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Messages - afoninv

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16
DF Modding / Re: Simple question about a plant mod
« on: June 29, 2010, 09:57:34 am »
[BIOME:DESERT_SAND]

This might work.
This way you'll be able to plant it aboveground in the desert, w/o need for irrigation.

17
DF Dwarf Mode Discussion / Re: Polite dwarfs
« on: June 29, 2010, 09:37:36 am »
My fort of 18 dorfs. No nobles, no mandates, no crime whatsoever. After a hard day, my miner fell asleep on the floor. He was also thirsty. And - yes - other dwarf brought him water. I think it's sleeping while thirsty that makes dorfs be treated like injured or jailed.

.31.08

18
I hope that's not derailing...
This is a *great* thread re pathfinding, algorithms used and best practices for fort layout. A must read for everyone who wants to increase FPS.

19
Crates are... so isometric. Maybe that's why they look so small, esp. in comparison to barrels? I mean, isometric is OK, but this pic has an angle that makes the smallest possible crate size.

20
DF Modding / Re: --GUIDE-- Shaostoul's Modding Guide --break-ish--
« on: June 28, 2010, 07:04:14 pm »
Oh, come on =) A lot of people endorse your great work; many newbie modders have a quick start; and I suspect forum would be much more cluttered if not for your guide. You have earned a little refreshing break! Be cool =)

21
DF Modding / Re: Help me figure out the weapons
« on: June 28, 2010, 05:17:22 pm »
re your OP's questions: I've never been into materials modding (or any serious modding anyway), but there is a fair number of research threads on that. Here  what comes from the top of my mind:
http://www.bay12forums.com/smf/index.php?topic=53100.0

Information is plentiful; the point is, there are not so much people putting effort in bringing pieces of data together. But info - it is somewhere out there =)

22
Also about prefstring - it is definetely used for plants too, not only for creatures. You may try and mod in a dozen of prefstrings for, say, toys and see if they appear in-game.

24
DF Modding / Re: Help me figure out the weapons
« on: June 28, 2010, 04:58:10 pm »
Because it's code-tagged. Code will not be preformatted by forum engine, that's what this tag is here for - to retain strings, white space etc.

25
I tried that and it threw an error.  I also tried TANNING, TAN, TANHIDE, and TAN_HIDE.

[SKILL:TANNER]
It works for me, tried.

What else... Prose. It does nothing in vanilla, many modders use this skill to create custom things like 'books' (kinda). Same for concentration and alchemy - modders use it to, say, simulate 'magic wand' skill. Nature magic is broken.

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I note that there are breath attacks. Can these only be attributed to creatures, or can I apply them to weapons as well? In other words, can I make, say, a flamethrower?
No.

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What are the material tokens FILTH_B and FILTH_Y for? As a wild guess, I'd suppose B was blood, but I don't know what to make of Y.
Wild guess - vomit? It exists in-game.

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There's a THROW skill but no thrown weapons that I can find. Anyone know how you go about defining a weapon as thrown?
Currently in Adventure mode only. Anything can be thrown. Anything can be wielded and hit with - that's Misc. Objects User skill.

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Anybody know what the skill token is for tanning a hide? What about carving shell and horn? And armoring? And weaponsmithing?
I've said about tanner, horn and shell is bonecarver, armor and weapon - evidently, armorsmith and weaponsmith (for metal armor and weapons; bone armor - bonecarver, wooden weapons - carpenter, wooden xbows - bowyer, stone weapons - stonecrafter).

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Anybody know what units the temperatures are in?
In Urists =) See wiki for how to translate Urists to Celsius etc.

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How do trade values work? I note that materials have a MATERIAL_VALUE which seems to indicate the value of the raw material. But once you make something out of it, the value goes up. What determines how much it goes up?

For weapons, trap comps, armor that's SIZE tag (and quality level, of course). Other things - don't know, it's hardcoded. Most likely: (material value) * 2 * (quality level). It surely has nothing to do with the reagents used.

26
DF Dwarf Mode Discussion / Re: Stonemasons with lots of Children
« on: June 27, 2010, 11:54:17 am »
Quote
Except dwarves don't actually stick to assigned burrows
Well, actually they do. Always worked for me - try it, you'll be surprised =)

27
DF Modding / Re: altering a task
« on: June 27, 2010, 11:27:11 am »
See files:

<DF dir>/raw/objects/reaction_smelter.txt
<DF dir>/raw/objects/reaction_other.txt
<DF dir>/raw/objects/building_custom.txt

If there will be any questions on syntax, feel free to ask!

28
DF Dwarf Mode Discussion / Re: Stonemasons with lots of Children
« on: June 27, 2010, 11:24:59 am »
Burrows.

29
DF Modding / Re: Modding caravans to be bigger - trade capacity?
« on: June 27, 2010, 07:02:44 am »
Won't you have a very slow-moving caravan, with a risk of not getting to Depot in time to trade?

Nevertheless, I'm interested in the results!

30
Quote
So, item subtype: what's an example? CRAFT:BRACELET, perhaps? WEAPON:SWORD? Like that?
Right. On the second link to wiki you'll see something like this:
"ARMOR || Armor and clothing worn on the upper body. Subtypes come from item_armor."
It means subtypes are customizable via item_armor.txt

Types are hard-coded. Only some types have subtypes, this is hard-coded too. ALL subtypes are customizable. You can make ITEM_TOY:GUNCOMP thingie, for example.

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