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46
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 18, 2011, 06:41:05 pm »
You want [PRODUCT:100:3:MEAT:NONE:CREATURE_MAT:TREEGRUB:MUSCLE].
Awesome, thanks!

47
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 18, 2011, 05:13:03 pm »
I'm looking to create a reaction that takes wood and produces a meat product, edible by carnivores.  I got part of the way here, but the meat produced that way is unlabeled, unstockpilable, and generally looks like what it is (i.e., a jury-rigged attempt by an amateur).  I was trying to create a new material mimicking meat called "woodmeal," but I'm thinking it might be easier and more parsimonious to create an animal without any biome or population and use a reaction that outputs meat from that animal. 

Anyone want to give me a pointer as to how to do so?  Things like [PRODUCT:100:3:MEAT:NO_SUBTYPE:TREEGRUB] haven't been working.

48
DF Modding / Re: Making wood into a different wood
« on: August 18, 2011, 05:00:39 pm »
I don't want it to be a plant because I want to encourage wood processing by making the termites carnivorous.  Also, when I put the [HAS_MATERIAL REACTION PRODUCT] like into the regent, it fails to recognize wood as being available for the reaction.

I'm dropping the "glob" idea, I think, because using meat gets me a lot closer to where I need to be--at least they eat it.  I'm also thinking that the best way to get labeled, stockpilable meat might be to drop the woodmeal thing entirely and try to have the reaction spit out meat from a specially created, biome-less creature.  So far I haven't gotten it to work, but it should be pretty easy, right?  Right..?

edit: finally got it, thanks for everything guys

49
DF Dwarf Mode Discussion / Re: Most Impressive Combat Reports
« on: August 18, 2011, 04:14:46 am »
A forgotten beast grabs a grizzly bear by a tooth and throws it against a wall, causing it to explode.

Saved this picture a while ago; don't remember what happened to the cat.

50
DF Modding / Re: Making wood into a different wood
« on: August 17, 2011, 08:06:02 pm »
Well, that's certainly a start--according to the screen you can get to from the workshop when there is no wood available, there is now a reaction that duly converts logs into "WOODMEAL Glob"s, but apparently the mistake you caught wasn't the only one: the product is still an unlabeled, unstockpilable and inedible "a glob."  I can solve the last part by using meat instead of globs, but I'd still like to get the label and stockpiling in...

51
DF Modding / Making wood into MEAT
« on: August 17, 2011, 07:20:28 pm »
So I have a similar problem.  I'm trying to create a custom workshop capible of turning wood into "woodmeal," an edible food. Largely by reading this thread, I think I've gotten everything working up until the end.  The "termiteman" with the proper labor enabled will grab logs, bring them to the workshop, and turn them into globs (globs being the item token I could find that was closest to what I wanted).  However, said globs appear to be totally generic; they are named just "glob," the 'k' description says only that "This is a glob" and it doesn't affect any of the food totals in the z-screen.  I have tried to swap "glob" out for "meat," which creates generic chunks of meat that do show up in the z-screen but don't get stockpiled.  Still testing as to whether they're edible (edit: they will eat the mystery meat), but even if they are I'd really like them to be properly labeled and stocked.

reaction:
Spoiler (click to show/hide)
An alternative attempt at the product field created the same result:
Spoiler (click to show/hide)

Here's the material template entry for "woodmeal" (it's mostly just a copy-paste of the muscle entry)
Spoiler (click to show/hide)
and here's the section of the plant entry I stuck into all the trees:
Spoiler (click to show/hide)

Any takers?  I have a feeling I'm missing something really simple and obvious...

52
DF Gameplay Questions / Re: Flood Defences
« on: August 07, 2011, 03:20:01 pm »
Doors.  Lots of doors.

53
DF Gameplay Questions / Re: Dwarven family size
« on: August 07, 2011, 01:03:04 pm »
They track cousins, uncles, aunts, and grandparents, so pairings with second cousins, great aunts-uncles, etc might be possible.

54
Back in my day people could just be nerds.

55
It's just a difference in values, albeit one where one person abrasively chalks up the difference to a lack of "financial education."  The theme of this guy's blog is that the customer is always right and that video games should be ran more like a business; it's no shocker that he wouldn't like a model where there aren't really customers at all.  I don't even think he's necessarily wrong about how commercialization could improve the game in some, maybe a lot of ways, but he just dismisses the cost to the creator's artistic freedom, and doesn't even address his personal freedom (Toady doesn't sleep all day and work all night because he hates it).

But if any of you non-Americans want an insight into US politics you could do worse than this guy; never thought I'd see a right-wing video game blogger but that's certainly what this is.  I could tell even before I found the posts about how terrible unions are and how great Sarah Palin is; I think it was the use of random phrases as if they were proper nouns that everyone should know.

(the liberal tell is probably the semicolon)

56
I read the first couple paragraphs and went off to take a shower, figuring I'd come back, read the whole thing, and get into an interesting discussion about profit motives, workplace freedom and artistic integrity.  Post-cleansing, I found out that the first couple paragraphs already say pretty much everything this dude has to say.  Most glaring was the absence of any explanation of what "financial education" is (I assume longtime readers would be more familiar with the concept, but I looked around for some kind of FAQ or links to important background posts in vain) and any sort of prescriptive advice.  Without that, the only vibe I can derive is of some sort of low-rate "Thomas Friedman of video games."

Side note:  I play plenty of video games, but Toady is the first designer to get my money about a decade.  Bay12's model is pirate-proof and always will be, a claim only the MMOs can share.

57
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 31, 2011, 02:19:57 pm »
Personalities are immutable and set at birth.  Attributes, both physical and mental (mental attributes being stuff like focus, kinesthetic sense, etc), will change though.

58
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 27, 2011, 03:54:06 pm »
if you're trying to gen the perfect world, you should use Perfect World.

59
I used to not use DT, doing pretty much what you did.  Since then, though, I've picked it up.  It's not so much that I need it or even use it to play normally, but that it allows me to easily do things I would almost never do otherwise.  For example, lately I've been going through the personality details of the dwarves who came out of a recent, massive military training effort to see what works and what does (so far, it seems like the trainee's personality doesn't make a difference, but captains high in leadership, activity, and especially recklessness work really well).  I also sort out those who are particularly lazy or compassionate from the ranks of new recruits (given that my pop just passed 400, those ranks tend to be large).  The thought of doing those sorts of things from within the game makes my brain cry.

And man, I can sort of understand why people don't use graphics (well, not really, but I've resigned myself to the lack of understanding) but I really can't imagine using a non-square tileset.  Maybe it's just because my fortresses are full of circles and other radially symmetrical objects which look like garbage when things aren't properly proportioned.

60
DF Dwarf Mode Discussion / Re: I need some advice on my fotress
« on: July 24, 2011, 07:55:12 pm »
How high is that cliff-face?  I've always wanted to see/create a fortress suspended from an arm extending off the side of a cliff...

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