Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GildedBear

Pages: [1] 2
1
DF Modding / Re: A minimalist mod request
« on: August 20, 2010, 08:48:52 pm »
Well, you need ore, coal, and flux for steel, so I would think that one of each would be good. Perhaps make the sedimentary layer flux, and either make it show up in the other layer stones or make a second flux stone.

As for valuable, but generally useless, stone, I say make a stone type that is "decorative stone" that can be smelted into "decorative metal" which can be used to make statues, furniture, barrels, and such. It would, of course, be worth more then the normal stone.

The names I suggest:
Iron Ore
Unrefined Coal
Sedimentary Flux
Cluster Flux
Decorative Stone.

2
DF Gameplay Questions / Re: Bones are the new shell?
« on: August 13, 2010, 06:56:40 pm »
To deal with your stockpile filling with hair and things, you could do what I did and add the [SHELL] tag to all of the useless body parts, the vanilla shell items in DF are a pretty wide range of things (bone with turtles, chitin with cave lobsters, and rock with bivalves) so adding the [SHELL] tag to things like horns and hooves makes a lot of sense to me even though they aren't technically 'shells'. Adding it to hair makes for some odd artifacts though, but then aren't most artifacts pretty odd?

3
DF Dwarf Mode Discussion / Re: Wonder how most forts fall?
« on: August 12, 2010, 01:47:54 am »
I rarely play a fort long enough for it fall to anything, I generally get bored after I've gotten myself established and could actually start producing weapons or anything significant. I seem to enjoy the initial stages of forts more then anything else. It started because my computer sucks and even a moderate number of dwarves ground down and down and down, but now it seems to be inertia.

4
DF Dwarf Mode Discussion / Re: Oh gods ... the frustration ...
« on: August 11, 2010, 10:44:42 pm »
If you're gonna use miners as backup soldiers, you might as well give them armor that will actually keep them around, it takes a good deal of time and rock to train up a miner so you shouldn't waste it. Besides, there's something dwarfy about a bunch of miners walking around in steel plate while carrying shields and picks.

5
I've considered it, but never actually done it. I figure that the entrance pit should be fortified.

6
it's particularly interesting when you're starving an arctic fort because you've decided that they're too stupid to live and they are all complaining that they can't get food or water for each other.

7
DF Dwarf Mode Discussion / Re: Chain vs Plate
« on: August 08, 2010, 11:41:53 pm »
Plate, when I'm wearing chain as an adventurer I'm always getting bruised through chain. Better yet, make both so your dwarves can wear both.

8
DF Dwarf Mode Discussion / Re: Suitable tomb for Fallen Warrior
« on: August 05, 2010, 01:28:06 am »
My suggestion. A smallish room with an odd number of tiles on a side. I would go with 3x3. A statue in each corner, I'd probably go with platinum or red rock to match the coffin. Hopefully they will be of the dwarf or the FB, but you'd have to be lucky. And then on the levels above you should set it up so that once you have magma you can encase him, and the statues in obsidian.

9
Well, you see, it was the corpses rib that pierced the child's lung and then got caught up in the child's ribs, thus being lodged in the wound... or something.

10
DF Modding / Re: Building a Golem, help needed.
« on: August 02, 2010, 02:55:46 pm »
Stupid question, but they are sometimes the solution to confusing problems so I'm asking anyway. Have you genned a new world since adding them to the raws?

11
DF Modding / Re: Can a plant be both wood and food item?
« on: May 09, 2010, 03:15:33 am »
But, if done correctly, it could solve the problem of stone getting packed in everywhere hehe.

12
DF Modding / Re: Dwarf Therapist (LATEST 0.5.0 4/10/10 see first post)
« on: April 16, 2010, 05:45:42 pm »
Okay, generally I don't ask these kinds of question, since I'm patient and/or research how to do things. But, I'm having trouble parsing what needs to be done to get DT to work with .31.03 so I'm going to ask.

chmod, when do you expect to release a DT version with default support for DF .31.03? A time scale will be fine, days, weeks, when DF 31.04 comes out. hehe

Anybody, what are the steps to get DT .5.0 to work with DF .31.03?

Thanks in advance.

Oh. By the way, Dwarftherapist is wonderful, and Toady should totally snatch the idea for in game job settings, not the implementation of course, but the matrix layout style.

13
DF Modding / Re: Modding Sheep and Wool
« on: April 09, 2010, 09:58:17 pm »
My understanding, though I haven't done it myself, is that milking requires the milked substance to go into a barrel/bucket. However, with that knowledge, I have given this idea some thought.

What I came up with works like this. You "milk" the sheep, this gives you a bucket full of fleece. You then use the custom workshop, and reaction, that you've made to turn the bucket of fleece into a bucketless fleece. At which point it enters the standard cloth chain, if possible. If not, then you'll need a set of custom reactions to produce the cloth, and maybe even the clothing. (Though, if that's the case, I think it'd be better to scrap the idea for now)

The problems I see with it are; it breaks immersion (milking to get wool), and the custom reaction will likely create an item with no quality modifier (so you want to get it into the normal chain as quickly as possible).

The advantages: you can actually make wool (even if it's through a round-a-bout method), and you could still allow sheep's milk to produce cheese (though it'd probably be one or the other, unless you only sheer rams... but that's a lot creepy).


14
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 02, 2010, 02:42:58 am »
"Rithi was a forgotten beast.  It was the only one of its kind.  A towring eight-legged quadruped composed of coral.  It appears to be emaciated.  Beware its poisonous vapors!  Rithi was associated with water, deformity and caverns."

Eight... legged... quadruped.  Associated with deformity.  That's some deformity, alright.  :D

Maybe it's like the horse things from Avatar (the one with the blue tentacle people), it has eight legs, but they are in pairs and so move together rather then like an arthropod.

Personally, I'm wondering how you can tell if a critter composed of coral is emaciated or not...

15
On the subject of town distance. It's important to remember that people return home. Sure a human can travel upwards of 40 kilometers (~25 miles) in a day, but they have to spend around 8 hours doing it, but that doesn't leave time to get things done and then get back home again. 11 kilometers (about 7 miles) would only take a couple hours, leaving you with time to shop or sell goods and still have plenty of time to get home again. Most traveling isn't long distance travel, it's out and back, which halves the maximum distance you can travel.

Pages: [1] 2