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.

Messages - InsanityPrelude

Pages: 1 2 3 [4] 5 6 ... 26
46
Mod Releases / Re: Direforged Mod v1.00 - The Chaos Age has passed.
« on: October 20, 2011, 06:30:38 pm »
Something kind of weird's going on with the raws. If I open them in Notepad, there are no line breaks: it's one big wall 'o text paragraph. But if I paste them into another program, they show up normally.

47
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 27, 2011, 02:10:20 am »
I just had the most heartwarming moment I've seen in this game.

See, when I first broke the caverns, one of my starting seven got killed by a troll. Badass unarmed wax worker and a migrant swordsdwarf took care of it (this same wax worker, before I even added her to the military, killed a helmet snake by throwing it into a wall,) life went on.

Just now, I was loading up the trade depot and noticed that one of the crafts was a figurine of the dead dwarf.

"This is a figurine of 'Prima' Blazeinked and butterflies in phyllite by Oddom Urmimsigun. 'Prima' Blazeinked is surrounded by the butterflies."

48
DF Modding / Re: !!Weapons!!
« on: April 26, 2011, 10:08:09 pm »
A caravan tried to bring either dangerous flarestone or Blazing Incendium once in one of my forts, I think, because a forest fire started when they entered the map.

49
DF Modding / Re: Expanded Glazes Mod
« on: April 26, 2011, 10:56:38 am »
Possible glitch: In the embark menu, generic "stone" is showing up under powders. It goes away if I remove the mod.

Pretty sure it's not hurting anything, but it's a thing, anyway.

50
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 26, 2011, 01:59:06 am »
Out of curiosity (and wondering why I'd dug 40 z-levels down without hitting caverns) I used reveal. Yeaaaaah, something's really off about this map- there *are* no caverns until the magma starts, for one thing, and then it's a really weird cavern with regular above-ground grass (no specific type, just "Grass") and patches of obsidian and the magma sea draining into itself (how this didn't cause FPS issues before, I don't know.) Hell doesn't have any open plains, just semi-molten rock and glowing pits all the way down.

I may have made a mistake in the world gen parameters somewhere.

51
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 26, 2011, 12:45:07 am »
I tried to embark on a nice-looking site, intrigued by the presence of "very high cliffs" on the embark screen where there probably shouldn't have been (swamp, though at the base of a mountain.)

The game froze so hard the MP3 I had playing started skipping.

I tried another nearby site without the extreme cliffs, and there's a cotton candy spire piercing the surface up to a couple z-levels above ground. Not sure how that happened, because nothing's coming up in the error log- no duplicate raws- and the only other sign of weirdness I've found is generic "stone" being available as a powder in the embark screen, which I suspect is from the expanded glazes mod.

However it happened, I think this fort will be entertaining.

52
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: April 25, 2011, 06:11:37 pm »
I just tested reactions with bags as the powder container instead of jars, and that works fine.

I'd say the game just seems to have a problem with putting powders in liquid containers, since the liquid alchemy reagents are produced into jars without a problem, except I use the expanded glazes mod too and the glaze powders go into jugs without a hitch. Not sure what's going on here.

Edit: Tried reducing the capacity of jugs back to default, since Expanded Glazes increases it, and got glaze dumped all over the floor in the same fashion. So the problem here is probably that jars can't hold enough.

53
DF Modding / Re: What can we mod vermin corpses to be useful for?
« on: April 25, 2011, 05:57:41 pm »
The crematorium mod that was floating around a while back turned vermin remains (as well as a couple of otherwise useless body parts e.g. cartilage) into ash.

54
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 25, 2011, 02:38:06 am »
After losing my previous fort to basically everything attacking at once and the resulting tantrum spiral, I decided to gen a new world and start over- this time I'm going to find the magma *before* I start digging out the pump tower, for one thing.

Problem is, while normally in a new fort my FPS stays close to the cap of 200, here it immediately drops to 40 or so. I tried looking around with reveal to see if the magma sea was draining somewhere, but everything looks normal.

55
DF Modding / Re: Expanded Glazes Mod
« on: April 22, 2011, 10:21:52 pm »
They're different colors than rust red is what I was getting at. I think you can get more than one color out of copper glazes too? It's no big deal though.

56
DF Modding / Re: I want to make more stuff out of bone.
« on: April 22, 2011, 08:29:54 pm »
EDIT: Nevermind, I hadn't noticed you could use [USE_BODY_COMPONENT] and [ANY_BONE_MATERIAL] together.

57
DF Modding / Re: Expanded Glazes Mod
« on: April 22, 2011, 12:48:44 pm »
I'd suggest adding celadon and tenmoku glazes just because they're relatively famous (well, enough to have their own wikipedia articles anyway) but apparently those are both iron-based and there's already a glaze assigned to iron here.

58
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: April 21, 2011, 08:49:04 pm »
I keep seeing dorfs/goblins/etc. with cloth chain coifs running around. :|a As with the alchemy bug though, I didn't mess with those raws at all, and I don't see anything about cloth in them...

http://dffd.wimbli.com/file.php?id=4235 Here's a save that demonstrates both that and the "dumping powders on the floor" issue. (The bug I actually uploaded it for turned out not to be a bug.)

59
DF Modding / Re: Expanded Glazes Mod
« on: April 21, 2011, 08:43:03 pm »
I played around a bit and managed to glaze multiple objects at once, if that's useful to anyone. Figured since crafts are made in batches, they might as well be glazed in batches too.

Here are the reactions for multiglazing crafts:

Spoiler (click to show/hide)

And just for the heck of it, I slapped reactions together to glaze bricks and hives, since it bugged me that the vanilla raws let you make clay ones but not glaze them. The letters used are kind of random, I've been meaning to go through and set it up so there's no overlaps.

Spoiler (click to show/hide)

60
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: April 15, 2011, 01:17:49 am »
I just noticed that the various alchemical powders are getting dumped on the floor when made, cluttering the workshop. I haven't touched the reactions so I'm not sure what's going on there.

Pages: 1 2 3 [4] 5 6 ... 26