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Messages - Sagus

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46
Masterwork DF / Re: ☼Kobolds☼ - Everything Kobold Mode
« on: July 04, 2014, 12:56:19 pm »
This is a very noobish question, but for the life of me I can't find many of the workshops listed in the manuals. Where can I get the Woodcarver, Scale cleaner, Fishpond, Trader Warren etc? I thought they'd come from Worktop or Tent but they don't...

also, speaking of the worktop, for some reason I just can't seem to be able to build anything from it. I have four leathers and a bunch of barrels, yet all the options on it are red... nevermind this part 'bolds were using all barrels for food :P

47
Masterwork DF / Re: [INSECTS] - Swarm Race Ideas
« on: June 15, 2014, 11:03:47 pm »
Will their only method of breeding be by transforming larvae into more adults (which will be all genderless, I assume)? Won't this make them all go extinct during world generation? I recall that genderless or one-gender species never progressed at all during it...

Btw, I really love the idea for this race. I haven't played DF in forever, but I will definitely come back to it once the update with this civ is released!

48
DF Modding / Making a Alien-like hive cave... is it possible?
« on: February 22, 2012, 09:19:32 pm »
I'm making a mod with a cave-based civ, and would like the ground and walls of their caves to be fully covered (or at least smeared) with a specific material (a substance called hive plaster, for now). This isn't really vital to the mod, it's just some flavoring, as the plaster wouldn't really do anything other than stick to you and be disgusting.

I tried making them secreate the substance, but it only sticks to their bodies, without dripping. I tought about giving them the webber token. Would that work? Is there an interaction that would make them throw the webs everytime they were in an underground place? Giving them the "free action" token would take care of the problem of them being unable to do anything else besides shooting webs, I think...

Any ideas?

Thanks in advance!

49
DF Modding / Re: Limiting the type of foods a race can eat
« on: September 21, 2010, 06:55:11 pm »
hmm i thought there was a [herebivore] tag

in that case make them no eat and alcohol dependent and have your custom plant be brewable
Ah, yes, that's perfect! Thanks, kwd!

50
DF Modding / Re: Limiting the type of foods a race can eat
« on: September 21, 2010, 05:08:08 pm »
Oh, I wasn't aware that there was a token to make them exclusive plant eaters. That would make things easier... what is the token?

51
DF Modding / Re: Limiting the type of foods a race can eat
« on: September 20, 2010, 01:30:17 pm »
Hum, would it be possible to give the normal meat material a syndrome that'd kill only this race? I mean, creating a syndrome that affectso only them is easy, but can syndromes by added to materials?

52
DF Modding / Limiting the type of foods a race can eat
« on: September 20, 2010, 12:37:11 pm »
So, I'm doing a mod to create a civilization of arthropod creatures. They have a special building where they can process a type of plant to create their food source. Thing is, I'd like to make it so that they can ONLY eat this food. Is this possible? Would it be also possible to make all other kinds of food (mainly plants and meat) poisonous to them?
Thanks in advance!

53
Uhhh, is anyone getting some a weird bug where the colors of the skin, hair and eyes of creatures are completely random? Like, I once started a game in adventure mode with a nord woman and she had blue skin. I didn't modify the raws at all, so I dunno why this is happening...

EDIT: Nevermind, just discovered the reason, apperently it was having two descriptor_color raws that screwed things up.
Awesome mod, btw. Can't imagine playing DF without it anymore :P

54
DF Modding / Re: [Underdark] Community Compilation
« on: June 10, 2010, 08:39:08 pm »
*** Error(s) finalizing the creature CROCODILE_MAGMA
Spoiler (click to show/hide)
Huh, that's bizarre, I don't get anything in my errorlog...
Try dropping these files on your raw folder, maybe it'll work:
http://www.2shared.com/file/GAKhEHKx/MagmaCroc.html

55
DF Modding / Re: [Underdark] Community Compilation
« on: June 09, 2010, 11:07:55 pm »
I made this magma crocodile sometime ago. He has a extremely high body temperature, have basalt scales, can swim in magma and shoot balls made of liquid basalt (if those lodge in a wound, the enemy starts melting, and it's glorious)
Hope it can be of use to you!

Place this one in the creature_standard raw:
Spoiler (click to show/hide)

Place this one in the tissue_template_default raw:
Spoiler (click to show/hide)

56
Aa self-destructing creature? or a substance that does this to the creature, but is obtained somewise else?
A substance that a creature would use as a breath attack is what I'm looking for.
Necrosis sound about right... it can melt away hair and stuff like that...
So, how can I make necrosis act very very fast? Like, the creature gets hit by the acid and a second later it's already melting?

57
Ah, I think you misundertood me; I meant, if it's possible to make a substance in the creature's raws that'd be able to melt off everthing but the bones, not how to do this in a Fortress.

58
Is it possible to make an substance that completely melts off skin, fat and muscles but leaves the skeleton intact? As in, the only things you can get from the dead body are the bones?

59
DF Modding / Re: The REALLY dumb ideas thread.
« on: May 08, 2010, 04:15:16 pm »
What are the odds of we being able to make a gun that shoots swords?
Not ammo named "swords" that come in stacks, but individually forged swords?

We need a forgotten beast that has every conceivable raw and limb attached to them. Name it "Creation" or something oddly meaningful. Of course, to be able the have so many such parts, the thing would probably have to be the size of a planet.
I think that's possible if we make an entry in the "body_rcp" file with all the existing limbs. If I'm not mistaken, that file is from where the forgotten beasts get their body parts from. Of course, other creatures that are generated like them would also be able to adquire these parts, and since they are randomly generated, who knows when you'll finally the one beast with the thousand bodyparts, but stil... maybe it'll work.

60
DF Modding / Re: The REALLY dumb ideas thread.
« on: May 04, 2010, 01:41:05 pm »
Adamantine Colossus.

A giant hulk of a creature impervious to everything and defying the laws of the game.

Make it fly for extra Fun.
I made one (altough I did give it a glaring weakness (a controlling crystal in his head. If shattered, the colossus die)).

Spoiler (click to show/hide)

Spoiler (click to show/hide)

It has the shape of a unicorn.
Why?
Why not.

I gave it wings once, but I think it was not enough since it never took flight. Was something else needed?

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