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Messages - Intelligent Shade of Blue

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121
DF Gameplay Questions / Re: Are underground rivers still around?
« on: April 28, 2010, 03:38:40 pm »
Listen to yourselves. You're all forgetting one thing. Underground rivers were always rare!!!

I literally played this game for YEARS before I spotted my first underground river. Without using the finder to locate one they're damn difficult to spot. The Finder is disabled in 0.31 right now, so It would be very easy to simply not be noticing underground rivers if they do still exist.

Unless you've exhaustively searched several hundred sites using reveal or some other utility I really don't see how you can just arbitrarily say they don't exist any more.

With all the caverns and such, viewing large regions is much easier. I find it hard to believe that a river is snaking through all the rock and doesn't ever breach open air.

122
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 28, 2010, 12:47:54 pm »
My current fortress, Gemclouted, has got a infestation of crundles... Trying to get my war miners to kill the annoying little bastards, but they keep spawning from the side of the map. Also, my soldiers can't seem to decide when to pick up or put down their picks...

123
DF Adventure Mode Discussion / Re: A quite literal facepalm.
« on: April 28, 2010, 01:07:35 am »
I am quite frond of this thread. ;)
I myself like puns, just as long as they are not horribly terrible.

All puns are at yeast a bit terrible. Of course, some are berry bad - so bad they sap your life away.

124
DF Bug Reports / Re: [0.31.01] Suddenly, Custom Workshop.
« on: April 28, 2010, 12:56:17 am »
Yeah definitely a bug. I'm not sure of the exact cause or how to replicate, but it happened a number of times with my meat grinder and now my stove & oven workshop.

125
DF Dwarf Mode Discussion / Re: The Dwarven Ten Commandments
« on: April 28, 2010, 12:53:51 am »
  • Thou shalt carry thine babies upon your body at all times, even whilst fighting goblins and hanging out near magma, in order to forge strong dwarfs worthy of Armok's blessing.
  • Thou shalt grow thine beard unhindered, for facial hair is beautiful in the eyes of almighty Armok.
  • Thou shalt not abstain from the holy alcohol, lest the Blood God curse you with sluggishness for being a teetotaler.
.. can't think of any more right now.

126

 
 
  Wait... you don't want it to collapse?
 
There's no such thing as structural integrity   in DF, except for wear & tear on equipment.

127
DF Modding / Re: Bloodwine!
« on: April 28, 2010, 12:25:59 am »
Not sure what you mean, but I've seen someone suggest making blood coagulate at a lower tempurature so it's in glob form instead of liquid. You'd have to change blood's melting point and change  [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] to     [BLOOD:LOCAL_CREATURE_MAT:BLOOD:GLOB] in every creature's raw... That would let you play with it, though it might have unintended consequences with regards to still living creatures..

But in any case, you might try utilizing it to make cheese... I'm not sure if this would work, as cheesemaking isn't in reaction_other.txt, but you might try adding     [MATERIAL_REACTION_PRODUCT:CHEESE_MAT:LOCAL_CREATURE_MAT:CHEESE] to BLOOD_TEMPLATE in the default material templates. That theoretically would mean you could make cheese from the blood, but it would be identical to cheese made from milk. It would also require the creature from which the blood originated to have a cheese defined in its raw.

EDIT: When you define the cheese in the raw, assuming this whole thing works, you could call it something besides cheese.. That way nobody will get weirded out wondering where all the goblin cheese came from.
 

128
DF Modding / Re: Bloodwine!
« on: April 28, 2010, 12:07:06 am »
You probably will run into problems when trying to use the blood as a reagent in reactions. AFAIK, liquids cannot be used in them yet due to some strangeness with reagents in barrels. The soap making reaction works due to the [CONTAINS_LYE], but there's no way to tell dwarfs to take barrels filled with anything else but lye.

But yeah, IF liquids/containers weren't a bit buggy in reactions, a fake plant definition would be the way to go for brewing purposes. I've made a reaction that converts a certain cheese into liquor (couldn't get the milk to work by itself) and used a dummy plant that doesn't naturally occur anywhere for the purpose of the alcohol.

129
DF Gameplay Questions / Re: Are underground rivers still around?
« on: April 28, 2010, 12:02:35 am »
I have seen underground waterfalls, where a lake empties into another layer by way of a huge chasm thing, but I have not heard or personally seen  any underground rivers. So, unless I'm horribly wrong, waterwheels are only usable on the surface.

130
DF Gameplay Questions / Re: Pig Iron help?
« on: April 27, 2010, 11:57:35 pm »
Pretty sure you need coke in addition to fuel (which could be coke or charcoal).

At least, the raws would lead me to believe as such:

[REACTION:PIG_IRON_MAKING]
[NAME:make pig iron bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:FLUX]
[REAGENT:C:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PIG_IRON][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:STEEL_MAKING]
[NAME:make steel bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:FLUX]
[REAGENT:D:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

131
Add this to the end of the creature's raw:

[SELECT_MATERIAL:ALL]

    [MELTING_POINT:NONE]
    [BOILING_POINT:1]

This should cause the offending species to instantaneously become a cloud of smoke.


132
DF General Discussion / Re: Must-see df related stuff?
« on: April 25, 2010, 11:07:10 am »
I'm pretty sure I found out about DF through tvtropes.org... It's description of the crazy violence that occurs within the game is probably what piqued my interest.

133
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 24, 2010, 09:35:09 pm »
Ok, had more time to look over the dwarf, and I think this might be what you're talking about... Not sure, though:

Spoiler (click to show/hide)


134
DF Adventure Mode Discussion / Re: A quite literal facepalm.
« on: April 24, 2010, 09:26:34 pm »
We can count the age of each one by how many rings there were.

Well I mulberry wrong, but I think that only apples to trees. This has been a veritable orchard of wit, though, so I'm sure we'll be resting on our laurels once it's done.


135
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 24, 2010, 09:13:40 pm »
beardy help

Ah, thanks! You're right about the wiki; it really lacks a lot of the info about modding, and most of my experience with modding this version is in reactions/workshops...

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