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Messages - Sutremaine

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5611
Yeah, it's their equipment. Also, if you have a long fort, the batmen children will be friendly to you. They are also friendly if you kill enough FBs.
Bat people have kids? I had a long-running fort and they all just died of old age.

5612
DF Modding / Re: Finding Item's Image Tile
« on: February 02, 2011, 03:49:59 pm »
Okay, I should have put a 'probably' in there.

Anyway, soapmaker's raw. I'll do the whole thing just for completeness.
Code: [Select]
[BUILDING_WORKSHOP:SOAP_MAKER]
[NAME:Soap Maker's Workshop]
What the game knows it as, plus what the game displays it as.

Code: [Select]
[NAME_COLOR:7:0:1]
Colour of the 'Soap Maker's Workshop' text given above. DF uses three numbers to denote colour: foreground; background; brightness of foreground. The first two go from 0 to 7, and the last one toggles the brightness of the foreground colour. The background colour is always considered 0 (except when you feed it different numbers; see the Color page on the wiki for more).

Code: [Select]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BUILD_LABOR:SOAP_MAKER]
[BUILD_KEY:CUSTOM_SHIFT_S]
Workshop dimension is 3x3, dwarf stands two squares left and two down when working, workshop is built by a soapmaker and can be built directly from the workshop menu by pressing 'S'.

Code: [Select]
[BLOCK:1:0:0:1]
[BLOCK:2:0:0:1]
[BLOCK:3:0:0:0]
Blocking status of tiles on row:number 1:passable:passable:impassable

And so on. Once built, this particular 3x3 workshop will be walkable except for the rightmost and upper-right tile. If you're making a 5x5 workshop, then you need to go up to [BLOCK:5:0:0:0:0:0]. Not sure what happens if you don't tell the game the passable/impassable status of every tile in the workshop.

Code: [Select]
[TILE:0:1:' ':' ':150]
[TILE:0:2:' ':' ':'/']
[TILE:0:3:'-':' ':' ']
[COLOR:0:1:0:0:0:0:0:0:6:0:0]
[COLOR:0:2:0:0:0:0:0:0:6:0:0]
[COLOR:0:3:6:0:0:0:0:0:0:0:0]
Tile symbol:building stage 0 (waiting for construction):row number 1:specify space:specify space:refer to tile 150 on character grid (is û in vanilla, may be a graphic of a bucket in other tilesets)
Tile symbol:building stage 0 (waiting for construction):row number 2:specify space:specify space:specify forward slash
Tile symbol:building stage 0 (waiting for construction):row number 3:specify dash:specify space:specify space
Tile colour:building stage 0 (waiting for construction):row number 1:[black on black]:[black on black]:[brown on black]
Tile colour:building stage 0 (waiting for construction):row number 2:[black on black]:[black on black]:[brown on black]
Tile colour:building stage 0 (waiting for construction):row number 3:[brown on black]:[black on black]:[black on black]

So once that's done, you end up with a brown bucket in the upper right, a brown - on the lower left, and a brown / on the rightmost tile. Specifying a character doesn't necessarily mean you'll get that character. If your tileset replaces [ with a graphic of some clothing, then that's what will be displayed. Putting the character in directly is quicker and easier to identify (how many people would know off the top of their heads what tile 150 is?), and if you're using the True Type option with a graphic tileset you might get the [ instead of the graphic. Maybe.

Code: [Select]
[TILE:1:1:' ':' ':'=']
[TILE:1:2:'-':' ':8]
[TILE:1:3:' ':' ':150]
[COLOR:1:1:0:0:0:0:0:0:6:0:0]
[COLOR:1:2:6:0:0:0:0:0:6:0:0]
[COLOR:1:3:0:0:0:0:0:0:6:0:0]
Moving on to stage 1, 'partially constructed'. This time you get a brown - on the left, a brown bucket in the bottom corner, a brown container-thing on the right, and a brown = in the top corner.

Code: [Select]
[TILE:2:1:'-':' ':8]
[TILE:2:2:' ':' ':8]
[TILE:2:3:' ':150:' ']
[COLOR:2:1:6:0:0:0:0:0:6:0:0]
[COLOR:2:2:0:0:0:0:0:0:6:0:0]
[COLOR:2:3:0:0:0:6:0:0:0:0:0]
Stage 2, 'construction nearly done'. Nothing of interest.

Code: [Select]
[TILE:3:1:150:' ':8]
[TILE:3:2:' ':' ':8]
[TILE:3:3:' ':240:' ']
[COLOR:3:1:6:0:0:0:0:0:6:7:0]
[COLOR:3:2:0:0:0:0:0:0:6:7:0]
[COLOR:3:3:0:0:0:7:0:1:0:0:0]
Stage 3, ready for use. The soap tile at the bottom and the container-things* on the right might both seem to have white foregrounds when viewed in-game, but the container tile is done in negative for some reason. Maybe it has to do with the 'dark backgrounds only' limitation.

*Yeah, I know, but I'm still calling them container-things to be safely non-specific.

Code: [Select]
[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]
Build with bucket, which is empty and can be an artifact.
Build with anything you like, as long as it's registered as a building material and isn't currently an economic stone. Can be an artifact (though I can't think what artifact would qualify here).

5613
DF Modding / Re: Finding Item's Image Tile
« on: February 02, 2011, 01:41:03 pm »
I did, but the tile number isn't mentioned in any of the guides on the wiki.  I did find the wiki page "tileset" which lists all of these, but none of the readily available guides mention how to change color, tile, or anything like that, they're just bare-bones guides on how to make a brick building.
The tileset page lists what each tile is used for, the character table page lists the numbers for each tile, and the "color" page explains how the game handles colours.

Once you know how those work it becomes easier to read the raw entry for the soapmaker's workshop. I think the reason that there aren't any complex guides for making workshops is that anyone making a custom workshop knows the colour / tile system well enough to look at the soapmaker's raw and go from there.

5614
DF Gameplay Questions / Re: dungeon master
« on: February 01, 2011, 08:27:02 pm »
You know how when you load a game it has stuff like, say, region4 underneath it? That's the folder that has the raws for that particular save. To get to it you go: DF folder / data / save / region4. Then you go into the raw folder and all the text files are there.

5615
DF Modding / Re: Druggie Dwarf Mod
« on: February 01, 2011, 05:56:52 pm »
I guess that's why unskilled dwarves are so slow.

5616
DF Modding / Re: Mini-mod: Mithril (v0.03)
« on: February 01, 2011, 03:32:38 pm »
KNOWN ISSUES:

"Smelt raw mithril ore" and "make low-grade mithril bars" are the same thing.  .... "smelt raw mithril ore" seems to be hardcoded to the [METAL_ORE:MITHRIL_LOW_GRADE:100] tag.
You can get rid of the metal ore tag altogether. What it does is allow the game to decide whether a given civ can smelt an ore (based on its metal tags), and since you're doing this manually there's no need to let the game do it as well.

5617
Or was this a joke?
It's useful to have lying around if you don't like digging out anything more than you have to. One of these days I'll have to check whether having stone drains FPS as much as having loose stone, because if it stops being a drain when constructed I'll stockpile the stuff in the floor and keep it all.

5618
DF Dwarf Mode Discussion / Re: ...Lucky me?
« on: January 31, 2011, 09:09:19 pm »
If the cage is right next to the chain, sometime it works. Have some cage traps ready if it doesn't, and make sure the dwarf you send in to do the chaining is well-armoured.

5619
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: January 31, 2011, 08:56:49 pm »
If I run an axle from one pumpstack to another will that transfer power??
Sure, as long as the axle goes straight from one pump to the other in a straight line.

5620
DF Dwarf Mode Discussion / Re: ...Lucky me?
« on: January 31, 2011, 02:37:08 pm »
Er, masterwork dye is worth 240 (unless it's redroot) - remember, masterwork value is base value times 12, not 6.
Oh yeah, my bad, I've always had a blind spot for basic maths. Trigonometry? Can do. Four times two? That is totally six.

5621
DF Dwarf Mode Discussion / Re: Personal mods?
« on: January 31, 2011, 02:32:37 pm »
This is why I went back to vanilla war hammers, as the modded ones worked too much like spears or picks.
Would doubling or tripling up on blunt attacks persuade the wielder to use them more often?

I've removed exotic pets, modded in blind cave turtles (they have eyes, unlike vanilla blind cave creatures), and added a gem to galena clusters to make the production of raw crystal glass easier.
In 40d I had a metal that was somewhat better than steel, and once I have a reason to I'll bring it back. The 'armour wins ties' aspect of the material system makes steel claws and teeth not so effective, and giving them the next metal up is just plain silly.

5622
DF Dwarf Mode Discussion / Re: If I turn on [EATSAPIENT:ACCEPTABLE]
« on: January 31, 2011, 10:09:23 am »
I remember that when I attempted this in 40d with a race of domesticated creatures who could speak, my dwarves buried them upon their deaths, and even buried roasts made from their meat in the coffins.
These aren't separate creatures, these are a caste of dwarves (if the order matters at all, it's the male caste that are butcherable. It's not necessary at the moment since there are no kids around, but there are problems reported with unintelligent creatures and intelligent offspring), so yeah, it's new for .31. Being dwarves, they will also rise from the dead if you don't put down a slab for them. Not sure if they'd get their remains or roasts put in a coffin, but they're supposed to be eaten, not buried, so no coffins for them.

Soap is a pretty good way to use dwarves. I set all physical attributes to 1000 or 100 for other testing reasons, and dwarves are quite fatty for being so small.

5623
DF Dwarf Mode Discussion / Re: Should *SPOILER* tags be used
« on: January 31, 2011, 09:27:29 am »
ya like it's totally a secret considering demons show up in dwarf's preferences & stockpiles and adamantines also appear in z-stone menu.
So do griffons. Plus, how many new players are going to go through the stone list and say 'gasp! There is one solitary stone on this list whose name and use I do not recognise! Why, it can only be a material forged by the gods themselves to hold back the horrors of the deep! I'ma go hit it with my -copper pick- anyway.'

5624
DF Dwarf Mode Discussion / Re: If I turn on [EATSAPIENT:ACCEPTABLE]
« on: January 31, 2011, 12:45:07 am »
What.

How.
See a couple of posts above. Moving the [INTELLIGENT] tag out of the general creature definition and into specific castes leaves the castes without the tag in a sort of limbo state. Just doing this means the untagged caste can't learn or be butchered from the Animals screen (since they lack the pet tag), but you can insert the tags manually. Stay away from [CAN_SPEAK], it restores the labour menu and takes them off the Animals screen. Maybe you could butcher dead dwarves because of ethics, but I haven't tried that yet. Note that making them butcherable does not make them edible. I forget which combination of tags caused this, but if dwarves don't move the butchery items to the meat pile you need to fool around with the raws some more.


5625
DF Dwarf Mode Discussion / Re: ...Lucky me?
« on: January 30, 2011, 11:13:18 pm »
The problem with dyeing is that it's a low-value job. Plain dye is worth 20 at most, masterwork dye is 120. That's what wood crafts are worth, although at least you're adding dye to something that already exists and can get some cool red cloaks out of it.

Luckily, dyeing is entirely in the hands of the raws.

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