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Messages - JmzLost

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331
You could channel around your fortress to keep migrants out and pets in.  Combine with an airlock for the trade depot, if needed.  Keep the drawbridge up, and define a temporary meeting area under the atom smasher when migrants show up.  Remove the meeting area after the migrants have "left" and you won't have to worry about pets getting in trouble when you lower the bridge to get wood or sell those bins full of -gabbro mugs- for *steel bolts [25]*.

hmm... magma is ALWAYS good

Except by the time you mine down to it, build the pumps to bring it up, and the proper reception area for new arrivals you'll already have a baron or better.  void wants something quick, probably w/o devoting all 7 dorfs labor for 2-3 years.  Hence, channels instead of walls, a couple of drawbridges, and a temporary meeting area.

JMZ

332
DF Modding / Re: Casting anvils at the smelter.
« on: May 13, 2010, 07:06:59 pm »

  Both INORGANIC and METAL produce an iron anvil worth 100.  NONE produces an "anvil" worth 10.  I just tested this, specifying either one produces the same anvil, and they are listed together on the stocks screen as "iron anvil (2)".  All three of the anvils can be used to build a forge.  Personally, I'd think using METAL would be slightly quicker, since there are fewer items in the list of metals than there are inorganics (soil, stone, gem), while using INORGANIC would be a more generalized reaction.  Less to change if you want to turn 3 iron bars into a slade anvil  :P

  Hmm, just realized I quoted the reagent line from steel and I've been testing PRODUCTs.  Still, it's the entry in the vanilla raws, so I'd think METAL would be an acceptable tag, since it's used for every metal bar in reaction_smelter.txt.  Anyway, use whatever works.  I'm off to milk horses and spend 3 months wrestling Hoary Marmots.

JMZ

333
DF Modding / Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
« on: May 13, 2010, 03:04:21 pm »

I don't know why you thought to use a caste as an argument for a CREATURE_MAT:CREATURE:subtype, although at this point anythng is worth a shot.  In this context that would either select all materials assigned to the FEMALE caste (which is no different than the MALE cast in this sense, at least with 99.9% of all current creatures), or none of the creatures materials, not sure which.

I seem to remember Toady mentioning that fish and castes have odd interactions, which is why all fish show up twice on the embark screen and in the stocks menu.  I thought I'd try it, just in case.


For the record, doing something like :CREATURE_MAT:COW:BONE] _does_ select bone properly for the matgloss.  Whatever you apply it to will be white and called "cow bone".  But its functional properties are all defined by the item token.  Tanned leather that's white and called "cow bone" isn't what we want. ;p  We just need to find the right item token, or the right syntax for one of the item tokens we can't get to work.  ie, the correct reaction for making cow bones should look like

[PRODUCT:100:1:AAAAA:BBBBB:CREATURE_MAT:COW:BONE] 

But we either don't know what AAAAA and BBBBB are supposed to be, or we do, but it doesn't work(I think the right format will, in some later version, be CORPSEPIECE:NONE, or possibly CORPSEPIECE:BONE).


For clarity, I was trying for whole turtles, not just the shell.  And I didn't really expect any of it to work, but I'd just finished some other messing with the raws and needed to regen anyway.  Just trying to cut down on the number of reactions other people need to try to find the right one, really.  I've never run into the "no turtles" bug myself, but I've heard enough to want a solution (other than adding [SHELL] to hooves). 

JMZ

334
DF Modding / Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
« on: May 13, 2010, 01:44:11 am »
@shaostoul & derigo : re:turtles

I just tried a few quick reactions.

[PRODUCT:100:1:FISH_RAW:NONE:TURTLE:FEMALE]
  gives a "raw turtle"  which will be processed into "turtle" at the fishery, but no shell.

[PRODUCT:100:1:VERMIN:NONE:TURTLE:FEMALE]
  gives a "live turtle" which will be ignored, and which will run around if you deconstruct the smelter.

You can also replace NONE with TURTLE and both reactions work the same.

Using VERMIN_FISH for the first tag generates an error, guess that's just for use in the creature definitions.

I tried :CREATURE_MAT:TURTLE:FEMALE], and got "small live animal" and "raw fish", so that doesn't work.

I think derigo was right and it's using a raw fish or vermin template that gets the description from turtle, but not the tissues and materials.  Looks like the only way to cheat on shells is to add [SHELL] to hooves, horns, and bones.


On an unrelated note, STONE and BOULDER seem to be somewhat interchangeable, as are METAL and INORGANIC.  That might be where some of the confusion people are having is coming from.

JMZ


335
DF Modding / Re: Casting anvils at the smelter.
« on: May 12, 2010, 10:39:07 pm »
Code: [Select]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]

This is the line from the reaction to make steel.   "METAL:IRON" works just fine.  Since you're specifying "IRON" in reagent A, you can also use "METAL:IRON" in the product, since you're always going to make an iron anvil.

JMZ

336
I also had a problem with a moody dorf wanting 'skeletons'.  I butchered a raccoon, he grabbed the bones, then just sat there until I butchered another raccoon.  The older version had the message display longer if the dorf wanted more than one of an item, the new version seems to display the message for the same amount of time whether he wants 1 or 10.

JMZ

337
DF Gameplay Questions / Re: Dwarven weapon choice...
« on: May 06, 2010, 03:21:18 am »
Try going into z->stocks->weapons and 'd'umping all training weapons.  Some other dorf should come along and take away their training stuff, so they'll either use the real deal or wrestle.

JMZ

338
Looking at those tables again, copper armor is as good as, if not better than, iron armor.  Apparently, the new order is:

Armor:  Adamant > Steel > Bronze > Iron > Copper
Weapons:  Adamant > Steel > Bronze

Anything less than copper armor and bronze weapons is only good for fighting animals, or Elves.

JMZ

339
DF Gameplay Questions / Re: So Much Stone
« on: May 02, 2010, 02:14:11 pm »
I press 'i' then 'g' then 'enter', but nothing seems to change and when I select the stone for dumping (k over the stone then d, right?) no-one moves to do anything about it (and refuse hauling is enabled).

It's 'i', 'enter', 'enter' to create a zone, then 'g' to designate it as a garbage dump.  After that, you may have to re-designate the stones for dumping.  The interface can be confusing, hope this helps.

JMZ

340
DF Modding / Re: weapons of any metal
« on: April 23, 2010, 02:46:32 am »
The raws are saved with your game, so if you want to change something in your current fortress, you have to go to ~/data/save/region1/inorganic_metal.txt.  The region is whichever one you're playing in right now.  If you change the top-level raws, the changes will take effect the next time you gen a new world.

You'll need [ITEMS_ARMOR] to make armor.  I tend to copy the entire line from iron, so I can make weapons, armor, anvils, etc from everything except bismuth and pig iron. Especially useful in my current fort, since the only ore I've found is gold.

JMZ

341
DF Gameplay Questions / Re: "I must have body parts!"
« on: April 04, 2010, 06:14:07 pm »
I've seen several people say that shells (and horns, hooves, etc) show up as body parts in fey moods.  Try catching some turtles and processing them at a Fishery.  The shells are removed during processing now, not when eaten.

JMZ

342
DF Gameplay Questions / Re: Gold/Plat/Lead Weapons?
« on: April 04, 2010, 06:08:45 pm »
In the raws for your save, go to the "inorganic_metal" file and add
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
to whichever metal you want to make weapons, bows, ammo, picks, armor, or anvils out of.

Pretty much the same as the last version, just better effects from those platinum hammers.  Also, you have to change the raw file in your save file for it to affect a current game.

*disclaimer*

  I haven't actually tried this yet, but it should work.

JMZ

343
DF Gameplay Questions / Re: Best traps to use in 2010?
« on: April 03, 2010, 07:43:50 pm »
Since when has practical had anything to do with dwarfy?

JMZ

344
DF Gameplay Questions / Re: Sadistically Fertile Dwarf Couple
« on: March 24, 2010, 10:54:22 pm »
Well, he IS a planter  ;D

Actually, it's probably because they both have a lot of free time on their hands.  She's a Champion, so she's probably sparring and socializing.  He's a farmer, and my farmers usually have a lot of free time.  Put them together, and you've got a married couple with a lot of free time to spend together, resulting in a lot of babies.

JMZ

345
I try to match immigrants' jobs with their preferences.  You like steel and short swords?  You're a weaponsmith, even if your current title is "Glassmaker'.  Of course, this starts to get tedious when I've got 50 dorfs and 20 new immigrants, but the extra speed and quality from working with/on things they like is worth it.

JMZ

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