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Messages - Altaree

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136

Just a quick check, in reaction_masterwork.txt:

Code: [Select]
-    [REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE]
+    [REAGENT:pot:1:TOOL:ITEM_TOOL_pot:NONE:NONE]

Should that be ITEM_TOOL_LARGE_POT, rather than ITEM_TOOL_pot?

Where is this? I'm searching reaction_masterwork and not finding anything like this. It's not in v1.9.2.

They are talking about unreleased changes in the source control system.
http://www.javaforge.com/repository/5628

137
About the booze issue.

Dimple cups have this tag: [MATERIAL_REACTION_PRODUCT:DRINK:LOCAL_PLANT_MAT:DRINK]
Weed blade doesn't.  Dimple cups also don't have any of the other drink or alcohol tags that seem toe be associated with brewable plants.

138

Access Denied User "anonymous" has no permission to access "/project/5793"

Edit: I created an account and :
Access Denied User "altaree" has no permission to access "/project/5793"

Odd, the project is open to everyone, and when I tried to ad altaree I couldn't find the username... have you confirmed your e-mail? The site is working for me =\ I'll look into this more when I get home.

Figured it out.  I had to search for the project and then join it.  Then I could see the project.

139
I've noticed sometimes when I embark I will have a few points left over, other times it warns me I don't have enough. It is odd indeed.

@Durian, you might just have to wait?  maybe they have to get mad at you before they decide they don't like you enough to start another war with you? Have you tried initiating hostilities?

@Everyone
Per request I have set up a code repository for Masterwork over here

You will find; A wiki that you can use to discuss the mod internals and technical details, a Tracker that you can use to submit bugs (I will be entering several for meph), and a Mercurial repository of the help guides and raws for anyone who wants to dig in and help out.
Access Denied User "anonymous" has no permission to access "/project/5793"

Edit: I created an account and :
Access Denied User "altaree" has no permission to access "/project/5793"

140
DF Dwarf Mode Discussion / Re: so wheelbarrows? what do you think
« on: May 18, 2012, 02:02:04 pm »
I think the biggest problem is people adjusting to the new way of hauling.  We are used to having huge central stockpiles where everything is collected.  With wheelbarrows and minecarts we need to use a more distributed model.  Put mall wheelbarrow equipped stockpiles near areas where resources are generated (in the mines, in a forest, clay harvesting).  Build a minecart delivery systems from these small stockpiles to the central storage location and then back out again to the shop floors.  This way it is just a short walk with a wheelbarrow and then into the cart.

141
DF Dwarf Mode Discussion / Re: So much iron...
« on: May 18, 2012, 01:46:46 pm »
No, the smelting reaction is hardcoded and tied to the "ore" designation.  Alloys are modable, but smelting things from ore is not.
can't you still change:
Code: [Select]
[INORGANIC:MAGNETITE]
...
[ITEM_SYMBOL:'*']
[METAL_ORE:IRON:100]
[SOLID_DENSITY:5046]
...
[MELTING_POINT:12768]
to
Code: [Select]
[INORGANIC:MAGNETITE]
...
[ITEM_SYMBOL:'*']
[METAL_ORE:IRON:100]
[METAL_ORE:IRON:100]
[METAL_ORE:IRON:100]
[SOLID_DENSITY:5046]
...
[MELTING_POINT:12768]
and get 3x the normal yield? 

142
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« on: March 15, 2012, 01:21:35 pm »

--SNIP--
sorry, it's designed for df2012, i haven't had the time to go back to 31.25 and look for all the offsets.
Makes sense.  I just did a direct download and didn't see the site.  Very nice work! 

143
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« on: March 15, 2012, 12:39:35 pm »
alright i think i've got everything finalized for anyone who would like to play with roles and some other changes. big thanks to thistle for some massive data collections and beta testing.

updates:
  • castes are working and additionally they're read from the [CASTE_NAME] raw tag so modders can utilize the feature (thanks meph!)
  • fixed merchants' guards showing up in dt (reported by alagon)
  • 'on break' now works properly and is identified with a blue dot, as opposed to the 'idle' red dot, and groups properly
  • the edit script window now works
  • slightly darkened some text for readability
  • removed the average attribute descriptions
  • added skill and attribute reference tables, and sorted traits in the filter scripts window
  • added standard deviation and mean script functions for attributes
  • added skill rating function for scripts
  • added 36 default role columns, with default weights of 1.25 for traits, 0.75 for skills, and 0.25 for attributes (edit/add new ones in the game_data.ini)
  • added a roles view in the default views which includes all built-in roles

download

you can read more details on the formatting and few examples on the source page below as well if you're interested in creating your own roles
source

as always, any feedback, opinions or other ideas regarding features are always welcome.

Note: this is not the official dwarf therapist, this is a branch! (nothing should explode though...probably)

I just loaded this with my 31.25 world.  A lot of the attributes on my dwarves except for strength were reading as zero.  Looking at the stats in runesmith proves this to not be true.  Also, the roles view isn't working at all except for socializer.

144
DF Gameplay Questions / Re: pf question
« on: February 22, 2012, 04:12:38 pm »
Recruit also means they will get an unhappy thought as they move between civilian and military roles.

145
DF Gameplay Questions / Re: Why Can't We Embark on Mountains?
« on: April 18, 2011, 01:49:47 pm »
No civs can travel to the mountain biome to trade?

146
If enemy archers ever start shooting back think about having the bad buys walk under your archers so that the fortifications are facing their backs.  This also allows your archers to concentrate on a few opponents at a time as they come into view at very close ranged.

147
DF Dwarf Mode Discussion / Re: most vile enemy of all: lag
« on: April 05, 2011, 12:03:37 pm »
Ramps vs Stairs:
I think the path finder looks at a set of ramps as one unit while it looks at stair groups as a closely bunched cluster of 1x1 vertical hallways.  With a ramp you can go up, up/left, and up/right.  With Stairs you can only go up.  This will cause more path finding jittering when groups of dwarves meet.  That is my best guess at least.

148
DF Gameplay Questions / Re: Obsidianizing map edges...
« on: March 22, 2011, 09:12:26 am »
!!!! Cool!

149
DF Gameplay Questions / Re: Clean Self
« on: March 22, 2011, 09:11:33 am »
I really like these baths.  I put them in three places.
1) at every entrance.  Outside or cavern.
2) the paths between the living/dining area and the rest of the fort.
3) before the hospital /soap storage.

150
DF Dwarf Mode Discussion / Re: Odd embark
« on: March 22, 2011, 08:53:08 am »
I look at this set up and get worried about flying FB's with poison blood or gas.

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