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 ... 3 4 [5] 6 7 ... 26
61
DF Modding / Re: Expanded Glazes Mod
« on: April 14, 2011, 12:01:52 am »
Why *do* they need to be POWDER_MISC_CREATURE? Admittedly creature and plant mods are more my forte, but the raws for gypsum plaster don't refer to a specific kind of powder at all, and that'd be the most similar thing.

62
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: April 06, 2011, 10:30:47 pm »
Spoiler (click to show/hide)

The references to LOCAL_CREATURE_MAT egg materials are there but not the "use these material templates" tag. Or else I missed it, which is entirely possible.

63
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: April 06, 2011, 01:36:56 pm »
I don't think it's actually related to Civforge, since dyansauri showed up in a different fort without any problems.

It looks like you did forget to give them egg materials though.

64
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: April 06, 2011, 08:30:58 am »
No? I didn't change anything related to beekeeping at all.

65
DF Modding / Re: How can I turn Quarrybush Leaves into Dwarven Cigars?
« on: April 05, 2011, 12:29:27 pm »
The only problem is that your dorfs would end up making "cigars" out of anything you ordered them to make toys from.

66
DF Modding / Re: Dwarf Caramel: A livestock replacement mod.
« on: April 04, 2011, 09:39:02 pm »
The frill lizard raw points to HEAD_FRILL but there isn't a body file to go with it?

67
I was looking at the site/pop list export thing for a world I just genned, and it looks like it's treating umbrarachnes as clowns ("Unnumbered umbraranche"- looks like a typo btw- lumped in with the other clown types.) Is that intentional? I can't figure out what tag's doing it, unless it's having 5 for the underground_depth.

If it is, cool, didn't know designing our own clowns was possible in DF2010. :D

68
I had changed cats to FURRED_NOLEATHER, actually. I'll let you know if it shows up again, because I don't have the save where I saw it last (Fun happened.)

69
I use the tanmod portion of it; I don't really play Adventure Mode.

"Cat skin armor" has showed up in caravans a couple times (I'm using... uh, whatever version of the mod was up when 31.25 came out) and I wonder if it might be related to having cats use FURRED_NOLEATHER.

70
DF Modding / Re: DFHack 0.5.11
« on: April 02, 2011, 12:27:49 pm »
My firewall's popping up notifications about dfprospector trying to connect to literally everything running on my computer. Is that supposed to happen?

71
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: March 31, 2011, 02:08:03 am »
The game's crashed a couple times now a few seconds after a dyansauri caravan appearing. Nothing's showing up in the error log, and the only changes I made were to add some things from another mod to their entity definition which work fine for other races, so I don't know what's going on there.

Edit: Nevermind, the crash still happened after a quick mod tweak to keep them from sending a caravan.

Edit 2: That time the crash seemed to be because of my modding the raws for that save after worldgen, except... the arrival of a dyansauri caravan just crashed the game again, in a fresh worldgen. :| Is this happening to anyone else?

72
DF Modding / Re: Cauldron:
« on: March 16, 2011, 11:08:57 am »
Humans and goblins have cauldrons and other tools in their entity file. Copy them over to dwarves and you can make them too, although they're only really useful as trade goods without custom reactions.

73
DF Modding / Re: Dwarf Beard Clothing
« on: March 13, 2011, 02:46:00 am »
Elves have beards?

74
DF Modding / Re: Powder state for metals
« on: March 12, 2011, 02:06:18 pm »
If you can get it to work, it might be possible to make mineral dyes... Technically I think they were used for *paint* historically, but who doesn't want their dwarves to wear clothes colored with crushed mercury ore?

75
DF Modding / Re: RAW travesties: [IGNITE_POPULATION]
« on: March 11, 2011, 02:38:35 pm »
All the creature and inorganic raws, on Full Random Travesty+Start from Beginning level 5.

... Or it would be but nothing's happening when I click Travestificate.  ???

Edit: Now it's working.

[PLUS_TEMPLATE:SCALE:1:IRIS_EYE_TEMPLATE:FEMALE] - It's covered in eyes!

[ENVIRONMENT:ALL_SOLID:frozen waterlogged rodent paws:PLURAL]

[TSU_NOUN:ears:green two-humped camel's milk]

[NAME:bling corks. - For your expensive wines.

Lord Herman gas]

[SYN_NAME:clown zinc] - What adamantite was almost called instead.

[BODYPART:GUTS:ORGANS:THROAT]

Attacks deadly if the both them.  Even milk] - Even the milk?! You monster!

[BASIC_HEAD_POWDER:gnawed]

[ATTACK_VERB:scratch:scratches are spider:cave crocodiles:PLURAL]

[PREFSTRING:sociated rhino lizard]

[USE_MATER] - Yeaaah let's not go there.

[BLOOD:BLOOD:BLOOD:BLOOD_TEMPLATE:GAS:boiling its predator female), but we'll just usually avoid rodent hundreds of feed to the stinger eels:mussel:manerals, the desert scorpion very and monsters.]

[DESCRIPTIONS_FROM_ROT]

[USE_MAT:PUS:LIQUID:horse-like honey bees:communite]

[TENDOORS] - Those goblins won't be getting in now, sir!

[SPEED:500000]

[ATTACK_SKILL:GRAPHITE_SOLID:donkey's milk]

[SELECT_CASTE:METAL_ORE:BLOOD_TEMPLATE:LIQUID]

[NAME:rainbow that lives in hurl fish:ocean sunfish found deep underground undergrouper:STP:OVERWRITE_SOLID:plump helmet snaked camel's milk] - I kind of want to mod in undergroupers now.

Pages: 1 ... 3 4 [5] 6 7 ... 26