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Messages - forsaken1111

Pages: 1 ... 1453 1454 [1455] 1456 1457 ... 1480
21811
DF Modding / Re: Metal Worlds
« on: July 29, 2009, 12:04:24 am »
On a more serious note, granular crystal would work fine. I like the idea of having small clusters of rock crystal spread through it too.

I wonder if there would be any way to do a geode when the underground diversity stuff comes in next version.

'Normal' geodes are already possible with smelter reactions. At least as stones that you can crack open for gems.

I've been using this for a while, actually.

Spoiler (click to show/hide)

Granted, most of what I know of geodes comes from Wikipedia and mindat, so it's most likely not an accurate depiction of the contents of a geode. It is, however, proof of concept.

Well that's very cool, its not what I meant though but as usuall I wasn't clear enough. I meant large geodes, like you see in the movie "The Core" where you can breach a geode and it's a large empty space with the entire inside pocked with crystalline deposits.

21812
DF General Discussion / Re: Vote for "Full Graphics Support"
« on: July 28, 2009, 10:49:59 pm »
A lot of people here seem to be missing out on one key aspect of graphics support:

Everything having unique tiles is great, but what about colors?

Ideally, we should be able to assign any 24-bit RGB value to items instead of assigning a number from a 16-color palette. In fact, the only reason DF HAS that sort of palette (that I know of) is historical reasons related to Curses, I guess. There would literally be no downside to this except whatever time it takes to code, and I honestly do not think it would take very much.

Really, it would just be nice if all the different metals looked the same, and things weren't so unrealistically colored: Right now rose gold is shocking pink, for instance, instead of the slightly-coppery gold it should be.

Can't we do that already with the existing tiles?

21813
I participated in that thread.
It was a good thread

21814
DF Gameplay Questions / Re: How do I stop it?
« on: July 28, 2009, 09:35:07 pm »
How can you not know when you'll hit the pipe? Do you have warm stone warnings disabled? I usually get them 2 squares away from any magma, even if it's a different z-level
As you said, the warm tile is not always touching magma pipe.  That, and carving a fortification into a warm stone that is touching magma is not a good idea unless you have a dwarf you are willing to sacrifice like a virgin on a primitive island (chucking into magma).

Well yeah, but with a little exploration once you hit warm stone (without cutting out the warm stone) you can easily get a feel for where the pipe is. I usually cut a 2-square tunnel all the way to the pipe once I find it and then channel out the last tiles from above, leaving multiple iron bars in the tunnel to block imps. If you're fancy, a bauxite mechanism and some iron gets you an iron cage which you can leave in the tunnel to trap imps and whatever else.

21815
DF Modding / Re: Metal Worlds
« on: July 28, 2009, 09:30:52 pm »
Yep, ye can indeed make a reaction use a specific creature's leather.  Here's an example:

[REAGENT:100:1:SKIN_TANNED:NO_SUBTYPE:LEATHER:ELF]

Excellent! Once I get the soil and ore layers set up I'll work on converting some things to the new paradigm.

21816
DF Modding / Re: Civ forge - void crystal?
« on: July 28, 2009, 07:55:09 pm »
out of curiousity (never tried this mod) what's a void crystal bar do?

21817
DF Modding / Re: Metal Worlds
« on: July 28, 2009, 07:51:53 pm »
On a more serious note, granular crystal would work fine. I like the idea of having small clusters of rock crystal spread through it too.

I wonder if there would be any way to do a geode when the underground diversity stuff comes in next version.

21818
DF Gameplay Questions / Re: How do I stop it?
« on: July 28, 2009, 07:47:14 pm »
Well, true.  But you don't always know where you'll hit the pipe, and I was assuming a situation in which the filter would need to be built.  But the same temp immunity rules that apply to constructions also apply to natural constructions.

How can you not know when you'll hit the pipe? Do you have warm stone warnings disabled? I usually get them 2 squares away from any magma, even if it's a different z-level

21819
DF Gameplay Questions / Re: Going below Z-16?
« on: July 28, 2009, 07:45:12 pm »
hi guys I was wondering about how to do below 16 zlevels on a flat area. Is there anything I have to do before I tunnel down there?

Edit: this question is based upon the wiki and the captnduck tuts. one says workshop cause sound upon 9 z-levels one says 4

On the sound issue, both are correct because different sounds have different distances. The loudest sound will reach 9 levels or tiles in all directions, so keep your bedrooms 9 tiles or z-levels away from any working areas.

21820
DF Gameplay Questions / Re: Free beds vs barracks
« on: July 28, 2009, 07:43:57 pm »
It's annoying that you can't have sparring areas and separate barracks for beds.

Would it work if you make each bed a 1 square barracks, then designate a separate barracks somewhere else from a weapon stand?

21821
DF Modding / Re: Metal Worlds
« on: July 28, 2009, 07:43:02 pm »
Idea:Replace matter with microline

Gha, my eyes!

If I do that I'm totally going to figure out how to make it say "You have struck microcline!" every time you dig out a square too.

21822
DF Modding / Re: Metal Worlds
« on: July 28, 2009, 07:40:32 pm »
Granular microline?

Do you enjoy blindness? Because I think a field of BRIGHT BLUE SAND would do it. :P

Granular microline?
Argh, ninja'd.

Although I was going to suggest granular crystal rock and have occasional crystal rock walls that actually yield crystals found in the granular form.

As for crystals from gemspiders, you can make reactions using their bones and leather.  It requires specific reaction tokens.  Just look at the wiki under modding/reactions.

I knew you could make reactions with bones/skin but can you make it specific creature's bones? I could make it take ONLY gemspider chitin and output a spidergem, or whatever names I end up using. All names are placeholders for now.

21823
Plus, who in their right mind type in "how to genocide child and babies" unless they were a dwarf fortress player?

That's your problem right thar :p

Seriously though, someone needs to tally up all the genocide threads. We've had elves, babies, unicorns, elephants, carp, mermaids, goblins, etc.

Don't forget that the mermaid one was about how to capture and cage mermaids and force them to breed so you could air-drown their babies by the hundreds and get their valuable bones.

21824
DF Modding / Re: Metal Worlds
« on: July 28, 2009, 06:58:38 pm »
also unfortunately itemcorpse only works if the animal is killed normally. butchering won't give it to you.

Yeah, I discovered that last night in testing. -grumble-

Hm... still working out exactly how I'd like the soil/metal layers to be lain out.

I do plan to add sand into every single soil layer. I wonder if I can change the name of sand to reflect something more thematic for the mod, like crushed quartz or gemdust or something.

21825
DF Gameplay Questions / Re: How do I stop it?
« on: July 28, 2009, 06:56:35 pm »
Wooden pumps will work fine as long as there is no backflow, but they will break down after bit.  Brief pumping session, it'll be fine, use it any longer than that video, there could be trouble.  I've had it going longer than that, but I don't know why.

Not shown is the fortifications filtering the flow, because they vanished for some reason. Still there, just invisible.

From my experience, if you don't have flow numbers on the magma would be slightly darker where there are fortifications or something else hidden,
You're thinking of grates, which are buildings.  Fortifications are constructions which are strangely different.

Smoothed walls which are carved into fortifications are not constructions.

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