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Messages - Sphalerite

Pages: 1 ... 40 41 [42] 43 44 ... 470
616
Kobold starvation seems to be avoided in the current version even without modding.

Giving scale and chitin the [SHELL] tag sometimes results in finding large gems made from scale or chitin in marketplaces or trade caravans.

617
DF Dwarf Mode Discussion / Re: A Better Latch
« on: April 04, 2012, 09:49:46 am »
If I understand your logic, you seem to be assuming that pressure plates toggle the floodgate they are connected to.  They don't.  Pressure plates send an 'open' command when they trigger, and a 'close' command when they are no longer triggered.  A pressure plate can't hold information.

618
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 04, 2012, 09:13:56 am »
This is what I wanted to do, make a metal that could be mined and smelted into bars.
Now what raws should I cange to make this ore?

First, you need to make a new stone.  You can look at the examples in inorganic_stone_mineral to see how the existing ones are defined.  Something like this:

Code: [Select]
[INORGANIC:TEST_METAL_ORE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:test metal ore]
[DISPLAY_COLOR:6:7:1]
[TILE:156]
[ENVIRONMENT:SEDIMENTARY:VEIN:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:TEST_METAL:100]
[IS_STONE]

You can add that to inorganic_stone_mineral, or make a new inorganic file just for your ore.

Then, you can create the metal [INORGANIC:TEST_METAL], or whatever you want to call it, with the appropriate material properties.  Note that you do not add ENVIRONMENT or METAL_ORE to the metal, those go on the ore material instead.

619
DF Gameplay Questions / Re: Disappearing bridges
« on: April 04, 2012, 09:08:26 am »
Then you aren't building a raising bridge.  How are you designating the direction to raise?

620
So I would change various ore smelting reaction so that one gold ore gives you a gold bar with say 20% probability and nothing otherwise.

Easy to do, change [METAL_ORE:GOLD:100] to [METAL_ORE:GOLD:20] in the appropriate gold ore definition.

Quote
Also abolish all ore to alloy reactions, if you want alloys like bronze make them from bars. I know how do this, all are simple changes in the mineral raws

Just remove the appropriate reactions from the entity files.

Quote
I would like to increase the amount of food and alcohol a dwarf needs by about a factor of 5. Is this in the raws somewhere, or are there good workarounds that achieve the sam effect?

Hard-coded.  You can't change that.

Quote
increase the amount of wealth needed to make a room great, legendary etc by a factor of 10. I could mod the raw value of the items but is there a more direct way to do that?

Room values are hard-coded.

Quote
Currently a cat produces the same amount of leather as an elephant, can I change it so that the amount of raw hides corresponds to the amount of meat you get from slaughtering? Then change tanning so that that a raw hide gives a leather only about 10% of the time, so an elephant would still give several leather but one would need half a dozen cats to get a single unit of leather.

Very difficult to do, but not impossible.  Start by removing [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] from
[MATERIAL_TEMPLATE:SKIN_TEMPLATE], and also remove the standard leather making reaction from the raws.  Then add to each creature's definition a line that adds a custom MATERIAL_REACTION_PRODUCT:TAN_MAT_x to that creature's skin.  You probably don't need to have a different reaction for each creature, just multiple different reactions for different sizes of creature.  Then create for each TAN_MAT_x a new TAN_A_HIDE_x reaction, that gives a different number of pieces of leather.  This is massively labor-intensive to do by hand, but I have a script that does something very similar for my own mod.  The only downside is that you lose the ability to tan the skin of procedurally generated creatures, since they won't have your custom reaction added.

Quote
possible change masonry so that it requires several stones for a table or a wall.

Masonry is hard-coded.  You can't even remove the masonry workshop from a civilization.

621
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 04, 2012, 08:07:05 am »
I want to bve absolutely sure there is nothing wrong with this..
So.. any hints of what could be wrong or missing?

It's not clear what you are trying to do.  If you want to add a new metal to the game, you can do it one of two ways.  IF you want a metal that can be made from mixing or processing some existing raw materials (like how steel or bronze is make) you would create the metal in the inorganic raws, and then add reactions to make that metal from the raw materials.  You'll need to add the reaction to each entity which you want to be able to make that metal.  Alternately, to make a metal that can be smelted directly from an ore, you'll need to create two new materials:  the metal, and the ore which it is smelted from, and then add METAL_ORE:whatever to the ore definition.

622
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 04, 2012, 08:02:33 am »
But then, a metal bin needs 3 metal bar. There must be a place where it is indicated, right? I don't get what you say, you mean it is hardcoded?

Furniture items (including cages and bins) are hard-coded.

623
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 04, 2012, 07:41:16 am »
So, will it now be possible to do a proper Thomas the Tank Engine mod?

624
DF Gameplay Questions / Re: Disappearing bridges
« on: April 04, 2012, 07:40:41 am »
If you don't specify a direction to raise a bridge when you build a bridge, it builds a retracting bridge instead.  You forgot to indicate a direction, so you built retracting bridges instead of raising bridges.

625
"So, why can't we tame these ones?"

Spoiler (click to show/hide)

"Well, they're giraffes.  Everyone knows giraffes can't eat fast enough to keep themselves fed.  Silly notion anyway, giraffes grazing.  They can barely get their head low enough to reach the grass."

"Wait, if they can't keep from starving, how are these ones alive at all?"

"Cause these are wild giraffes.  Only tame animals need to eat.  Everyone knows that.  Tame them, and they'll just starve."



Cilob's Journal, 16th of Sandstone

Six more immigrants arrived today - much to my surprise, as the Trader had advised me that we would get no more.  Of the six, only one is related to the great inbred family slowly taking over the fortress.  The other five are unrelated, though two are married to each other.

None of them have any skills of use.  I have assigned them all to masonry duties.

Our ongoing animal trapping project had some great luck today, after those useless giraffes we've caught something that we can actually use.

Spoiler (click to show/hide)

Of course, after these three were caught in the traps, we had the usual hilarity as the rest of the flock crowded around the cage traps and refused to let any dwarves close enough to retrieve the cages.  I decided to take this opportunity to send the new squad in and see how well sword-armed dwarves fared against them.

Spoiler (click to show/hide)

Our soldier sliced the first one in half with a single blow, and didn't take much longer to kill the others. I'd call that decisive.  Against unarmored targets, the cutting weapons are far more deadly than hammers.

626
DF General Discussion / Re: Carts and tracks
« on: April 03, 2012, 09:40:35 pm »
WAT

TRACKS.  CARTS.

BRAIN ASPLODE.

627
Cilob's Journal, 19th of Galena

I have asked Cain to examine the corpse of the minotaur, or at least what our militia commander left of it.  He has concluded that the creature was likely young and inexperienced, and after consulting the historical records declared that it did not match the description of any of the minotaurs known to have attacked the mountainhomes.  It it likely that the creature had never fought a dwarf before today.

Cain also reported that the creature died slowly, from many small blunt impacts, none of which were enough to kill it alone.  While I can't say that the suffering of such a monster bothers me much, it does seem to me that hammers alone are not an efficient way of killing a creature of that size.  As several of our recent immigrants have skill with swords, I will be creating a secondary squad of soldiers armed with swords.

It has also been mentioned to me that steel is not the best material for warhammers.  It is however the only metal (along with iron, which is no better) we can produce in large quantity at the moment.

Now that the minotaur is dealt with, I must deal with the humans.  I am not surprised to see them here, as Brightwater is only a short distance from a major human civilization.

Spoiler (click to show/hide)

The humans are here to trade.  Their advance scouts must have told them of our location.  Fortunately, they are friendly.  I am hoping that they will eventually be willing to give us some more information on local threats and monsters, creatures like the minotaur that attacked us they might know of.  For now, we can trade some of our crafts for supplies.

I have ordered brought to the trade depot some of Rachel's cut gems and polished stones, some masterfully prepared food by Will_Tuna, and even a few strange totems that Geb carved from spare animal skulls.  We traded them for some metal bars, lumber, some of the foreign booze the humans drink, and a selection of cloth and leather.

I have also received a suggestion recently, in the form of a note written in a child's handwriting, though quote neat and polite for that.  The suggestion is for a mechanism to drop goblins to cripple them before letting our soldiers attack them.  This appeals to me greatly.  I will have to study the geological survey notes to find a location where the aquifers will let us dig a pit deep enough.

628
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 03, 2012, 07:26:27 pm »
Dumb question:  how do I find iron ore?  I've dug around a good bit, all the way down to the magma sea, and still no iron ore.  Plenty of flux.  No iron.

Is this common?
You refine Iron Ore From Limonite. Or do you mean you cannot find limonite?

Actually, Limonite, Hematite, and Magnetite are the three different types of iron ore found in the ground.  You smelt them to make iron.

Quote
How do you get moss that animals can eat to grow in your cave? I am now getting ambushed and want to protect my animals.

Once you dig down into any of the cavern layer, cave moss will start growing on soil or muddied stone floors underground.

629
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 03, 2012, 07:11:38 pm »
In my experience iron is rare, but if you have it, you are likely to have a lot of it, near the surface.  If you've dug all the way to the magma sea and haven't seen it, your embark site probably doesn't have any.

630
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 03, 2012, 05:47:59 pm »
So I keep having thiefs and snatchers come by. I don't know if my people are fighting them or not. I setup a milita. Do they automatically attack them or do I have to tell them to? They have weapons and armor.

If a military dwarf sees a thief, they will attack them without you telling them to.  However, if someone else sees a thief, and your military dwarves are elsewhere, then your military dwarves won't go chasing them without your orders.

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