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Messages - rynait

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31
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: March 20, 2011, 06:42:10 pm »
Hello,

 Reading the above in this forum (in connection to 18f), that genesis setup is based on the mod manager tool.

and in mod manager tool forum, supposed to enable or help modders to create 'new version compatible', if not compatible, could be analyzed.  So I want to analyze deon's genesis setup.

but to my disappointment  can't find the genesis setup in 19a4 and I did not download .18f.

Rynait

fan of IronHand

32
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: March 20, 2011, 05:32:26 pm »
Hello,

use race removal tool (as described in genesis setup).

I searched in 19a4, not find that genesis setup.  searched forum and saw it was introduced in 18f.  I did not download 18f, went to dffd and 18f is not there.

Rynait

33
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: March 20, 2011, 03:28:33 pm »
Hello,

confused to where genesis setup is.  Anybody know where this is?

also I see it is in 18f, but 18x is not on the dffd, is it taken down?

Rynait

34
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: March 19, 2011, 03:29:18 pm »
Hello,

I am an noob, trying my hand on modding. working on stone block reaction.
 is there a reference on wiki or forum on how to preserve the original material (outputting into product). 

for example.   granite stone -> granite block

is this reaction process correct (preserving "granite")

[REAGENT:A:10:STONE:INORGANIC_STONE_LAYER:NONE]
[PRODUCT:100:10:BLOCKS:INORGANIC_STONE_LAYER:BLOCKS]

Rynait

35
DF Modding / Re: STone stacking
« on: March 18, 2011, 04:08:31 pm »
Hello,

anyhow, I did think coins was stackable but I was pointed need tax collector to do that and is an eventually future plan.

However last night been thinking about this some and came upon an idea. Not done any mods, beside fudging the existing raws or someone' else mods.  so kind of afraid to start making my own mod.. Oh well here is my idea.

workshop name = Adstingo shop  (Adstingo is latin word for compress or compacting).
allow (for now, only)  stone block  thus exploit using block stockpile.  Not sure which profession to do this.

require 10 blocks (or 1 bin full), to make 1 tesella; this is latin word for stone cube.

then thought to borrow roman coinage system (thus easier to convert when coin system is functional)
assuming Augustian system (here is wiki link http://en.wikipedia.org/wiki/Roman_currency). Keeping it short for my first attempt...

numatically assign one Sesterius equal to one testella; and 4 sesterius makes 1 denarius. so if i create a reaction of 4 testella to 1 "denarius", means i have 40 blocks stored away.

then one Aureus equals to 100 sesterius (or 1000  blocks), which also equal to 25 denarius

 so a reaction of either 4 "denarius" to make one aureus [or 100 Tesella] for one aureus

then looked up latin prefixing...  so would be properly called  tesella (AsTesella), DenaTestella, and CentumTesella [remaing to AureTesella]
so this way we end up with 6 reactions (3 for making and 3 for decomposing.), maybe add 2 more for 100 Testella to 1 AureTestella.

Rynait

Rochndil, that is not an exploit. it is called garbage dumping. does not offer sorting and counting (with exception of Z menu which is even more harder)  :D

36
DF Modding / Re: STone stacking
« on: March 17, 2011, 06:58:57 pm »
Hello,

as i said earlier dangnabbit...  this is because I knew this is gonna be more complicated and urist-time consuming! 

but  nice idea on bundle.  however that suggestion is assuming ten stone is already available to be consumed. I was thinking along this line... 

oh here is a lone granite stone smash-chop-blend ... 1 granite 'whatever'.  oh gee there is 99 granite 'whatever' over there, urist hauls the lone overthere, now there is 100 granite 'whatever'. but like Jal Jay pointed out... coin dont re-stack.

anyone made workshop or mod trick that consolidates items?

Rynait

edit: doh.  :o  Jay, Very drunk urist thought ur Jal

37
DF Modding / Re: STone stacking
« on: March 17, 2011, 06:31:29 pm »
aha...  comes in the 're-package and re-sell' workshop...

collect unstacked and stack it up.


oh  :o dangnabbit... how to mod shop to stack.

Rynait

38
DF Modding / STone stacking
« on: March 17, 2011, 06:17:09 pm »
hello,

after reading an idea suggested inside an forum suggested by Panthera Leo
http://www.bay12forums.com/smf/index.php?PHPSESSID=1bcd206c5dacfd2f5e561361fecde1ce&topic=52026.msg1991301#msg1991301

visualizng this idea, would be nice and easy to sort out tokens, but storing toy token is limited to 10 toytoken in a bin. BUT this is exactly the same as stone blocks, storing 10 blocks to a bin.  :D

got me looking at coins.  Wiki states there is 1 stack of 500 coins, and 6 STACKS is storable in a bin (total 3,000 coins).

If there are coin tag, then can use the suggestion to store small hill of stone (1 stone to 1 coin) in one bin  (phew alot of work... :o ).

caveat emptor, can not trade coins and value of coin is multiplied by base material by 10.    ;)

Wondering... this concept moddable?  :-\

Rynait


39
DF Modding / Re: 'Display case' attempt
« on: March 16, 2011, 04:57:00 pm »
Hello,

last craft I did would be on my old computer which contains older than .18 version... and don't have the files anyway.  Can not answer that question off my head.

Rynait

40
DF Modding / Re: 'Display case' attempt
« on: March 16, 2011, 04:45:51 pm »
Hello P,

reinvent, i see you wanted to experiment with colored glass.  thought that was the plan, colored glass display cases. 

Urist complains that sword is soooo bright! reading placard; "magical light sword artifact".  Urist Pickerel get a lightbulub: polarized glass...

Rynait

41
DF Modding / Re: 'Display case' attempt
« on: March 16, 2011, 04:14:30 pm »
Hello,

yup the most current mod is in Deon's genesis.   Deon borrowed and updated that mod (with credit due).  Here is two original forum links.

http://www.bay12forums.com/smf/index.php?PHPSESSID=03612ca9479d1a3e763d197643675e0e&topic=76137.msg1926756#msg1926756

and the original...

http://www.bay12forums.com/smf/index.php?PHPSESSID=03612ca9479d1a3e763d197643675e0e&topic=57243.msg1249306#msg1249306

Rynait

42
DF Modding / Re: DF Mod Manager [0.5 release]
« on: March 16, 2011, 03:49:33 pm »
Hello,

i tried running this utility dfmm and not sure how to get this done correctly.

I made a mod onto Deon's genesis mod and kept the file (which includes the .18, genesis and mine).   I saw this nifty utility and downloaded etc...

I re-made vanilla DF (.18), which i ran the dfmm (to create core), then run import from directory with deon's genesis (original .18e). then run import from directory again, with new name; 'my mod' (has genesis mods).  I wanted to seperate my mod entries from genesis mod; then right clicked (on "my mod") for metamod (new name entry my mod: genesis). the process was very quick and shows no changes or difference (I also clicked on edit on the "my mod: genesis", is blank).

so clearly I must have misunderstood the instructions.  Can anyone clarify the instruction.

Thank you,
rynait

43
DF General Discussion / Re: [Quickfort] Version 2.00pre3 released
« on: January 10, 2011, 10:04:37 pm »
Hello...

triple post?!  aren't you reading.

R

44
DF General Discussion / Re: [Quickfort] Version 2.00pre3 released
« on: January 09, 2011, 10:10:21 pm »
Hello,

edit to above, turns out there are problems with version 2.x not able to run the alt+t commands nor able to access/using aliases.txt file called in .csv file. I switched to older quickfort version  (version 1.11) had no problems with alt+t or aliases.txt access. 

R

45
DF General Discussion / Re: [Quickfort] Version 2.00pre3 released
« on: January 02, 2011, 11:24:37 pm »
Hello,

window 7 pro 64 bit. quad core processor AMD.

unable to access Alt-T to enter command from aliases.txt.

is there something for me to fix-correct?  (Alt-d, Alt-F works fine)

Rynait

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