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 - Gnomedevourer

Pages: [1] 2 3
1
DF Modding / Re: Does Anybody Know Why I Can't Play As My Modded Character?
« on: December 03, 2022, 12:22:06 pm »
if you add [OUTSIDER_CONTROLLABLE] you can spawn in as an outsider, but uh, if that is all the entity has it's basically non-existent, it can't/doesn't have any sites, and also I wouldn't... generally recommend making a hyper-strong civ anyways, but yeah, probably better off with outsider controllable tag, and removing the entity
although I gotta warn you, it's gonna be tough to get any new gear/stuff for your character-

2
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r7
« on: November 13, 2022, 04:46:42 am »
ah, thank you! I suppose that'd be what I'll be doing from now on!

3
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r7
« on: November 12, 2022, 01:31:38 pm »
Is Advfort's tame animal job bugged? I couldn't get it to work, sadly, or was it always kind of not something possible to do?
if it is, is there any way for me to try and "tame" animals in adv mode?
(sorry if this is kind of out of place but this seemed like the right place to me at the time)

4
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: October 23, 2022, 01:34:39 pm »
I was also able to carry an entire cave dragon corpse without losing speed, so that's cool.
In fact, I actually got *so* strong that I think I broke the game's upper limit on strength: after my eighth resurrection I found that picking up anything - even a >1 weight amulet - dropped my speed to 0.099! I rolled back the save to the seventh resurrection, and that seems to be fine - that may, then, be the soft cap on multiple resurrections.

I think (keyword think, it may be different) I found something similar when I was making some just like utterly insane things (super super strong monsters and stuff), I believe I found that it's connected to muscles if I remember right?(my memory is fairly poor, so don't trust this quite yet) I should test it again soon, very cool that you can accomplish a similar thing in vanilla though! also good work! it's amazing that you managed to set that all up!

5
DF Gameplay Questions / Re: How to Bind Santa?
« on: October 20, 2022, 06:27:57 pm »
I think he needs to speak to Santa and use a particular conversation option (which I assume only appears if he’s previously read the slab) in order to bind him.  All reading the slab does is give the adventurer Santa’s true name and unlock the options to bind or banish.

yeah that's what I thought but I didn't see anything different, and I checked through the submenus, I couldn't find anything, I wonder if it got removed or disabled (or bugged) in  version 0.47.05-

even double checked it was the right slab in legends mode this time, so I guess that's my plans gone

6
DF Gameplay Questions / Re: How to Bind Santa?
« on: October 20, 2022, 05:56:27 pm »
must be a mod?
like a mod is interfering? could one even do that?

7
DF Gameplay Questions / How to Bind Santa?
« on: October 20, 2022, 01:23:50 pm »
so I found Old kris kringle's special chunk of stone, and I read it, and i found santa, read it again, nothing happened
   so uh how do I well, bind or banish the man? I can't quite figure that out, any/all help is appreciated!

8
Do you have the "shearable tissue length" token as well, with its value set below the max length of the tissue? I don't see that in your code there.

oops, that got cut out of the segment I sent, but yes, it is there, I'm gonna redo the creature from the top down and see if it works after that



edit: got it to work finally, after redoing the creature from scratch, still not sure what was making them not able to spin the yarn!

9
Have you added YARN to the creatures' hair material?
I have, but it still isn't working for some reason, the creature's relevant code is
Code: [Select]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]
[SELECT_TISSUE:HAIR]
[TISSUE_NAME:wool:NP]

[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:BLACK:1]
[TLCM_NOUN:wool:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:wool:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:250:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
    yet whenever I select the the spin thread job (after shearing so i know they have it's wool) they simply ignore it and it throws a "needs unrotten hair/wool body part" at me it only has the hair on it's back if that's somehow relevant

10
How does wool and yarn work? I can make creatures able to be sheared but I can't seem to make it where their hair can be spun and made into yarn actually, it just doesn't recognize them for some reason.



11
Mod Releases / Re: GnomeDevourer's Vampire Pack!
« on: October 08, 2022, 07:55:38 pm »
descriptions of the vamps!
(list is of the normal/nonbuggy/probably needa change/super impossibly strong ones)
Spoiler (click to show/hide)

12
Mod Releases / GnomeDevourer's Vampire Pack!
« on: October 08, 2022, 07:19:04 pm »
It's a pack of varying vampires, with some being broken to jaw dropping extents!
(dw those ones are optional, I mean technically every one is if you modify it but still)
   there's 20~ I think? most have some sort of unique part of them, or immunities/abilities, generated via the generated vampire script (I'ma double check to make sure this is the right one later I'm rushing to do this rn) http://www.bay12forums.com/smf/index.php?topic=91255.0, and then tweaked, and modified to (objective) perfection, it's amazing! (it's not.) But yeah Uh I'll make a post describing them sometime soon, any bug reports will be dealt with as soon as I can (school+work kind of can get in the way of that)

                    https://dffd.bay12games.com/file.php?id=16116


Spoiler: Changelog (click to show/hide)

13
DF Modding / question on reactions & corpses
« on: October 05, 2022, 07:52:31 pm »
would there be a way to make a reaction that makes a corpse out of leather/meat? like could I make patchwork golem bodies and then resurrect them? My guess is no, that I couldn't. but the wiki didn't 100% make it fully clear to me(with the little skimming I did so I may have missed something vital that says "yeah no"), so I felt I should ask.

14
DF Modding / Re: What're the effects of removing can_learn via syndrome
« on: September 15, 2022, 05:03:40 pm »
I know they don't lose skills, but they shouldn't be able to gain them anymore. I think they do actually show up in the pets menu on the unit screen. I don't know how much it affects worldgen, if at all.
thank you so much, this is really good to know, that answers the more major of the two to me (as of now)

15
DF Modding / What're the effects of removing can_learn via syndrome
« on: September 11, 2022, 08:47:48 pm »
simply when you remove can_learn using a syndrome: does it remove skills? do they keep their skills? are they classified as an animal on the unit screen after that?
what if they were a civ member? how does this affect worldgen (of course if no one has tested it, I might do so and post any/all findings (if I can manage to set up enough worlds to get them to show frequently/not have them instantly die))
any and all answers are VERY appreciated!

Pages: [1] 2 3