Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jay

Pages: 1 ... 261 262 [263] 264 265 ... 305
3931
DF Adventure Mode Discussion / Re: Mountains
« on: August 30, 2008, 08:21:36 am »
You can't go over PEAKS using Travel either as he's suggesting...

3932
DF Modding / Re: Length of infancy
« on: August 30, 2008, 08:15:53 am »
Changes NEVER require new worlds.
Adding/deleting does.
But you'll get permanent children if you set it lower and have some children between that age and 12 already.

3933
DF General Discussion / Re: Why 28?
« on: August 29, 2008, 09:24:20 pm »
Well we don't call the current one .28.181.40c ...
Because there's only one 40c.  If there was ever a 29.181.40c, we'd have to distinguish.

3934
DF Gameplay Questions / Re: How long does it take rock to melt?!?!?!?!
« on: August 29, 2008, 09:10:46 pm »
Although how you can melt them in a magma smelter when they won't melt when submerged deep in a magma pipe is beyond me...
They, just like any modern foundries, use specially designed metal buckets/such that compound the heat and focus it on the stuff being melted.
Basically, they increase the heat.

3935
DF General Discussion / Re: Why 28?
« on: August 29, 2008, 07:04:40 pm »

3936
DF General Discussion / Re: Best random name evar!
« on: August 29, 2008, 05:46:14 pm »
Assonance comes at the ass end of the word.   They all end the same.
(Not technically, but a useful mnemonic device.  In truth its the vowel sounds, like in blue, jew, you, flew, shrew etc. etc.)

Alliteration comes from the first consonants in the word being the same.

And no, I don't read or write poetry, I just like to study language structures.
Assonance comes at the ass end.  That's pretty blunt, there.
But he's got it right, so...
Stiltedshadows the Silent Scars of Smut was an alliteration.

3937
DF General Discussion / Re: Why is the development so slow?
« on: August 29, 2008, 04:38:44 pm »
It's no unusual personality.
The problem is that this is the learning curve for DF:

The only people who make it over THAT are those who want to.

3938
DF General Discussion / Re: I wrote a review...
« on: August 29, 2008, 04:26:36 pm »
Thank you for the lesson. Seems I was a bit too confident.

I am a finn and we have our special passive verbs, so that's my excuse for some of it. No excuse for most of it.

Not a native English speaker? Well, then that's good grammar.
No, it's not good grammar.  Granted, it's better then most, but by no means is it good simply because he's not a native English speaker.

3939
And another note: butchering animal doesn't create ITEMCORPSE items, AFAIK.
One of my vip dwarves went on a mood and needs silk cloth.  How can I add that into my fort?

I tried adding

[ITEMCORPSE:CLOTH:ITEM_CLOTH_CLOTH:THREAD:CAVESPIDERSILK]
[ITEMCORPSE_QUALITY:5]

To the [CREATURE:CAT] entry in creature_domestic, then butchered a cat, but no silk cloth was created.

Any ideas?
1)That line was utter failure.  Don't worry though, I'll provide you with something better.
2)ITEMCORPSE items are items that..  take the place of the corpse.  Butcher/Slaughter leaves no corpse, therefore no ITEMCORPSE.
Resolution:
Just change one of your reactions for a metal that you don't have/don't want (Rose gold for example) and replace REAGENT/PRODUCT/FUEL lines with
[PRODUCT:100:1:CLOTH:NONE:SILK:SPIDER_CAVE]
[PRODUCT:100:1:CLOTH:NONE:PLANT:GRASS_TAIL_PIG]
This will produce pig tail cloth and cave spider silk cloth.
The ultimate solution for those pesky cloth moods.
Even peskier moods still exist though.  Namely shell moods.  I'll fix that with another line you can simply add on to the above.
[PRODUCT:100:1:SHELL:NO_SUBTYPE:TURTLE:STANDARD]
Got no leather but want it?  Same deal.
[PRODUCT:100:1:SKIN_TANNED:NONE:LEATHER:CAT]
This stuff only applies for 40a or above.  Any lower and you're before the fixing of the reactions for animals/plants.  The old way was persnickety and practically useless.
Oh, and if you've got a legendary bonecrafter, here's a nice variety of bones for him to make some interesting decorations with, as each separate creature produces unique bones that can be stacked with other creature's bones.
[PRODUCT:100:1:BONES:NO_SUBTYPE:CAT:STANDARD]
[PRODUCT:100:1:BONES:NO_SUBTYPE:ELF:STANDARD]
[PRODUCT:100:1:BONES:NO_SUBTYPE:DWARF:STANDARD]
[PRODUCT:100:1:BONES:NO_SUBTYPE:HUMAN:STANDARD]
[PRODUCT:100:1:BONES:NO_SUBTYPE:GOBLIN:STANDARD]
NO NEW WORLDS NEEDED UNLESS ADDING OR REMOVING ENTRIES COMPLETELY.
To recap: Here's a special reaction you can add for the effect of all the aforementioned stuff.  It, being a new reaction completely, requires a new world.  Or you can reshape an old one.  As long as the very first line is the same as the old, and it contains a SMELTER line, it'll still load in an old world.
[REACTION:MAGICMATS]
[NAME:make craft materials]
[SMELTER]
[PRODUCT:100:1:BONES:NO_SUBTYPE:CAT:STANDARD]
[PRODUCT:100:1:BONES:NO_SUBTYPE:ELF:STANDARD]
[PRODUCT:100:1:BONES:NO_SUBTYPE:DWARF:STANDARD]
[PRODUCT:100:1:BONES:NO_SUBTYPE:HUMAN:STANDARD]
[PRODUCT:100:1:BONES:NO_SUBTYPE:GOBLIN:STANDARD]
[PRODUCT:100:1:SKIN_TANNED:NONE:LEATHER:CAT]
[PRODUCT:100:1:SHELL:NO_SUBTYPE:TURTLE:STANDARD]
[PRODUCT:100:1:CLOTH:NONE:SILK:SPIDER_CAVE]
[PRODUCT:100:1:CLOTH:NONE:PLANT:GRASS_TAIL_PIG]

3940
DF Modding / Re: .40a-c new animal/plant reactions/itemcorpses
« on: August 28, 2008, 06:49:12 pm »
Doublepost because it's needed:
Adding onto this;
[PRODUCT:100:1:SKULL:NO_SUBTYPE:ELF:STANDARD]
Produces boiling bone syndrome, killing or maiming the furnace operator and anybody who comes to pick up any other items created in the same reaction.

3941
DF Modding / Re: Invaders OFF
« on: August 28, 2008, 06:44:44 pm »
You don't get sieges until 80 dwarves.
You don't get ambushes unless you spot them.  Likewise with snatchers/theives.
Or it could be that you're not close enough to (or a complete lack of) a goblin civ.

3942
DF Modding / Re: Invaders OFF
« on: August 28, 2008, 06:29:06 pm »
Fortress mode without invasions, for the moment, is practically useless.  Sure, you can build a fort..  But nothing..  happens.
Course, you could use it like a "sandbox" mode and then re-enable it when you feel your fort's ready, but where's the fun in that?

3943
DF Modding / Re: Question About Reactions
« on: August 28, 2008, 06:26:28 pm »
1. Do they only take place at the smelter?
2. Can water be used as a 'REAGENT'?
3. Can they produce creatures?
4. Can you specify what kind of 'Fuel' you need, specifically Magma?

May be more...
1. Yes
2. No
3. They act like vermin
4. No

3944
DF Gameplay Questions / Re: replacing patch
« on: August 28, 2008, 04:19:14 pm »
Copy data/save folder.
Never attempt to extract the new copy onto the same folder as the old copy.  Lots of people say it works fine, but we've also had even more cases of problems.

3945
DF Gameplay Questions / Re: Do nobles in cages make mandates?
« on: August 28, 2008, 04:12:12 pm »
Wouldn't replacing the cage traps with weapons traps be just that much more effective?

Pages: 1 ... 261 262 [263] 264 265 ... 305