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Messages - Mohreb el Yasim

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61
DF Modding / Re: Problem adding custom creature to embark.
« on: July 16, 2021, 12:42:17 am »
You can find the seeds of an existing region by legend mode / export legends abd/or exporting images of an on going fort.
Also most changes require a world regen but not all.
Most often deleting/adding things require it, modifying something does not. The way to look at this is to remember that in dwarf fortress the world exist. And all regions civilisations and sites do too, with registered populations and knowledge of what they can do (reactions / buildings / clothes / domesticated animals...) so by adding to the raws, new civilisations would be able to have those things, but there won't be any new civilizations.

62
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?

63
You could, for testing
desactivate other stockpiles.
Make a quantum stockpile with minecart.
When half of the things is there stop it and dump the rest to an other.
Then see if both or Dfhack only stockpile will be emptied to the reactivated bin piles

64
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: July 12, 2021, 10:55:17 am »
Yep for the moment, aquatic, amphibious and flying fortresses don't work well. (the patching and job possibility is hard code tailored for terrestrial life)
Even some other tags end up funky :
Egglaying, no sleep, no emotion creatures each have they quirks as a civilization...

65
DF General Discussion / Re: Rarest Creature in DF; What is it?
« on: June 30, 2021, 09:23:58 am »
It's all anecdotal, but for some reason I've seen a LOT of unicorns, and am surprised to see them on that list.
unicorns live in good biomes, so if you go there andhe does not, it explains why.
what is the rarest might depend on how you generate your world too .... (only warm regions, you can end up with 0 penguins for example)

66
DF Dwarf Mode Discussion / Re: Please Don't Bring Back Dwaren Economy
« on: June 25, 2021, 02:56:24 am »
It's been said before (maybe in this thread, I'm not scrolling up to check) but the one additional tweak to the current system of trade demands might be to deprecate oft-traded items[1]. Just to keep the player on their toes.

That's not how trade works.  Traders go somewhere in the pre-telegraph era because they expect to be able to buy more of the stuff that they bought last time because they have markets for it.  Some will show up speculatively at exotic places looking to see what exotic goods they can find new markets for, but the regular traders want more of the same.  They might have buy caps for some items based on what they think they can sell, but they're not going to change their demands just to troll you.  That's just bad business. 

If it's something temporary like "The Halls of Soaking need giant corscrews and tubes" that would be different next year, but if "The Mountainhome has a market for mugs" the traders are more likely to turn their nose up at you switching from rock to clay than to want a change.  The rock ones they knew would sell.  The clay ones might not.
The best that it is already (somewhat) in the game.
They might ask for specific items (in prévision which seems logic)
Also they bring more of the same you bought last time. (that is why you buy all pets from the elves, all those useless capibaras will lead the way for your giant bear breading program, also you should avoid buying all of their cloth if you don't want to have only that)

67
DF Modding / Re: What stats matter for how good a metal is?
« on: June 23, 2021, 02:28:28 am »
There seems to be a misconception widely spread about iron being better than bronz. Even IRL they are sane-ish if bronze not being better (but for iron it depends much on the way of forging too)
I think it is due to the bronze age being followed by iron age.
But wasn't because iron > bronze. It is mostly because iron is much easier to produce than bronze.
I love that DF reflects this (and other details) so carefully...

68
DF Modding / Re: exporting dwarf fortress map for use in other game
« on: June 22, 2021, 03:43:08 am »
The maps (world map) themselves can be exported in many different layers and you can also get many information from the legends in the XML export format.
Look at legend viewer third party program for more details...

69
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?

70
In "worst case" you have some !!fun!!, learn something new and you can share with us (or even update the wiki)

71
DF Dwarf Mode Discussion / Re: Please Don't Bring Back Dwaren Economy
« on: June 11, 2021, 01:52:25 pm »
I like the idea that the Dwarven anarchist utopia after regressing to a monarchy descends even further into a a capitalism with the economy kicking in.
It is like difficulty levels slowly setting in, however it will surely be changed if it is to come back so no worries to be have.

72
DF Dwarf Mode Discussion / Re: Adding giantkin to your fortress?
« on: June 11, 2021, 01:14:12 am »
I think you are mixing up some things :
To get giant dwarves /elves /kobolds... You would need to add new creature with the giant "creature variations"
To make giant civilization you need to create a new civilization (as they are already intelligent) and it "fleshed outness" will only depend on the raws (as almost nothing is hard-coded in dwarf fortress)
But to have only a few of them in your fort the easiest way would be to add individual controlable (making them adventure capable) and just retire some advanturers to your fort.
Semi megabeast won't interfere too much, but building destroyer tag might be annoying...

73
DF Dwarf Mode Discussion / Re: Pressure and Multi Z level features
« on: June 07, 2021, 01:08:22 am »
You can't really plan Z level feature initially, as their placement will depend on where you can bypass caverns, so you need to explore that first and then formulate a plan when you know the relevant layout (and include additional exploration as needed to reveal the layout in areas you may want your features to pass through).
Technically you can, reveal / unreveal with dfhack does the job. (of cource it is a bit cheaty but if it helps my 'ocd' it can help yours too)

74
DF Dwarf Mode Discussion / Re: Is magma needed for adamantine?
« on: February 14, 2021, 06:17:52 pm »
Yes it will.
You could mod it back (maybe) as an extremely rare gem if you want to...

75
DF Suggestions / Re: Interacting with wild life
« on: September 16, 2020, 01:40:12 am »
To a point but not as far as domesticated

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