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Messages - Keuran

Pages: 1 ... 10 11 [12] 13 14 ... 19
166
DF Modding / Re: The REALLY dumb ideas thread.
« on: May 08, 2010, 06:00:32 pm »
http://www.bay12forums.com/smf/index.php?topic=22612.msg737121#msg737121

It didn't really work though, because ammo couldn't have weight in 40d, so It was just a high-damage arrow with a really heavy launcher. With fire speeds and ammo sizes now, one can be made that actually has insane bludgeon damage but a very low range. Something like this:
Spoiler (click to show/hide)

167
DF Modding / Re: Fixing Forgotten Beasts
« on: May 06, 2010, 09:31:56 pm »
I guess the underground levels might go something like this:
1 = soil
2 = stone
3 = Hot Stuff (yeah, I know it isn't really spoilers, but still.)
4 = Partially molten stuff
5 = Incredibly dense stuff

168
DF Modding / Re: Fixing Forgotten Beasts
« on: May 06, 2010, 08:58:17 pm »
Some interesting tags:
[GENERATED]
[FEATURE_BEAST]
[ATTACK_TRIGGER:0:0:50000]
[NATURAL]
[TITAN]
[ATTACK_TRIGGER:
[UNIQUE_DEMON]
[DEMON]
[UNDERGROUND_DEPTH:5:5]

I know [NATURAL] goes on any non-mythical creatures, it doesn't really mean anything, and ATTACK_TRIGGER:X:X:X] is the same as the similar tag on entites. Does anyone know if putting [DEMON] or something similar on a normal creature could make it show up in *CENSORED*?

169
Quote
[BUILDING:MECHANIC:CUSTOM_M]
There's no MECHANIC building.
I took it off the end of a string dump string, HOTKEY_BUILDING_WORKSHOP_MECHANIC.
There isn't a KITCHEN building in the dump either, so I assumed it would work like tallow.

EDIT: ok, sorry. I saw used a text search and didn't find any capitalised KITCHEN, so I assumed they just weren't listed. Just replace mechanic with smelter or a custom workshop then.

170
Try these. They should be in the mechanic's shop. Don't forget the entity tags.
Spoiler (click to show/hide)

171
DF Suggestions / Re: Dog mini-arc
« on: May 03, 2010, 08:06:17 pm »
Most of the description stuff can probably be modded in right now, and I think expanded training and genetics are planned already.

I think the topic should be renamed, because it seems a bit counterproductive to me to focus just on dogs, then throw in a footnote at the bottom of 'Oh, this should work for other animals too.'

172
Didn't Toady already deny the possibility of genitalia in vanilla DF? I think he wants to keep it at least marginally family-friendly.

173
If it's only one or two types of animal, they may have been placed in a civilization as a glitch, if not they might just be there as a coincidence and a dragon showed up a few years before you found the town and ate everyone. Megabeasts are known to attack towns and steal items.

174
DF Suggestions / Re: "simple fluids" init option
« on: May 01, 2010, 12:13:16 am »
I can imagine the exploits already.

To clarify, I think freezing water would be a bad idea because of how much it would skew some systems, mbut maybe using a simpler system to conserver power would be nice.

175
DF Gameplay Questions / Re: using blood barrels
« on: April 26, 2010, 06:58:42 pm »
You can't dump liquids (I tested this trying to make bloodstains on the ground after finding that dumping powders makes stains) but if you set the melting temperature high enough, it'll become a blob that you can dump. I can't guarantee that your dwarves won't instantly die of solid blood, though.

176
DF Suggestions / Re: Better stats roll for the starting seven
« on: April 24, 2010, 04:22:35 pm »
I think they mean they want the starting dwarves to have high stats to make the game easier.

I'm personally against this suggestion because it would take extra work on toady's part to introduce a feature that (I assume) most people wouldn't even notice, as the dwarves' starting traits don't matter much at first and chances are you'll get some pretty good dwarves as immigrants by the time training happens and stats start to matter.

177
Change :STONE: to :BOULDER:

STONE refers to the pebbles you find in adventure mode. BOULDER is the new word for mined stones.

178
Code: [Select]
[REACTION:BONES_TEST]
[NAME:make bones]
[BUILDING:KITCHEN:CUSTOM_Z]
[PRODUCT:100:1:CORPSEPIECE:NONE:CREATURE_MAT:ELF:BONE]
[SKILL:COOK]

Is what it would look like, except that corpsepiece doesn't make anything when used as a product in reactions. It it might be like creature_mat where you have an extra : to specify what type of corpse piece it is, but otherwise, I have no idea. I did a bunch of testing the yesterday and found out that bones can be made into pretty much anything except body parts.

179
DF Modding / Re: Paper and paper crafts
« on: April 16, 2010, 10:05:43 pm »
A few people have tried this over the years weeks months and from what I've seen, the one you used in the first post should work perfectly unless you have a problem with humans being able to make flattened wood products.

180
DF Modding / Re: Poisonous slime on creatures.
« on: April 16, 2010, 09:59:25 pm »
Have you tried leaving it in live mode for a few minutes then checking its inventory? I think the secretion becomes a coating on the skin. Also, hit it with an elf and wait about a minute in live mode to see if he gets symptoms.

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