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Messages - Loctavus

Pages: 1 ... 11 12 [13] 14 15 ... 22
181
DF Modding / Re: Iron Weed Help
« on: June 17, 2008, 07:28:29 am »
I'll try it again, but I made a whole fortress just to test it and the reaction never showed up in the smelter, even when I had enough weed.

Could you show me the reaction you made that you were talking about?

Definately doesn't work. I took 20 rolls of iron weed thread and charcoal out with me and built a smelter in the wilds. Definately won't let me make iron out of the thread.

182
DF Modding / Re: Iron Weed Help
« on: June 17, 2008, 04:11:54 am »
It didn't work, but I like your extract idea. Perhaps I could make a metal bar of 'weed extract' from each leaf, and smelt ten of those into iron.

183
DF Gameplay Questions / Re: more random questions
« on: June 17, 2008, 04:02:20 am »
Looking back I just got confused between tallow and fat as you suggested. I thought I had some tallow at one point though, but they would neither cook it nor render it. I dumped it all outside as a result. I'd go back and claim it but that fortress got trashed by goblins.  ::)

184
DF Gameplay Questions / Re: more random questions
« on: June 17, 2008, 12:57:02 am »
Well, my guys won't render OR cook it, bu thanks anyway.

185
DF Gameplay Questions / more random questions
« on: June 16, 2008, 04:13:33 pm »
1)I get loads of heaps of tallow when I butcher things, I order it converted to fat and after a while my cook gives up, leaving a few heaps of the stuff behind. Yet the status doesn't change, and it doesn't rot away. I've resolved to dumping it outside, but short of rendering it down right away is there anything else I can do with this 'rotten' stuff?

2) Pearls, from oysters I suppose? In game terms, how the heck can I get these?

186
DF Gameplay Questions / Re: Fun with Kobolds
« on: June 16, 2008, 03:56:07 pm »
That was the setup I had, so the wolf I had chained up was certain to scare off any kobolds I bumped into. It doesn't matter too much now anyway.

The end result was 'enough wolf, not nearly enough traps'

My fortress basically got disemboweled by goblin raiders with crossbows. Loosing is fun. I've not done many games where I've gotten as far as goblin raiders, mostly because I don't enjoy hectic combat too much.

Thanks for your help guys, anyway.

187
DF Modding / Re: Iron Weed Help
« on: June 16, 2008, 03:30:11 pm »
Well, rope reed thread is stored in bins, so I think you have something there. Let me try this.

[REACTION:WEED_IRON_MAKING]
[NAME:make iron bars from weed]
[SMELTER]
[REAGENT:10:THREAD:NO_SUBTYPE:PLANT:WEED_IRON]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON]
[FUEL]

[MATGLOSS_PLANT:WEED_IRON]
[TILE:'i'][COLOR:0:0:1]
[NAME:iron weed][NAME_PLURAL:iron weeds]
[VALUE:2]
[DRINK:iron brew:0:0:1]
[DRINKVALUE:2]
[SEED:4:0:1]
[GENPOWER:2]
[THREAD]
[AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[BIOME:NOT_FREEZING]
[PREFSTRING:hard leaves]
[WET][DRY]

I'm still a novice at this reaction stuff though, so your help is much appriciated all of you. Going to try it now.

And yes, I did mean like the energy drink  ;D

188
DF Modding / Re: Iron Weed Help
« on: June 16, 2008, 10:38:53 am »
It's in the matgloss_plant.txt file.

So you're saying i'd need

[REAGENT:10:PLANT:NO_SUBTYPE:xxx]

where xxx is the numerical id of my plant then? DF counters seem to start with one.

With the problem about barrels and other such bits I'm about giving up on this though, it was a nice idea.

189
DF Gameplay Questions / Re: Fun with Kobolds
« on: June 16, 2008, 10:05:41 am »
Augh, I thought pressure plates -were- one of the few things they could trip, bah.

I'm going to have to rethink that then. Doing as you suggested and using a beastie as an alarm, I can then place it deep enough so as long as I'm quick with the leaver, I can trap the kobolds where I want them. Rather than bring the kobolds to the fire imp in such case, how about the other way around?

It would take a lot of flood gates, but one flick of a leaver could turn a kind of looped tunnel into a fireball target arena. That is, opening the floodgates when the kobold is inside to expose them to the waiting fire imp.

Arn't fire imps immortal?

190
DF Gameplay Questions / Fun with Kobolds
« on: June 16, 2008, 04:26:18 am »
Okay, I have two things.

One, a mess of kobolds, two, a caged fire imp.

I've so far lost one gem and a roll of thread to them, but I've now got a wolf chained up and lying in wait for them. The problem is, they bump into the wolf, get bitten maybe once and then run off. I want to capture the little sods and make them see the errors of their ways.

My plan is to have a pit beneath my entrance divided into two sections. The first section is where the kobolds end up, and the second section is home to the imp, who obey his instincts and fireballs them for my amusement.

However I have two problems. The first is how to contain the imp safely and allow him to fireball things. I'm willing to risk a cage and a dwarf in the initial setting up, but will chaining him up still let him throw his balls of fire? Or will the dwarf set to chain him just run away and let him mill about on his own? Alternatively, can he shoot over fortifications?

My second problem, which I really need to solve before the first is a means of catching the little beggars. Cage traps are out, obviously, so my next stop was a grate and a pressure plate.

Could someone give me some hints as to how to use these properly? I set one up with a max and min of 5 (kobolds) and to activate for creatures and not my own. But I'm not sure where to position the pit in relation to the plate (It's just outside of a doorway), and the one kobold I did see dash over it didn't look like he triggered it.

Just to note, I'm willing to experiment with the imp and report back, what I really need help with is dropping kobolds into pits.

191
DF Modding / Re: Iron Weed Help
« on: June 16, 2008, 03:55:23 am »
Rats, time for my fall back then, industrial animals...

192
DF Modding / Iron Weed Help
« on: June 16, 2008, 01:54:13 am »
I am working on an alternative source of iron. This was just to see how possible it was, and I think it almost is. The basis of it is growing plants that are eventually smelted in a reasonable quantity to produce a bar.

Here is the plant and reaction. It's not available to dwarves directly, as it is a surface plant. I was playing humans though so I was able to buy it.

I bought it, grew it and brewed it.

[MATGLOSS_PLANT:WEED_IRON]
[TILE:'i'][COLOR:0:0:1]
[NAME:iron weed][NAME_PLURAL:iron weeds]
[VALUE:2]
[DRINK:iron brew:0:0:1]
[DRINKVALUE:2]
[SEED:4:0:1]
[GENPOWER:2]
[AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[BIOME:NOT_FREEZING]
[PREFSTRING:hard leaves]
[WET][DRY]

[REACTION:WEED_IRON_MAKING]
[NAME:make iron bars from weed]
[SMELTER]
[REAGENT:10:PLANT:NO_SUBTYPE:WEED_IRON:PLANT]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON]
[FUEL]

The plant obviously works, I've not really been able to test being able to find it in the wild yet, but the biome is pretty broad.

Something is wrong with the REAGENT line of the reaction, it doesn't show up on my smelter and that was the best approximation I could come up with. Any help would be appriciated.

193
DF Modding / Re: Creating a Creature
« on: May 13, 2008, 05:47:00 am »
I used a ranged weapon 'wand' for magic attacks with a race I was creating, the ammunition was runes that did BURN and COLD damage and had zero stick chance.

194
Sweet, you could make iron worms or something :P

195
Darn, I wonder if it'd be possible to create a creature with reactions! I'm going to have to try that out if I work out the syntax.

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