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 - Shade-o

Pages: 1 ... 113 114 [115] 116 117 ... 125
1711
Alternatively, you can set an ignite point of say 10500, and a fixed temp of the same, and the stone will self-ignite and burn like coal. I'm not sure how long it goes for, though...

1712
DF Gameplay Questions / Re: Horizontal or Vertical Fortress?
« on: March 20, 2010, 10:26:01 pm »
"Stay Indoors" really means 'Subterranean'. Only something with natural rock overhead, and without ever being touched by the sun. Bridges do block rain, but I'm not sure if they block cave-adaption-vomiting light.

1713
DF Gameplay Questions / Re: Forcing Dwarfs to Train: Marksdwarf
« on: March 20, 2010, 10:17:41 pm »
The recruits might also be influenced by a bad squad leader. Try putting them all in individual squads, so they act independently.

1714
The matgloss_stone_layer entry IS Schist. It's there because it's a layer. Making a new one called Schist would be a duplicate, which is very bad.

1715
DF Modding / Re: use specific skulls&other reaction questions
« on: March 20, 2010, 09:25:39 pm »
That plant-based forging idea is actually really good. By giving it a very long growing time and being used for advanced reactions, you can limit things beyond just mining and trading, and encourage farming beyond plump helmets being tended by a handful of farmers.

As for using bones, according to my studies you have two options:

[REAGENT:1:BONES:NO_SUBTYPE:ELF:NO_MATGLOSS]
will only use bones of elf, by the stack. A neatly killed elf with all in one stack counts as one, while a dismembered one with several small groups counts as many.

[REAGENT:1:BONES:NO_SUBTYPE:BONE:NO_MATGLOSS]
will use any bone, from sailfin molly to dragon.
Although this creates an error, since there is supposed to be a matgloss, the response is to make ANY bone available for the reaction, which is exactly what we wanted anyway.

As far as I can tell, there is no way to use skulls. There MAY be a way to use a totem made of a specific creature, but I have not tested that.

edit: Testing has revealed...

[REAGENT:1:TOTEM:NO_SUBTYPE:BONE:ELF]
will consume the skull totem of an elf, and no other!

[REAGENT:1:TOTEM:NO_SUBTYPE:BONE:NO_MATGLOSS]
uses any!


I suspect that they will grab dwarf bones from the graveyard if possible, and I am completely unsure if coffins are safe. Further, I do not know if artifact totems are exempt. We're in unfamiliar waters here.

1716
DF Modding / Re: Several Questions regarding Modding.
« on: March 20, 2010, 06:53:44 pm »
Spoiler (click to show/hide)

stone blocks are very safe as they cannot be melted, burned, used in creating items (except sometimes artifacts), are never sold to caravans and can be recovered if used in construction (unless there is an accident).

1717
DF Gameplay Questions / Re: Transporting Caged Creatures
« on: March 18, 2010, 06:49:50 pm »
You can also put cage traps near where you will be transporting them.

1718
Looks like you'll have to send someone to bait it.

1719
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 18, 2010, 05:38:34 pm »
A recruited woodcutter hit an enemy ambusher with their axe, sending them clear across the map, over a valley, and then explode against another mountain.

1720
DF Gameplay Questions / Re: Orders aren't executed
« on: March 18, 2010, 05:53:15 am »
Is the material they are made of forbidden?

1721
DF Modding / Re: Reactions gone horribly wrong
« on: March 17, 2010, 03:34:10 pm »
-I mean the matgloss_stone_mineral.txt file, which was a frightful jumble of various things. I'm not sure if the same applies to matgloss_plant.txtl and matgloss_metal.txt, as I have not changed them and do not intend to now.

-The Economic Stones panel displayed all of the stones, in the order that the game perceived them. I was able to directly follow this order to re-align the stones.

-Yes, I did start playing before changing it. I thought it would be fine, since I wasn't changing or removing any entry names, but noooo...


1722
DF Modding / Reactions gone horribly wrong
« on: March 17, 2010, 07:25:09 am »
I just discovered this, and it was most unpleasant.
While in the midst of testing my extensive and boggling modding, I noticed that my Stone list was all askew. Naturally, I set about fixing it. All the ores first, place Horn Silver with Native Silver, coals after that, and so on. All very neat.

Only much later when I was starting to get my smelters up did I notice strange things. Brimstone makes Chromium? Silver makes Copper? Kimberlite makes Electrum?

Confused, I restarted DF, having wiped the data/Objects. No change.

Eventually it twigged that there was a pattern. The stones listed in the Economic Stones panel were in the old, mixed-up order, but the reactions for them (not the ores) were not. So, I painstakingly re-jumbled my stones according to the displayed order.

And now it works! Yay!

What I learned was that changing the order of the stones (and potentially metals, plants, etc)  will mess up reactions, as it remembers the order that it was in. So now YOU know.

1723
DF Modding / Re: A Strange Modding Bug
« on: March 17, 2010, 07:07:51 am »
I think GCS inhabit caves normally, but they tend to be rare. I'm not entirely certain, but I think the SUBTERRANEAN biome includes caves.

1724
DF Gameplay Questions / Re: The +Functional Little Questions Thread+
« on: March 16, 2010, 04:31:01 pm »
I know that Thief enemies usually escape if you transfer from their cage, but what about animals? I recently captured a huge pile of Naked Mole Dogs and am trying to get them in a pen to breed before they die of age, but nearly every one of them escapes from the handler and is now running around my fort, scaring people. There are still dwarves trying to pit the wild ones, but they keep getting scared of them. Is there any solution?

1725
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 16, 2010, 05:14:06 am »
Tantrum spiral over an entire year took me from 95 to 22 dwarves, half of which are children, with many adults bedridden. The main drawbridge was repaired just in time to admit the Elf caravan, which must have regretted it as soon as they saw the inside...

To commemorate the event, I have minted steel coins.

Pages: 1 ... 113 114 [115] 116 117 ... 125