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Messages - Intelligent Shade of Blue

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181
DF Modding / Re: ISoB's Gustatory Science Mod (v0.10)
« on: April 19, 2010, 10:20:18 pm »
Okay, so the cave goat booze doesn't actually work yet (as of the first release). They milk the goat, the booze gets into the bucket, but it seems to count as a "liquid" instead of a drink or even a food. So it basically appears to be useless at the moment. The dwarves don't even seem to like pouring it in a barrel.

Here's the relevant part from the raw:

Spoiler (click to show/hide)

Anyone have an idea of how to get this to work? My intention is to have it be an alcoholic drink, but so far no luck.

182
DF Modding / Re: ISoB's Gustatory Science Mod (v0.10)
« on: April 19, 2010, 10:13:34 pm »
Planned Additions:
No color = future, Green = Done, Blue = In progress, Purple = On hold, Red = Probably not possible, or currently stumping me
More stuff will be added to the list as I think about it.

Spices, Seasonings, and Cooking Ingredients
  • Edible salt - refine rock salt in kiln
  • Baking soda - refine nahcolite (new rock found in rock salt clusters) in kiln
  • Yeast - probably by processing plants... not sure where yet
  • Pepper - yeah, this is going to be a new set of plants.
  • Butter - butter churn: a new use for pump operators!
Meat Grinder
  • Processed Meat Blocks - Don't need all that meat? Build an altar to   Armok out of it! 
  • Use for enemy corpses - Throw those annoying goblin corpses into the meat grinder! (on hold until I get some elf or goblin corpses in a fortress's stockpile)
  • Accidental Amputations - Dwarfs are stupid! (stumping me [lulz] right now , but through mega rot forced amputation should be possible)
  • Blood harvesting - Fill up a barrel with blood (while this is definitely possible atm, it's on hold because the blood is useless right now)
  • Blood sausage - like sausage, but bloodier
More domestic animals:
  • boozebelly goat  (alcoholic milk)
  • snapjaws (big turtles, for shells, turtle soup, and aquatic guardians)
  • great bearded goat (...)
Oven & Stove
  • Bread
  • Soup
  • More bread
  • ???
  • Dwarven Pizza!

183
ISoB's Gustatory Science Mod
Version 0.22 - Last updated 4/24/2010
Get it on DFFD: http://dffd.wimbli.com/file.php?id=2172

--Description--

In the efforts to broaden the palates of the commonfolk, dwarven scientists at the Gustatory Institute of St. Urist are hard at work improving the variety and complexity of the comestables available to fortress chefs. Cataloged here are their culinary innovations:
 
-- Mountaintech Meat Grinder --

Together with the Mechanic's Guild, our R&D chefs are proud to introduce a new machine that any self-respecting cook would be silly not to have in his kitchen. Simply throw some meat in there, turn the crank, and watch the magic!  Get yours today!

WARNING: Do not stick your hands or feet into grinder. Wear protective goggles and a beard net while operating the grinder. This product not approved for dwarves under 12.

--Dwarven Beasts of Labor--

Dwarven zoologists are renowned for their skill in coming to horrible, bloody ends at the hands of bloodthirsty monsters. However, a few occasionally live long enough to discover new species suitable for domestication while spelunking in the wild caverns deep below the surface.

Boozebelly Goat: A strange cave-dwelling goat, notable for the high yeast content of its milk. By using boozebelly goat cheese as a fermenting agent, dwarves can produce the delicious liquor known as boozbelly juice.

Snapjaw: A large, ornery turtle found in subterranean lakes. While slow on land, their tough shells and powerful jaws make them particularly suited for protecting watery areas of a fortress. They're shells are also a hot commodity among the dwarves.

--Game Use--

INSTALLATION: Included is a Uristmod mod file thing if you don't want to overwrite default raws.

Meat Grinder Workshop
   Build Requirements:
  • Builder: Mechanic
  • Materials: 1 mechanism, 1 large, serrated disk, 1 enormous corkscrew, 1 stone/wood
Functions:
  • Grind some meat: takes one butchered meat (i.e. meat, eye, liver, etc), produces one ground meat
  • Make sausage: takes two ground meat and one intestine, makes three sausage
  • Process flesh into block (non-meat): takes two inedible butchery products (i.e. hair, sinew, nervous tissue) and turns it into a block-like build mat.
  • Process flesh into block (meat): like above, but uses edible butchery products (rotten meat works too)
Danger: The grinder reactions have a small (15%) chance to release a cloud of bacteria, which can cause nausea, stomach pain, fever, and drowsiness (nothing too severe, though).

Boozebelly Goat
Role: A milkable pet creature. It's quite a bit smaller than a cow, so isn't as useful in a meat industry.
   
Related Reactions:
  • Ferment Boozebelly Cheese (kitchen): takes one cheese & a barrel, creates booze in the barrel
Snapjaw
Role: A trainable, amphibious pet creature. It's strong and has a sharp beak. Butchering them should give you their shells.

Related Reactions:
  • None yet.
--Known Issues--
Custom reactions won't show up if reagents are in a barrel, requiring a work order to start. I think this is a bug with DF.

--Changelog--
v0.22 - (4/24/2010) - Fixed incorrect skill token (used BREWER instead of BREWING), added snapjaw turtle, made boozebelly goats smaller
v0.2  - (4/22/2010) - added ground meat, flesh blocks, got the goat working, and added bacteria
v0.11 - (4/20/2010) - Fixed creature_ISoB_domestic file. Corrected name of sausage material.
v0.10 - (4/19/2010) - Initial release

--Installation--
Included is a Uristmod folder if you do not want to overwrite default files. See readme for more details.

184
DF Adventure Mode Discussion / Re: A quite literal facepalm.
« on: April 19, 2010, 07:22:51 pm »
This is my favorite thread ever.

It's definitely a peach.

185
DF Dwarf Mode Discussion / Re: Flying antmen now? Wha?
« on: April 19, 2010, 07:16:34 pm »
If you put [INDIV_CONTROLLABLE] on the animalmen civ, you can fly around as a bat man or cave swallow man :)

186
DF General Discussion / Re: Cows are milkable!
« on: April 19, 2010, 09:20:55 am »
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]

Does anyone know what the 20000 quantifies? All the domesticated animals that give milk have the same number...

187
DF Suggestions / Re: Do you fancey the ace of spades?
« on: April 19, 2010, 08:43:16 am »
Definitely would make selective breeding of livestock easier. Though there should be a chance of horribly injuring the animal, of course!

And yeah, it's "neuter" and "spay." I thought this thread was going to be about implementing card games.  :-\

188
DF General Discussion / Re: WHYYYY ISNT IT OPENING
« on: April 19, 2010, 08:32:12 am »
Did it work?

The only times I ever get a black screen like that is if i put the name of the tileset wrong, or the tileset was a .png instead of a .bmp (.png can't be used yet without the 40d# graphics merge).

189
DF General Discussion / Re: WHYYYY ISNT IT OPENING
« on: April 19, 2010, 12:15:15 am »
Sounds like your tile set might be messed up. Press up once on the keyboard and then enter, should Quit the game (either that or it's frozen or something... then use the Task Manager to force quit).

Then make sure your tileset is in the right place & isn't mistyped in the init. If it's a crash instead, I'm not entirely sure what to do. Guess it would depend on what type of crash and when it occured, but since it occurs at opening, it probably is something wrong with the init.

190
DF Adventure Mode Discussion / Re: A quite literal facepalm.
« on: April 19, 2010, 12:13:36 am »
While I was adventuring, a giant in the tropical area threw me at palm tree. I collided, and blew up.
Talk about a literal facepalm.

You should have known when to leaf.

191
DF Suggestions / Re: Let adventurers eat plump helmet man tissue.
« on: April 19, 2010, 12:06:32 am »
Couldn't you just make them drop a plump helmet upon death? Although eating still living plump helmet men sounds incredibly entertaining.

Urist McSpelunker: Om nom nom!
Plump Helmet Man #2: I'm not dead yet!

192
DF Adventure Mode Discussion / Re: Funniest Names
« on: April 19, 2010, 12:02:29 am »
Found a stream named the Warrior of Pants... Really makes you wonder what inspired someone to name it that.

193
DF Dwarf Mode Discussion / Re: Possible flaming swords?
« on: April 18, 2010, 11:34:29 pm »
Gentledwarves, the solution is obvious: !!beards!!.

194
DF Dwarf Mode Discussion / Re: Feline explorers!
« on: April 18, 2010, 11:16:34 pm »
You could mod cats to explode or release poison gas upon death. That way our intrepid feline sacrif... explorers kill whatever kills them, like furry walking bombs.

Urist McCat: Mew?
Monster: Om nom nom!
Urist McCat: *BOOOOOOOOM*

195
DF Adventure Mode Discussion / Re: Monsters with fat loot
« on: April 18, 2010, 10:57:32 pm »
I believe the correct spelling is "phat lewtz." Personally, I'm waiting for the day when Toady puts some raid gear in the HFS.

This is Lovebrands, a schist bracelet. All craftsdwarfship is of the highest quality. It menaces with spikes of obsidian, and grants +20 Willpower and +20 Endurance. On the item is an image of Lovebrands the schist bracelet in schist.

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