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Messages - Shaostoul

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241
This who thread and ideas are sorely in need of Obsidian Viewer or something of the like (3d viewer not isometric)

I'm working on a tower that's going to be in 100z levels of water. Shame I didn't set the sky 100zlevels... I could have a 200 zlevel tower without digging down at all. =-C Really don't want to lose all the time I've spent on draining the ocean though. So, I guess 140 zlevels will be my limit haha. Only 40 of it would be seen above the surface though...

242
DF Modding / Re: Question regarding reaction
« on: July 10, 2010, 06:56:07 pm »
INORGANIC is for anything well... inorganic. Metal and rocks and sand and etc.

CUSTOM_A I believe is what you want for the "a" key to be hot key.

243
DF Community Games & Stories / Re: Areloram - The Underwater City
« on: July 10, 2010, 06:39:37 pm »
Water is still draining, finished blade 2, throwing in blade 3.

244
DF Modding / Re: Question regarding reaction
« on: July 10, 2010, 04:36:16 pm »
[REACTION:EXTRUDE_WIRE_NORMAL]
   [NAME:Extrude Wire]
   [BUILDING:WIREWORKS:CUSTOM_SHIFT_A]
   [REAGENT:A:150:BAR:NONE:INORGANIC:NONE]
   [PRODUCT:100:5:TOY:STANDARD_WIRE:GET_MATERIAL_FROM_REAGENT:A]
   [FUEL]
   [SKILL:METALCRAFT]

--------Above may work--------

[REACTION:EXTRUDE_WIRE_NORMAL] <--- this was fine

   [NAME:Extrude Wire] <--- this was fine

   [BUILDING:WIREWORKS:CUSTOM_SHIFT_A] <--- you just had CUSTOM_SHIFT, so that wouldn't of worked.

   [REAGENT:A:150:BAR:NONE:INORGANIC:NONE] <--- You had BAR:NONE:METAL:NONE, it's INORGANIC in 08.

   [PRODUCT:100:5:TOY:STANDARD_WIRE:GET_MATERIAL_FROM_REAGENT:A] <--- This was fine, as long as the item is actually STANDARD_WIRE and not ITEM_STANDARD_WIRE which is how toys are.

   [FUEL] <--- Remember you'll need fuel for it to show up as well.

   [SKILL:METALCRAFT] <--- I'm pretty sure this is fine.

245
DF Community Games & Stories / Re: Areloram - The Underwater City
« on: July 10, 2010, 04:18:41 pm »
Hey sorry about that guys. The ice thing was taking too long and I didn't want to wait so long when the winter freeze came around.

Here's the new one, the first post is updated with all the new stuff along with some story.

246
DF Modding / Re: Question: Underwater Work
« on: July 10, 2010, 04:16:08 pm »
Your quick answer. No.

The creature regards it as dangerous terrain and won't work. Their entire goal IIRC is to get out of water ASAP. I could be wrong, but this was my experience with it. That's why I'm draining the ocean.

247
DF Modding / Re: Question regarding reaction
« on: July 10, 2010, 04:13:23 pm »
First question... Which version of DF are you using? 40D reactions differ quite a bit from 08 reactions.

248
DF Modding / Re: No reaction_standard with Phoebus?
« on: July 09, 2010, 11:25:49 pm »
Me? A celeb? Bwahahaha.

Anyways...

Thanks :)

I've grown up with the "unwashed masses" Way more entertaining than those who are predictable. Plus I like helping people, so it's all good.

249
DF Modding / Re: No reaction_standard with Phoebus?
« on: July 09, 2010, 11:10:03 pm »
Enjoy. ;)

250
DF Community Games & Stories / Re: Areloram - The Underwater City
« on: July 09, 2010, 10:46:48 pm »
If 09 comes out real soon and is save breaking, I'll start over again, I'm probably not going to get very far, so I wouldn't mind too much.

-edit-

weather cleared and it's frozen again, a lot more water must be unfreezing this time.

-edit-

Woooooooow, this is taking a really long time... O.o Maybe I should re-embark on a non-freezing ocean...

-edit-

giving it until 9:20... erm 6 more minutes.

-edit-

Alright, well I don't want to wait (going on half hour now) 30+ minutes every time the ocean wants to thaw/freeze. So I'm going to gen a warm climate one and all... I'll be changing original posts to suit the new level. So... yeah! unfrozen water is tons harder to work with anyways.

251
DF Modding / Re: No reaction_standard with Phoebus?
« on: July 09, 2010, 10:40:38 pm »
Well, you can make your own file. At the top of the file though it needs to have that file name dealio. As you see with the reaction file and building file and all others actually. I really don't know why it's there, but it is and you have to have it.

You could essentially have a buildings_all.txt file and put all your buildings in this file as long as the first thing in the file is "buildings_all"

I changed the wiki entries to include the file names at the top, cause it seems to keep confusing people.

252
DF Modding / Re: No reaction_standard with Phoebus?
« on: July 09, 2010, 10:35:28 pm »
Sorry for the semi-vagueness of some of it. I'll keep trying to help you.

253
DF Modding / Re: No reaction_standard with Phoebus?
« on: July 09, 2010, 10:28:55 pm »
Agh, I keep forgetting to include...

At the top of each file there is supposed to be the file name

building_cheats <--- change to file name, this has to be at the top of each file... for the reaction one, it'd be the name of that file.

[OBJECT:BUILDING]

[BUILDING_WORKSHOP:TRAINING_BOOTH_CIVILIAN]
   [NAME:Civilian Training Booth]
   [NAME_COLOR:7:0:1]
   [WORK_LOCATION:2:2]
   [BUILD_LABOR:CARPENTER]
   [BUILD_KEY:NONE]
   [BLOCK:1:1:0:1]
   [BLOCK:2:0:0:0]
   [BLOCK:3:1:0:1]

254
DF Community Games & Stories / Re: Areloram - The Underwater City
« on: July 09, 2010, 10:03:20 pm »
I was wrong, it wasn't melting all at once. It paused for about 10ish minutes. I had to reload the game, so I'm sitting through it again, I'll let you know what I see that disappears.

-edit-

it was only like 6 or so z-levels that went bye bye and a weather change.

255
DF Community Games & Stories / Re: Areloram - The Underwater City
« on: July 09, 2010, 09:26:27 pm »
44 z-levels of ocean unfreezing on a more or less entire ocean map... 6x6 embark area 6x5 is ocean on the embark screen... game is frozen at the moment.

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