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Messages - silverskull39

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211
DF Modding / Re: Brewing blood now possible?
« on: February 25, 2011, 10:00:53 pm »
(for pressing honey. And nuts... hmm... We have the makings of a breakfast cereal here).

combined with the topic of the thread, this idea is awesome.
Armok O's: For when milk just isn't bloody enough.

212
General Discussion / Re: How would you want to die?
« on: February 25, 2011, 09:55:58 pm »
Are you elves? I, for one, want to die either in glorious battle or bathing in the blood of the earth! Or drowning myself in booze. That works too.

213
DF Adventure Mode Discussion / Re: Draw your adventures
« on: February 25, 2011, 09:52:02 pm »
.... I.... my kobold adventurer just spilled a night creature's guts, grabbed on to them, and threw him by them into a wall, which caused him to explode.... someone needs to draw this. I might do it myself tomorrow, but no promises on quality, as it will be done in paint.
Care to give a description of the night creature? I need to take my mind off things and want to familiarize myself with my tablet a bit.

"A scaly humanoid. It has three narrow tails and it groans from time to time. its clear scales are blocky and close set. Now you will know why you fear the night."


I did it! Warning: Image contains high levels of graphic violence awesome! viewing by the weak of heart, pregnant women, and small children is not advised.

Spoiler (click to show/hide)


214
DF Modding / Re: Brewing blood now possible?
« on: February 24, 2011, 06:56:12 pm »
I made a reaction to 'press' blood from meat.
If you want it add this:
Spoiler (click to show/hide)

to the meat template in material_template_default and add this:
Spoiler (click to show/hide)
to the reaction_other file and add PRESS_MEAT to permitted reactions for your civ. the result is the same as the barrels of blood you can take with you on embark, but be warned it doesn't work well with ichor.

215
DF Adventure Mode Discussion / Re: Draw your adventures
« on: February 23, 2011, 05:55:37 pm »
.... I.... my kobold adventurer just spilled a night creature's guts, grabbed on to them, and threw him by them into a wall, which caused him to explode.... someone needs to draw this. I might do it myself tomorrow, but no promises on quality, as it will be done in paint.
Care to give a description of the night creature? I need to take my mind off things and want to familiarize myself with my tablet a bit.

"A scaly humanoid. It has three narrow tails and it groans from time to time. its clear scales are blocky and close set. Now you will know why you fear the night."

216
DF Adventure Mode Discussion / Re: Draw your adventures
« on: February 22, 2011, 10:51:55 pm »
.... I.... my kobold adventurer just spilled a night creature's guts, grabbed on to them, and threw him by them into a wall, which caused him to explode.... someone needs to draw this. I might do it myself tomorrow, but no promises on quality, as it will be done in paint.

217
DF General Discussion / Re: This game needs a tag line
« on: February 22, 2011, 07:47:38 pm »
Dwarf Fortress: You lost the game, and you liked it.

218
DF Modding / Re: Successful Poison Delivery System!!!
« on: February 22, 2011, 12:27:57 pm »
It's certainly worth a try. I'll give it a shot when I'm back at home, but I think it will have to be spike traps if it works at all.

Edit: No such luck. The spears remained pristine.

219
DF Modding / Re: Successful Poison Delivery System!!!
« on: February 21, 2011, 08:30:12 pm »
it does sound like fun, but you'll have to get their boots off first. Meh, dwarves seem like they'd be hardy enough to go barefoot. If their pansy cousins the hobbits can do it (In Mordor, no less), so can the dwarves!

220
DF Modding / Re: Successful Poison Delivery System!!!
« on: February 21, 2011, 07:34:51 pm »
does it really? I was always under the assumption that workshops, like other dwarven constructions, are in some sort of impenetrable stasis, as per the constructed ice walls.

221
DF Dwarf Mode Discussion / Re: Forcing dwarfs to tear out their bones/skin
« on: February 21, 2011, 06:24:40 pm »
Posting to watch for future !!SCIENCE!!

222
DF Modding / Re: Successful Poison Delivery System!!!
« on: February 21, 2011, 06:11:09 pm »
thus far I've had no dwarven casualties, but keep in mind that this is testing on a fresh fort when the dwarves still have all their clothes. In later forts where clothes have deteriorated/gone missing, chances could be pretty high, but as long as they are well clothed I don't think there's anything to worry about but freak accidents. And as for syndromes in workshop, I think they're in stasis, as it's shown as a "stack" of the liquid, I.e. "Giant Cave Spider Venom[300]". If anyone else wants to play around with it, here's the code I used for the workshop. It's probably easiest to just assign it to the screw press, though we should probably test distribution field with larger and smaller workshops.


Spoiler (click to show/hide)

I'm just going to assume that most people here know enough about modding to change the building and add the reaction to the entity file.


223
DF Modding / Re: Successful Poison Delivery System!!!
« on: February 21, 2011, 06:01:50 pm »
due to a bug, workshops don't disassemble when collapsed all the time, so no that doesn't work. And I tested by leaving weapons around the workshop rather than in it, but still no success. Building the workshop on a wall with ramp access and deconstructing it doesn't coat weapons below it, either.

224
DF Adventure Mode Discussion / Re: Animal cruelty?
« on: February 20, 2011, 05:55:48 pm »
except for gods we can't target them yet.

not for lack of trying, I'd wager.

225
DF Adventure Mode Discussion / Re: Animal cruelty?
« on: February 20, 2011, 05:36:06 pm »
Meh. If that phases you then you are too naive about the ways of the world, my friend. I'd be half tempted to believe we're all dead and that this is hell. That would certainly explain a few things. Also, bacon. Sweet delicious bacon. It could marinate in shit I'd still probably eat it if it tasted the same.

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