers, so in 15 minutes I've ended with 20 L30 heroes...

29
DF Modding / Re: Little mod: Sawmill
« on: May 10, 2010, 05:33:46 am »
Hmm. Quite nice. And IIUC only blocks are attainable. Great idea about limitations. Should go modify my plastic.

 ...yes, I've made plastic. Dwarves like it for it's shiny surface.

30
DF Dwarf Mode Discussion / Re: Cat got your... finger??
« on: May 06, 2010, 03:26:46 am »
 :o
...


...
Fullmoon cancels Useful Work: Modding kittens to make ULTIMATE WAR CREATURES OF BLOODY DOOM

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