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Messages - Rhenaya

Pages: [1] 2 3 ... 51
1
DF Modding / Re: Tribbles!
« on: October 19, 2012, 05:45:52 am »
the troubles with tribbles....

2
DF Modding / Re: Mod Fusion
« on: October 18, 2012, 08:35:08 am »
thats why i avoid editing any of the existing files with my mods and have new files for everything i need to change. just avoids a lot of hassle. of course if two mods bring the same thing i just use the same file names in them (like my metal mods are incorporated into the drow and alchemist mod)

3
DF Modding / Re: [0.34.x] Rhenayas Drow Mod
« on: October 05, 2012, 01:04:28 pm »
v2.4b
* fixed titanalloy reaction
* fixed the 4 bars per boulder thing for pitchblende, ilmenite, and rutile reactions

4
DF Modding / Re: Artifact Only Weapons
« on: July 10, 2012, 04:13:20 am »
its exatcly as he said... if no entity got the line for [WEAPON:YOUR_ARTIFACT_ONLY_WEAPON] no enity will ever produce it... but its still in the database and moods draw from all aviable weapons

5
i had this a lot in older forts, maybe its no longer in, cant tell as i always make multiple kinds of drinks... but back in 40d if you had only dwarven wine sooner or later they will only drink water for some time

6
if you only got one type of booze dwarfs will ignore it later on, you need to vary at least 3-4 kinds of booze so they dont swap to water... beside the "need a lot of barrels"

7
You say Drow, I say Dunmer XD

i say spider loving, black skinned, evil, slaverydriven, matriarchal, pointy eared humanoids... you think of generic dark skinned elves and put it to the first you can think of :p

8
just wanted to say the reading of skin and hair color form game is really awesome, i simply copied the elf.xml for my drows and it worked instantly (was expecting pink elves running around in stonesense first ^^)

Spoiler (click to show/hide)

9
DF Modding / Re: [0.34.x] Rhenayas Drow Mod
« on: May 21, 2012, 08:22:30 am »
2.4a
* tested and fixed silkmilk reaction (bugged due to milk/lye bucket problem anyway)

10
DF Modding / Re: how do i used milked goods in reactions?
« on: May 21, 2012, 08:07:55 am »
yup that was it works with .10 now :D

also the milked goods seem to be stored in product dimension of 150 like bars

as i had 2 silkmilk made into 5 thread each... ending up with 1500 (/(10*2) = 150)

11
Utilities and 3rd Party Applications / Re: DFHack 0.34.07 r2
« on: May 20, 2012, 08:45:25 am »
i just noticed it says it can load vdig.dll but its renamed digv and works fine?

12
DF Modding / Re: how do i used milked goods in reactions?
« on: May 20, 2012, 07:58:46 am »
- 0005809: [Dwarf Mode -- Stockpiles] Milk buckets not transferred to barrels sometimes (Toady One) - resolved.
- 0005915: [Dwarf Mode -- Stockpiles] Lye Buckets Being Stored In Barrels (Toady One) - resolved.

maybe this was the culprit... they storred the bucket in a barrel... so they cant find the silkmilk anymore :/

13
DF Dwarf Mode Discussion / Re: how do i use minecarts properly?
« on: May 20, 2012, 07:49:40 am »


they bring the magnetite from each mined place to ANY stockpile, just to have it in the minecarts driven back anyway

14
DF Dwarf Mode Discussion / Re: how do i use minecarts properly?
« on: May 20, 2012, 05:57:37 am »
its just sad how stuff needs to be derailed instead of helping :p

so i got the cart rolling now, you need to define an stockpile as input.. but that resulted in even more stupid behavior :(

they took magnetite from the other side of the fort thats already near the melters to the stockpiles, just to be put into minecart and carted "back" to the melter stockpile which was just a few tiles away in the first place :(

15
DF Modding / Re: how do i used milked goods in reactions?
« on: May 20, 2012, 05:41:56 am »
if you look again you see that there is a reaction class already too ;p

also the job is in the spidery just red, like with the melting stuff if you lack fuel or the ore etc

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