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Topics - Mohreb el Yasim

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1
DF Gameplay Questions / Untamed wilds
« on: January 23, 2023, 02:10:27 am »
I just embarked to a nice place in untamed wilds (the "good" variant)
And it seems to me that those hate civilisation (last time I went there, terraformed as usual and it end badly)
No problem as this time I aim, as a challenge to be less destructive. But to be on the safe side (and still be able to have some above ground corps), do they only mind, wood cutting / fishing. Or do channeling / gathering /constructing trigger mother nature too?

2
DF Gameplay Questions / Booze and food variety
« on: January 09, 2023, 05:43:59 pm »
I was wondering how big of a variety is "needed" for the dwarves to be happy? (like 3-4 or more in a 8-10 range or even more to not feel too same ish for the dwarves)

3
DF Gameplay Questions / Poor soil
« on: December 10, 2022, 12:57:22 pm »
In DF2022, some of my farms state: "poor soil" others poor soil 25% and even some poor soil 33%,
 why (they are next to each other, some above and some underground) ? and how does it affect their use?

4
DF Modding / custom reaction no details
« on: July 15, 2021, 06:15:25 am »
I made a custom reaction for some testing:
Code: [Select]
[REACTION:MINE_IN_MINE]
[NAME:mine]
[BUILDING:MINE:CUSTOM_M]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MINER]
and when i look at it in manager / details (to define wich boulder i want it to use). it has none.
is details working for cutom reactions or only hard coded ones?

5
DF Modding / Workshop materiel in reaction
« on: June 22, 2021, 03:40:39 am »
Hi
Just a quick question as I was thinking about a mod idea.
Is it possible for a reaction to take into account the materiel of the workshop it is made in?
With vanilla or Dfhack?
 For example if I want to make a workshop providing the materiel it was made from, how could I do it?

6
DF Suggestions / Interacting with wild life
« on: September 14, 2020, 02:52:28 pm »
One of my favorite aspects in dwarf fortress is the interaction (teaming) with wild life.
It would be cool if it could have a long lasting impact on your Dwarven civilization (if with enough time invested you could elevate some races to domestic)
So in later embarks you could use them.
For me it would be a great way to promote playing more fortresses on the same world.

7
DF Dwarf Mode Discussion / Construction of walls from diagonal direction
« on: February 15, 2020, 06:32:32 am »
Hi everybody,
I've seen today a dwarf contructing a wall from the inside diagonaly:
from this
Code: [Select]
_═
║☺
[/font][/size]
to this:
Code: [Select]
╔═
║☺
[/font][/size]

Finaly :D

8
DF Dwarf Mode Discussion / Subterranean tree farm
« on: February 10, 2020, 12:00:08 pm »
What is the ideal height for a tree farm nowadays? I've seen on the wiki that shroom-trees grow between 3-8 tiles max.
So if you set up a tree farm, what height do you go for?

9
DF Gameplay Questions / Size of trees
« on: January 04, 2019, 07:52:32 am »
What is the maximum size of trees?
(in width from trunk and z-level height)?
Will roots go down more than 1 Z level?

10
DF Modding / Creatures castes and true transform
« on: June 09, 2016, 11:13:48 am »
Hi all
I have an idea to mod an interesting race. It would be about a creature with many castes wich may transform from one-other.
The questions are:
>How do you use the true transform from Dfhack? (maybe an example mod if someone has in mind)
>what are the effects of having differently sized castes in fortress mode? (clothing might be an issue, or does it?)
>what would be the most usable way of transforming creatures in fortress mode in your experience?
Thanks for all the answers.
Mohreb

11
DF Modding / question about taverns and entities
« on: May 02, 2016, 01:41:57 am »
Hi all,
i have some questions about modding entities and the new tavern/citizenship mechanics: (i plan adding a bunch of animalmen but just to clarify what it migth consider viable and whatnot)
> Does a civilisation need to be in peace with you to get applications from other civ members (goblins and kobolds, do they applie in fortresses)?
> Are there any thag that works out badly on fortress mode (i guess aquatic should be bad, but what about egg laying in earlyer versions it was kind-a bad, as well as flying too)
> are there any entitie tag that is needed for applicants ? (i've seen mercenery and scolar tags are those for this or just for worldgen)
Thank for all replies,
Mohreb

12
DF Gameplay Questions / trees growing and floors above
« on: August 13, 2014, 01:04:01 am »
Hi all
so i have a question,
how does the heigth of a place influance the growth of trees inside? (if there is a floor just a level or two above the ground how will trees grow / will they?
so did DF2014 made harder the making of interior tree farms?

13
Masterwork DF / Settings, raws and result
« on: January 26, 2014, 06:08:38 am »
Hi all, so i gave a try for Masterwork DF and found some strangeness in the raws and options
i selected no for all simple options (like simple stone, leather, trees and so on)
the game still give me generic leather, and generic silks :(
i also found in the raws that in the standard entity there are some toys / instruments disabled but i can not find which option makes it active,
i also deleted some lines in the dwarf creature raws (to make them not have plagues but still have some minor diseases) and they come back from time to time when i change settings.
can someone explain how to trigger those simplifications off / how to trigger more content (toys/instruments) on and how to edit raws in general so the luncher does not mess up with it (maybe somewhere in the MW directory?)

14
DF Suggestions / modding the randomness
« on: October 06, 2013, 07:25:49 am »
It would be really helpful / interesting if random elements of the game (as titans / forgotten beasts / demons / night trolls ) could be moded.
at the moment they are completely random and can go from ridiculously easy to extremely hard enemies. if we could limit which type of syndromes / and appendixes / interactions (not complete control just limit or augment the range of possibilities) it would make the game experience more adaptable to all players.
(also on a side note the number of forgotten beasts is the only one that can not be set in the generation of the game, it could belong there alongside with the other baddies)

15
DF Gameplay Questions / DFHack job command "how to use"?
« on: January 29, 2013, 02:40:19 am »
Hy all
i begun to use DFHack as it hase some usefull features, but there is this job related one wich i can not figure out. could someone who is used to this tool describe step by step (does i need to bind keys? what do i type exactly with vanillia raws and why?) what to do to change the input material of a job ? (for example a milling job in the quern wich i want to mill only dimple cup)

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