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.

Topics - Shaostoul

Pages: [1] 2
1
DF General Discussion / So I've been away quite a long while...
« on: December 06, 2010, 10:12:54 pm »
Hey everyone, it's been quite a long time since I've done anything Dwarf Fortress. So I thought I'd stop by cause I was thinking about it.

How's everything been going?

Has DF/Toady been making a lot of progress? What's the current news on him?

How's the modding been going?

Anything else you feel you should include to an avid, long been gone, DF player that'd be semi-important would be fine too.

2
DF Modding / For all my modding buddies... (BSing)
« on: August 09, 2010, 08:05:38 pm »
So, as you can tell I've been a little scarce around the forum lately. During some time I stumbled upon a bunch of old CD's that I burned from back in the late 90's.

And this song is on one of the CD's. I don't know if it actually has an official music video.

However, I heard it and thought of DF. You'll know why.

http://www.youtube.com/watch?v=RvdeJaB-eLg

Enjoy. :)

And for any of those curious, I've been working on getting everything situated for helicopter school and I've been building my car. By the end of the month I should have a fully operational high 400's horsepower 1975 Chevy Nova.

3
DF Community Games & Stories / Areloram - The Underwater City
« on: July 09, 2010, 08:02:05 pm »
This is my go at an under the ocean city. I will not be using magma for casting the city. The entrance shall be a light house, complete with a light source of sorts. (Bonfires) These will have to be re-lit every so often as they don't last forever. The goal is to have a completely underwater base, with as little underground work as possible. I'm going to have to drain the ocean... yes... drain the ocean to be able to build the fortress... There's going to be A LOT of waiting with that one. Without further ado, here's various information and story...

---Information---

Civilization - The Armory of Sun
Fortress Name - Waterworld
Group Name - The Subtle City
The Embark Sign - Jaguar

The map...
6x6 map with a 100 zlevel cliff underwater. On the north strip of the map is a 6 embark tile wide area of land. It's perfectly flat with little ponds and a bunch of trees. There are elephants...

---The Starting Seven---

Unavailable "McBoss" - Sodel Biskalath (Veilbolt) - Aspid Dwarf - Female
Available - Ushrir Ulabmeng (Squirtlash) - Moss Dwarf - Female
Available - Dodok Kilrudstesok (Bronzemolten - Shroom Dwarf - Female
Available - Olon Estostrigoth (Containcraft) - Shroom Dwarf - Male
breadbocks "Sharpbolt" - Imush Udilsokan (Lanternphrase - Stone Dwarf - Male - The Cake is a Lie
KJGJ - Asmel Artobolin (Combinetongs) - Stone Dwarf - Male
Ninja Pichu "Ampersand" - Udib Sakrithbomrek (Blazedwhipped) - Stone Dwarf - Female - Doctor

Next available...

Daywalkah - NAME - Jade Dwarf - Male - Metalworker/?Mechanic?
Jetsquirrel "The Butcher" - NAME - SOMETHING DWARF - Female - Cook

---Prelude---
-Year 9 - Spring
The king, what a fool he is. He's casting me out for my ideas. I only wish for the betterment of the mountainhome and this is how they treat me. Throw me out with 6 other unwanteds. We were allowed to choose where we wished to embark though. So all was not lost. With the constant plague of demons and megabeasts alike, we've decided to go against normal tradition. To build a place, that a normal person would not think to look for dwarfs. Under the sea. We've been told that all the other 'blasphemers' will be sent to us. That's alright with me! We'll show the traditional dwarf what it means to be innovative and not always do the same thing! In the end, they will want to come to us. They will embrace our ideas and our methods. We will embrace their arrival, I do not hate them for being stuck in their ways, I could not hate a fellow dwarf. We're preparing for our embark, we're told that there is little we're allowed, maybe they don't want us to grow.

-Year 9 - Fall
Our trek has taken a turn for the worse. We've lost countless supplies and our anvil! Looks like we're going to pray for a caravan... pray we live until then as well. The weather is nice at least, it's nice and warm.

-Year 10 - Spring
We've made it! We've made it to our destination, thank Armok. I was beginning to get worried there. Lots of big game wildlife around here. We're going to need to be careful. Here's to surviving the journey and beginning the surviving here on this beach.

---The Story Begins---

1st Granite, 10, Early Spring
-Agenda-
Establish a wall.
Establish a farming area.
Establish a area for potable water.
Prepare for new arrivals
Live.

---

McBoss - "Get to work guys! I don't want to see you guys laying around sipping margaritas!"

Others - "Awww, c'mon! Can't we relax for a little while?"

McBoss - "Are those... wait what are those? They look like... ELEPHANTS!"

Everyone - "Oh shit! WALL WALL WALL!"

---

5th Felsite, 10, Late Spring

-Agenda-
Establish a wall. CHECK!
Establish a farming area.
Establish an area for potable water.
Prepare for new arrivals.
Live.
DRAIN THE OCEAN!


McBoss - "Good job boys! We've established ourselves a fancy shmancy litte 2 level house dealio here!"

Imush - "Those damn waves didn't help at all, almost lost one of us."

McBoss - "But I didn't! And you all lived, so you're all stronger now."

Ushrir - "I guess you have a point, but still we need to some how make this light house deeping into the ocean."

McBoss - "I have the perfect plan! We're going to... DRAIN THE OCEAN!"

Non-boss dudes - "WHAT?!?!?!"

McBoss - "You see, it's quite easy, with how Dwarf Fortress isn't quite bug free, there's a nifty little trick where you can carve a fortification into the side of the map and water will drain INSTANTANEOUSLY, cause tons of lag and the ocean will be drained. Of course there is some other stuff to be careful of... Like making sure the dwarf opening the hole to the ocean is a good swimmer."

Dodok - "Way to break the fourth wall McBoss..."

McBoss - "Hey! It's still gotta work! Right? Right...?"

-silent paus-

McBoss - "Well, we're doing it anyways!"

---

15th Felsite, 10, Late Spring

-Agenda-


McBoss - "Hey guys! Guess what! We're ready to drain the ocean. Guess who gets to go!"

Asmel - "Who?"

McBoss - "YOU DO! You spoke up first, so you lose."

Asmel - "You know I hate you right? I'm so going to clonk you a good one if I make it out of this alive."

McBoss - "Well get to it! I'll be waiting behind this door for you, I'll open it when you knock on the door 2 and a half times."

Asmel - "Alright well here I... wait... two and a half times? Are you kidding me?"

McBoss - "Well, you're going to slam into the door from the insane pressure of 100 z-levels of ocean. So we'll count that as half a knock."

Asmel - "That's reassuring..."

Asmel walks out the door and McBoss braces it for the impact. "Here I go." Tick tick tick... "Uh-oh" WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOSH (game lags for like 10 minutes) THUD! .......... knock........... knock........

McBoss - "That's it!"

McBoss unbraces the door, water rushes in along with Asmel. Laying on his back and coughs up some water.

Asmel - Cough cough hack cough "That..." Cough cough "was... AMAZING!" he spits a few times. "If it wasn't for the crushing pain and the nasty taste of that ocean water, I'd say let's do that again."

McBoss - "That's the spirit! No rest for the wicked though. We need to get working... and fast! if we want any sort of decent frame rate back."

Asmel - "Good plan, I don't feel like moving like a glacier for the rest of my life."

OOC - I'd like to point out that was the amount of time that was required for my game to respond.The ocean took quite a long time to drain. I'd get very very random screen updates as water quickly disappeared. I am embarked on a 6x6 map area where 6x5 of the map is water. 100 zlevels of water. With a perfectly flat bottom. Let's do a little math!

48 x 6 = 288, 48 x 5 = 240

Alright so the map water area only is 288x240 tiles wide. It's 100 zlevels of water. so...

288 x 240 x 100 = 6912000

Yes, that's right... 6912000 tiles of water. ALL reacting, at once. That's... A lot of water. I'm going to be here a while.

--Alright the time between the math bit was when I decided to watch the movie Blade. I finished the movie and it was still going, but it's picking up pace. The ocean isn't drained all the way yet. I'm thinking of watching Blade 2 and continuing the process.

4
DF Modding / Soil Levels...
« on: July 05, 2010, 04:05:07 pm »
Has anyone figured out how to have more than 4? Maybe like... 20 or 40?

5
DF Community Games & Stories / Your choice storytelling - Waterworld?
« on: July 04, 2010, 12:55:46 am »
The thread is going to be remade cause it's so far and hasn't been made yet... But for your pleasure, the stats are as follows.

Civilization - The Closed Room
Fortress Name - Waterworld
Group Name - The Chambers of Ice
The Embark Sign - Grizzly Bears

The Map... The white is ice, it's 44 zlevels thick. Yes, it's on an ocean.
Spoiler (click to show/hide)

The Map... These are the "sheer" cliffs you can get without having a river cause it.
Spoiler (click to show/hide)

Those points eventually turn into squares at the bottom.

The rest of this is going to be in the new thread "Areloram - The underwater city"

6
Before the story... I've been playing Dwarf Fortress and Minecraft for quite some time now and I've lately for some reason have had a fascination with Star Trek. Been watching a lot of the episodes and yet and a couple weeks ago I watched Star Trek the 2009 version again for I forget how many times. Making the ship on Minecraft would take... a very VERY long time... Especially if I start laying it one block at a time. So anyways on with the show...

I will not be posting jobs unless it is a noble. I will not list pets unless the person cares if they have a pet or not. As the game goes on I'll hit points where I can't decide what to do and you guys could help decide what it is I do.

---------

There are "33" claimable dwarfs at the moment. I'm using Deon's mod, so I have some interesting classes...

The dwarfs at the moment are...

Original
Unclaimed Meng Tosedablel (Stoppedbust) - Stone Dwarf - Female- Presently Expedition Leader
maxicaxi "Doom Potato" - Nil Nishtenshed (Tradedchances) - Jade Dwarf - Female
Unclaimed Athel Nakuthsazir - Stone Dwarf (Braidbridges) - Male
darkrider2 - Thob Regroth (Gloveddomains) - Stone Dwarf - Female
Shaostoul - Imush Kathillikot (Wetinks) - Steel Dwarf - Male
NewsMuffin "Russian" - Athel Ukerthikut (Wavedbooks) - Ice Dwarf - Male
McBoss - Asen Basemelbil (Spraytomes) - Ice Dwarf - Male

Migrants
Wave - 1
Unclaimed Asmel Ostathcatten (Esteemchanneled) - Moss Dwarf - Male
Tallpanzer Dodok Mengsavot (Lashedstood) - Obsidian Dwarf - Male
Unclaimed Zulban Libashbakust (Axeurged) - Moss Dwarf - Male
Unclaimed Udil Mafolidith (Chambersystem) - Stone Dwarf - Female
Unclaimed Iton Arzesnish (Knightedtrade) - Moss Dwarf - Female

Wave - 2
Unclaimed Asmel Lokumavuz (Spearmines) - Jade Dwarf - Female
Unclaimed Iton Kifedsazir (Cruxbridge) - Moss Dwarf - Female
Unclaimed Kol Eturdarud (Boulderclimates) - Moss Dwarf - Female
Unclaimed Morul Erithlibash (Laboraxe) - Stone Dwarf - Female
Unclaimed Nish Olinudar (Tongrain) - Aspid Dwarf - Female
Unclaimed Obok Keluz (Metalgrowls) - Moss Dwarf - Female
Unclaimed Sakzul Erithkeng (Laborsteamy) - Shroom Dwarf - Female
Unclaimed Zefon Mozirasob (Routedboards) - Stone Dwarf - Male

Wave - 3
Unclaimed Nil Ralkin (Silveroak) - Jade Dwarf - Male
Unclaimed Iteb Aralstinthad (Womentheater) - Aspid Dwarf - Male
Unclaimed Zon Mebafikod (Streamglazes) - Ice Dwarf - Female
Unclaimed Zefon Idudar (Rockrains) - Shroom Dwarf - Male
Unclaimed Fikod Rashguravuz (Attackmined) - Moss Dwarf - Male
Unclaimed Ast Nishtathtat (Tradeplunges) - Shroom Dwarf - Male
nuker w "Cognate McAwsomeDrawbridge" Ast Kikrostroth (Stockadedomains) - Moss Dwarf - Male
Unclaimed Tosid Oboksiknug (Pillardwelling) - Moss Dwarf - Male
Unclaimed Aban Alathrisen (Boltscoal) - Stone Dwarf - Female
Unclaimed Mafol Dedukistbar (Manorrose) - Aspid Dwarf - Female
Tuxman Kivish Nekutustuth (Secretivefence) - Jade Dwarf - Male
Unclaimed Unib Mamotushat (Plaitedbasement) - Stone Dwarf - Male
Unclaimed Dakost Rigothadas (Craftedpasses) - Aspid Dwarf - Male
Unclaimed Vabok Rithlilar (Bellspatterns) - Shroom Dwarf - Male
Unclaimed Fath Edtulkol (Groovewheeled) - Stone Dwarf - Female
Unclaimed Zefon Gimlolok (Twistgranite) - Aspid Dwarf - Female
Unclaimed Feb Sokanastesh (Phrasecudgles) - Ice Dwarf - Female
Unclaimed Urvad Lazdishmab (Scalerampart) - Stone Dwarf - Female
Unclaimed Amost Rerrasudil (Fissurelantern) - Shroom Dwarf - Female
Unclaimed Eshtan Zuntirlibad (Anvilprases) - Aspid Dwarf - Male

---------

I just started it is year 11 Spring and so far nothing is done. This is my first story telling dealio, so hopefully it turns out well!

7
DF Dwarf Mode Discussion / Out of boredom and such...
« on: July 01, 2010, 05:44:00 pm »
I've been playing a lot of minecraft lately and am always having fun with that. When I stop wanting to play DF that is...

Anyways...

I've been wanting to make a USS Enterprise, to scale (preferably) and was getting to thinking...

Height and width isn't the problem here... the length is.

760 meters according to one website (this is the 'new' enterprise from the 'new' movie). If my knowledge serves me right a single embark tile is 48x48 ingame tiles large. (if I go with the logic of 1 tile is 1 meter wide) I'm look at a 16 embark tile length area...

So opinions, do I go with it or is there some changes anyone would care to throw in?

Is a tile considered amongst all of use 1 meter (height probably being 2 meters, but I'd be fine with 1)

Sorry this is all kinds of scattered, hope you understand what I'm getting at.

At the bottom of this page is the length width and height numbers I'm going with...

http://memory-alpha.org/wiki/USS_Enterprise_%28alternate_reality%29

8
DF Modding / 3D Visualizer... any coming?
« on: May 20, 2010, 09:30:25 pm »
Anyone? Anyone at all working on a 3D Visualizer program?

It's one of the things that I miss most from 40D.

Feels kind of pointless to work on a mega project if you can't have someone see the whole thing.

9
I'm not sure if this is an effect of all the mods from Genesis or my own concoction, but I have a mood dwarf... who wants rock bars.

Any ideas?

I've got metal bars, stone blocks, normal stones, annnd... I think that's all I can think of.

-edit-

I kept trying different things. Eventually he took some metal bar I made...

Annnd the items is...

Rashmostod Dugal Atir, Dieshame the Parity of Dye, a sappanwood wooden blowgun.

This is a sappanwood wooden blowgun, All craftsdwarfship is of the highest quality, It is encircled with bands of sappanwood wood and lapis lazuli, This object menaces with spikes of acacia and adamantine.

10
DF Modding / --GUIDE-- Shaostoul's Guide
« on: April 22, 2010, 09:22:22 pm »
NOTE: I've not touched Dwarf Fortress in quite a long time, at least modding wise. I wonder if this is still useful.

>>>>>>>Welcome to<<<<<<<
**Shaostoul's Guide**


IMPORTANT NOTE
All information I post here I test and make sure it works. If I can't test it, someones tested it for me. All information is trying to be kept up to date with the most current version of Dwarf Fortress. If you have a problem with anything either from this guide or not, feel free to either PM me or post on this thread. If you see any issues with any information on this guide, let me know. I'll see about correcting it. Thank you and have a nice day.

MISSING INFORMATION
I know a lot of the information that was contained in the guide is missing. That's because I've moved a lot of the completed stuff to the wiki so I can use the posts for other information. For your convenience here is the wiki version of my guide.
Shaostoul's Modding Guide - Wiki Version

WHEN TO GENERATE A NEW WORLD
This question is asked tons. The safest motto to follow is, if you don't know if it needs a regen, just regen.

A new world is needed to be generated when you add any new entries. Like new creatures, entities, items, reactions, etc. I have yet to run into an instance where I can add a new entry and not need to generate a new world.

You can edit existing information, to an extent. With the release of the "DF2010" version, any generated worlds must be edited in the save folder.
Dwarf Fortress->Data->Save->region1->raw->graphics or object

As far as I know, you can edit/change graphics at any time. Please keep in mind, some may not work or might have issues, ask around and people will more than likely help you with any problems.
As new version of Dwarf Fortress come out, I try to make sure that all my information is still working, if something isn't working, I'll help you out with it.

I don't know how many times I've seen people asking the simple modding questions that I believe I've outlined in this guide. I've said the same thing too many times. If you see an offender making a NEW thread asking "why won't my mod work?" Please send them here... I hope they'll spend a little time and read and practice and work through problems, that's what I have to do for this guide.

This project is on going and ever evolving, whether it be slow or fast. I am hoping that with the aid of the Bay12 and Dwarf Fortress Community that this guide will be able to help new and veteran people alike. I always am checking my guide for new posts and am most likely to help you here first and fastest. If a new thread is made, I may or may not look at it. I'm always open even for idle talk and "bs-ing". If you have any questions, comments or input, I wouldn't mind at all if you posted it here or even PM'd me. I'm not a mean person and will more than likely help you to the end.

If you want to get a hold of me on something other than the forum. I have MSN Messenger and Yahoo Messenger. Whenever I'm on the forum, I'm typically on the messengers.
Shaostoul@Yahoo.com
Minsc999@Hotmail.com

I've noticed derailing of topic and such, but that doesn't bother me any more. Just no flaming or arguing with one another. At least keep it semi-productive. Maybe?

11
Just as it says... I found out just recently in the fort I'm building that homeotherm AND fixed_temp do NOT require regen. I wanted a world where I'd be able to have some way of mining and not have to worry about the aquifer spelling doom to my miners or I could do fancy things to a major river... I have found my solution! Through some rather annoying testing.

I started the game of normal dwarfs and try as I might the normal dwarfs and came upon a particular aquifer that was presenting me problems. I found a solution, thanks for a rather twist of words of someones posts. I got three waves of normal, nonfire dwarfs. Then I started wanting to do the aquifer work, but I kept killing normal dwarfs. So I added the fixed temp and changed the homeotherm and was disappointed that my dwarfs didn't readily become fire gods of death and mayhem. However I decided to wait... I waited 2 seasons before I finally had another wave show up. I was like woooo and then saw there was no fire, but the game was paused... Problem quickly became remedied as fire consumed all foliage bearing hillsides as the fire dwarfs ran into my predesignated location where most flammable materials were safe. I lost a few pets in the process... they burst into flame and there wasn't much I could do.

Anyways, I'm now trying to segregate the dwarfs. Normal vs Fire. Now from my very little work with burrows, I'm doing a lot of guess work...

A burrow more or less acts like a meeting zone of sorts. Dwarfs set to say stay in the fire dwarf burrow would only stay in that particular burrow. You can place a meeting zone within said burrow, but (this is an important question) Without the other dwarfs being burrow set would they go to the burrow meeting zone as well, even if I had another meeting zone outside of the burrow? Would the other dwarfs enter the burrow they aren't supposed to enter by my standards.? (I don't remember how to say dwarfs stay indoors or any of that with the new version. Can dwarfs travel outside of a designated burrow or are they restrained to remain in said burrow?

I know this is more of a general game play series of questions at the moment, but it is very mod oriented (I have a ton of mods running currently.) and this is a life and death situation for all things living potentially.

Side question... Can a dwarf be so hot that it causes lava to steam and evaporate like water?

Any useful input on any section is greatly helpful, if you don't know, but are willing to help me figure it out, I'd appreciate that too. (two are better than one)

I'll probably have some more questions, but mostly it's burrow oriented stuff at the time being, any pertinent information that you could be inclined to include that may be helpful would also be nice.

12
DF Modding / Temperature Modding... (trying to freeze water) Help
« on: April 20, 2010, 05:37:17 pm »
Well I wasn't too sure where to post this and I couldn't find that "little questions" thread, but it didn't quite seem appropriate anyways...

Is it possible to mod a mineral, say like a clay loam wall and have it freeze water on touch and then later re-mod the wall to melt the ice or burst things into flames that come into contact with it?

I'm asking cause I would like to do some slight changes to an aquifer, but I don't have the tools or exact know how to mess with aquifers... effectively.

-edit-

I tried that the mat set temp thing and it didn't seem to boil or freeze water. But I may of done it wrong.

-edit-

I tried with the creature edit and changing the homeotherm, but it appears to be doing nothing, I went from 10067 to 5067.

Yes, I edited the save file too.

13
DF Dwarf Mode Discussion / Scorching versus Freezing...
« on: April 08, 2010, 07:45:51 pm »
Which do you prefer and why? I've been playing on scorching maps for that chance of dwarfs dieing of heat exhaustion or "melting" but it seems any scorching area I find isn't hot enough to be worth any deadly events.

I've seen some freezing fortress talk of hard times, mainly water. How deep does the freezing go? What obstacles have you had to over come to live in a freezing climate? Is a magma heated fortress really important?

14
DF Modding / Use other guide please.
« on: April 04, 2010, 11:07:40 pm »
In this short guide I'm going to show you how to create a custom reaction and guide.

***********************************
It seems many people don't realize the new method of save handling and reaction handling. There are multiple places that have to be altered in order for your custom reaction/building to show up to be used. For example...

If you add a smelting reaction, you have to add the reaction to the "reaction_smelter.txt", you then have to make your reaction permitted on the "entity_default.txt". When you add a reaction to the "entity_default.txt" it will be under the [ENTITY:MOUNTAIN] listing. Your permitted reaction should look like...
[PERMITTED_REACTION:XXXCUSTOM_REACTION_NAMEXXX]
When you add your custom building to the "entity_default.txt" it should look something like...   [PERMITTED_BUILDING:XXXCUSTOM_BUILDING_NAMEXXX]
YOU WILL CHANGE "XXXCUSTOM_REACTION_NAMEXXX" and "XXXCUSTOM_BUILDING_NAMEXXX" TO WHATEVER YOU HAVE IT LISTED AS.

Now that, that is out of the way.
***********************************
You may not see the .txt, but don't worry, they should still be text files.


This is the guide to make a custom reaction and custom building.
Quote
-To start open up your dwarf fortress folder.

-Next go to the raw folder.

-Next go to the objects folder.

-We'll make a custom reaction that doesn't go into the smelter and has it's own custom building. So find the "reaction_other.txt" file and open it.

-We'll start with a very simple reaction to give us one free granite stone.

Spoiler (click to show/hide)

-Now save and close the file and look for the file named "building_custom.txt".

-You should see something along the lines of a Soap Maker Workshop entry. Go ahead and select and copy everything from "[BUILDING_WORKSHOP:SOAP_MAKER]" to "[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]".

-Paste this entry right below the Soap Maker entry, make sure there is a space between them, so you should now have two entries separated by a line break. You should have the following...

Spoiler (click to show/hide)

-Now you want to change the second entry to following.

Spoiler (click to show/hide)

-Now save this file and close it and look for the final file called "entity_default"

-The beginning entry should say "[ENTITY:MOUNTAIN]"

If you scroll down a bit you should eventually come to a part in the list that looks like the following.

Spoiler (click to show/hide)

-Now for simplicity sake and for keeping it a little organized go ahead and add the following between the "[PERMITTED_BUILDING:SOAP_MAKER]" and "[PERMITTED_REACTION:TAN_A_HIDE]"

Spoiler (click to show/hide)

You should now have...

Spoiler (click to show/hide)

-Now save and close this file.

-You have now successfully created your first custom reaction, custom building and you've added it to the entity file!

-Generate a new world and test it! Your custom building should be under the workshop menu at the bottom most likely. You could also press Shift+c to hotkey build it. It's going to use the furnace operating skill to build the workshop and use the custom reaction.

-After all is said and done you should have one workshop named "Cheat Workshop" and one extra Granite!

-Mind you this workshop is going to look like a soap makers workshop, but we want to keep things easy!

CURRENT VANILLA REACTIONS FOR VARIOUS ITEMS!!!

PLANTS (These should be JUST PICKED plants more or less)
Spoiler (click to show/hide)

TREES/WOOD (These should come out as wood logs)
Spoiler (click to show/hide)

Below is a list of all currently known vanilla dwarf fortress skills. I've tested every single one to make sure it increases and these all work.

--Important Note - Please Read--
All skills in this list are trainable, please keep in mind for the dwarf to use the workshop to train the skill he MUST have that skill enabled, military skills are the exception and "passive" skills like conversation. PLEASE PLEASE PLEASE!!! Remember this, I don't want to hear "Why won't my dwarf use the workshop to train so and so." Thanks.
--End Important Note--

Please read this just in case.
Spoiler (click to show/hide)

Skills to added below a custom reaction (Good for "training" dwarfs in whatever)
Spoiler (click to show/hide)

If people comment and ask and vote, I'll continue to expand on the list. Next to come would be any available item your dwarf can use.

15
DF Modding / Shaostoul's DF Release with Tileset/Graphics/Cheats
« on: April 04, 2010, 09:49:02 pm »
Here's what I've been using lately. Contains updated Shao20x20 Tileset, some cheats(view spoilers), also includes stone acting as wood cheat, Graphics by Mayday and Beefmo and others.

I've tested and tested to make sure everything works. Works for me, hope it works for you!

If you'd like me to include a non-cheat version of the release let me know!

Here are some pics...
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Here are the cheat reactions...
Spoiler (click to show/hide)
Entity Code
Spoiler (click to show/hide)
Building Code
Spoiler (click to show/hide)
Dwarf Insanity Code
Spoiler (click to show/hide)

The link for the download WITH CHEATS
http://dffd.wimbli.com/download.php?id=1985&f=ShaoDF%20WithCheats.rar

The link for the download WITHOUT CHEATS
http://dffd.wimbli.com/download.php?id=1986&f=ShaoDF%20WOCheats.rar

---Extra---

IF YOU RUN INTO PROBLEMS LET ME KNOW PLEASE!

If you need or want any help with anything, I've been doing a lot of experimenting and figuring stuff out. I'd be more than happy to help anyone with any modding the wish to do. You could leave me a message here or if you want to get a hold of me real quick, my yahoo messenger name is Shaostoul@Yahoo.com

--EDIT--
Had to adjust some of the coding...
--EDIT--
Fixed a bunch more coding, added a version without the cheats...

Pages: [1] 2