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Messages - MC Dirty

Pages: 1 ... 90 91 [92] 93 94
1366
DF Gameplay Questions / Re: Newbie trying to flood a room
« on: September 21, 2008, 05:03:21 pm »
Do placed non-furniture objects (such as picks, idols or such stuff) affect the room value? Because it wouldn't be that hard to move your artifact idol to the room where you want it to be using stockpiles. First, you make a stockpile which only accepts idols and takes from your finished goods stockpile. When your artifact is in the stockpile, you remove the rest of the stockpile and your haulers should put the non-artifact idols back.
If it doesn't affect the room value, it definitely should! I guess a real dwarf appreciates an artifact copper pick in his or her room.

1367
DF Modding / Re: Sand Import
« on: September 21, 2008, 04:50:57 pm »
Yep, tried it and the reaction didn't even show up in the smelter.  :-\

1368
DF Modding / Re: Sand Import
« on: September 20, 2008, 08:56:49 pm »
Edit: Sorry, I'm tired. Ignore this.

1369
DF Modding / Re: Sand Import
« on: September 20, 2008, 08:55:20 pm »
The wiki tells me that the matgloss token "SAND" doesn't have any subtypes. "STONE:SAND_TAN" would be a soil, just like black sand and red sand. I don't even want to know what happens with layers as products...
Wait... I want to!
The stuff I wrote earlier, should actually be the "powder" sand which is "used" in bags. It will most likely just disappear, but the soil could form a sand source just under the smelter. Of course, this is just speculative, because right now I don't want to try it out. It's 03:55 AM here in Germany...

1370
DF Modding / Re: Sand Import
« on: September 20, 2008, 08:22:12 pm »
No, I'm not talking about sand as a reagent (although it will definitely be possible later because of the glass furnace), but as a product.
I did a bit of Wiki-reading and look what we've got here:
Quote
The smelter cannot look inside containers for reagents; this means not only bins and barrels, but bags, coffers, et cetera. In practice this makes it seemingly impossible to use extracts of any sort (liquid, powder, and so on) in smelter reactions. It likely won't show up on the job list at all and, if it does, will result in immediate cancellation when a dwarf tries to select it from the job queue. Extracts can be the product of a reaction but since they must be stored, they will immediately be "spilled" upon creation and be impossible to store and use.
The bold stuff is the interesting stuff. ^^
The question is: What means "spilled"? I doubt it will turn the surface the smelter is standing on to turn into a surface functioning as a sand source, but the sand has to be somewhere.
The reaction would be like this, i guess:
Code: [Select]
[REACTION:STONE_TO_SAND]
[NAME:make sand from stone]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[PRODUCT:100:1:SAND:NO_SUBTYPE:SAND:NO_MATGLOSS]
Maybe, it's "POWDER_MISC" as an item token, but "SAND" seems quite reasonable.
On the other hand, we're talking about Dwarf Fortress here...

1371
DF Modding / Re: Sand Import
« on: September 20, 2008, 07:55:38 pm »
Ah, okay, now I get it! Why didn't you say that before? I would have never thought that containing sand is just a  property, an attribute to the bag. So, listing it as a content just like every other item, which can be stored in bags, is just confusing...

Edit: Soooo.... What happens if you "smelt" sand? Meaning: Using sand as a product in a reaction

1372
DF Modding / Re: Sand Import
« on: September 20, 2008, 07:16:46 pm »
So, if sand is a covering or a wall or stuff like that, what the heck is inside the sand bags?

1373
DF Modding / Re: Sand Import
« on: September 20, 2008, 07:06:05 pm »
Like Erom already said: There is no such object as "sand". But what is the stuff inside the sand bags? If there's no object as sand inside the bags, sand bags would be independent items created when using a bag on a sandy surface.
I don't know much about modding, but that seems to be logical...

What's the item string for bags, anyway?

1374
DF Modding / Re: Sand Import
« on: September 20, 2008, 06:32:32 pm »
I think you could make a smelter reaction, too, but what would be the product?

1375
DF Dwarf Mode Discussion / Re: How do i Assign an Animal to a person?
« on: September 20, 2008, 05:30:45 pm »
It? IT? Dragons don't have a gender? That makes the birth of baby dragons even more awesome than it already is! :o

1376
DF Adventure Mode Discussion / Re: HOLY ARMOK
« on: September 20, 2008, 04:48:23 pm »
Now, that's actually a reason to not post in caps.
Beware the power of the Catsplosion! :o

1377
DF Dwarf Mode Discussion / Re: How do i Assign an Animal to a person?
« on: September 20, 2008, 04:46:56 pm »
What the hell is the baby called a twine?
Nope, it's actually two babies. They are twins. :P

1378
DF Suggestions / Re: Uses for Water: Farms and Soap
« on: September 20, 2008, 04:29:42 pm »
Your second paragraph just basically paraphrased everything I said in the thread about bath tubs. Great minds, eh?
Well, basically, but not entirely. Also, this paragraph is there to give my opinion and to sum up all the stuff you and others stated in many posts. I specified some of the possible game mechanics, too (for example that the public bath could be an activity zone). If Toady wants to have bathing implemented, he'll find a way, but I just said how it could work.

1379
DF Dwarf Mode Discussion / Re: Do magma pipes refill?
« on: September 20, 2008, 03:49:54 pm »
Just one word: Boatmurdered

1380
DF Dwarf Mode Discussion / Re: hahaha waht
« on: September 20, 2008, 03:27:05 pm »
The females are pink, the males are blue, of course
When they evolve, do they turn into GODLESS KILLING MACHINES WITH GIGANTIC DRILL HORNS AND ARMOR?
I don't know why but that makes me think of Gurren Lagann now... are you trying to reference that?
I was referencing pokemon.

I got that reference immediately. Am I strange?
Well, who am I talking to? I'm talking to guys building pointless, gigantic stuff because they can and butcher kittens because they want to. And the worst thing: I'm becoming one, too! O.O

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