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Topics - lolghurt

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16
DF Modding / Plant help
« on: October 15, 2010, 07:23:27 pm »
This is in the plant_standard file, but for some reason they are inedible raw, and instead pile up in the food stockpile
Code: [Select]
[PLANT:UME]
[NAME:ume][NAME_PLURAL:ume][ADJ:ume]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:131][PICKED_COLOR:6:5:0]
[GROWDUR:300][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen umeshu]
[STATE_NAME_ADJ:LIQUID:umeshu]
[STATE_NAME_ADJ:GAS:boiling umeshu]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen plum juice]
[STATE_NAME_ADJ:LIQUID:plum juice]
[STATE_NAME_ADJ:GAS:boiling plum juice]
[MATERIAL_VALUE:50]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[EXTRACT_STORAGE:BARREL]
[PREFIX:NONE]
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:ume seed:ume seeds:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][AUTUMN][WINTER]
[FREQUENCY:50]
[CLUSTERSIZE:3]
[PREFSTRING:apotropaic properties]
[WET][DRY]
[BIOME:NOT_FREEZING]
[SHRUB_TILE:147]
[DEAD_SHRUB_TILE:147]
[SHRUB_COLOR:5:6:0]
[DEAD_SHRUB_COLOR:0:6:0]

17
DF Dwarf Mode Discussion / ore cluster
« on: October 15, 2010, 07:45:14 am »
three z-levels made of solid magnetite ore. nothing else.
CANNOT FIND BITUMINOUS COAL.
WHY?

18
DF Modding / RAW help: custom race
« on: October 14, 2010, 04:26:30 am »
How do you make a race make tunnels/caves?
I replaced the dwarfs, and now i cannot embark with subterranean plant seeds.

19
DF Dwarf Mode Discussion / 31.15 reverse dark fortresses.
« on: October 03, 2010, 09:50:28 am »
So I load up the world and gen this:
Spoiler (click to show/hide)
there are no mods or anything, but going through the civs there are a remarkable number of instances where humans are "owners" of sites full of goblins and only goblins.

20
DF General Discussion / the benefits of a stripmine are going up
« on: October 03, 2010, 01:21:54 am »
now every room will consist of a pillar, a lever, a channeled border  and N bridges, where N is the number of exits.
super fun happy fort.
Urist McInjured constantly complaining?
drop him several z-levels into the caverns
Annoying noble?
drop him several z-levels into the caverns (or magma sea)
crazy dwarf?
he'll soon get rid of himself.

21
DF Dwarf Mode Discussion / Worldgen actively hates you.
« on: October 02, 2010, 08:40:07 pm »
Starting a small region with increased volcanoes and 100 civs
it places 85 each time then rejects
drop the numbers to 80, and it places 60 before each rejection
it works with 50 fine though.
oh, and 3x goblins

22
DF Modding / RAW help please
« on: October 01, 2010, 06:57:03 am »
Am I able to just rewrite the creature_standard, reaction_smelter and entity_default files or do I have to make manual changes?
Also, what tags would need to be added/removed from a race to increase the number of offspring?
And is it possible to decrease pregnancy time?

23
DF Dwarf Mode Discussion / One man economy
« on: October 01, 2010, 06:18:27 am »
what is with the crazy value of roasts?
A single barrel of masterwork wine roast seems to get everything I need from the caravans.

24
DF Dwarf Mode Discussion / Fried Eggs
« on: September 27, 2010, 07:29:56 am »
What you get If you open three copies of 31.12 on a quad-core computer, and gen the default large region on each one.

25
DF Community Games & Stories / Angelashes 2.1 - UP FOR NEW MANAGEMENT
« on: September 26, 2010, 08:08:16 pm »
Angelashes 2.1
Anyway, Un67 gave up on the succession before even posting a save.
Then 2.0 Got wiped out in the first month by Skelephants.
Let's try again

***

Angelashes is open to newbies only. Newbie is defined as someone who has only a few months or so of play experience, and has not completely mastered all the elements of the game.

IF YOU CAN GET A TURN FINISHED BEFORE SOMEONE ELSE HAS EVEN CONFIRMED THAT THEY ARE HAVING THEIR TURN YOU ARE WELCOME TO POST IT ALONG WITH ITS SAVE. THIS IS TO KEEP THE FORTRESS GOING AS LONG AS POSSIBLE.

***
EMBARK DWARFS:
Maribel Totshorast, Broker/Bookkeeper/Farmer
Vabok Ensebzefon, Hunter
Iden Melbilbomrek, Miner/Architect/Mechanic/Stonecrafter
Dumed Zulbantilesh, Miner/Architect/Mechanic/Stonecrafter
Kib Okirkulet, Miner/Smith/Mechanic/Siege Engineer
Zulgar Rithgemesh, Woodworker/Farmer
Geshud Onulstigaz, Woodworker/Farmer

EMBARK GEAR:
100 assorted meat
50 plump helmet spawn
50 sweet pod seeds
50 rock nuts
100 beer
100 ale
2 training axes
3 copper picks
an anvil
a quiver
25 bolts
a crossbow
96 sand
a cow
a bull
4 female dogs
2 male dogs

TURNS:
1 - lolghurt 1 1 save
2 - Xenos 1 2 3 save
3 - Trooper0102 1 save
4 - Zaik 1 (It's all on the one page) save
5 - Brocktree
6 - Painiac

7 - dwarf -lover-
8 - bremarv
9 - Aramco
10 - Argembarger
11 - lolghurt
12 - Xenos
13 - Maquos
14 - Trooper0102
15 - TerrisH
16 - Zaik
17 - squeakyReaper

26
DF Gameplay Questions / building destroyers
« on: September 25, 2010, 10:01:31 am »
are there any building materials that can't be deconstructed by enemies with building destroyer?
or does df not check building material for the tag?

27
DF Dwarf Mode Discussion / oh yes yes yes yes yes *spoiler*
« on: September 24, 2010, 08:08:52 am »
There is a side effect -- slade in old saves will be diggable.
THIS IS AWESOME

28
DF Modding / stop eating my seeds
« on: September 20, 2010, 04:18:01 am »
how hard is it to make it so that plump helmet spawn/dimple cup spawn cannot be cooked into food. I keep losing forts to this stupidity.

29
DF Dwarf Mode Discussion / Overkill trap numbers + some other stuff
« on: September 19, 2010, 02:44:06 am »
because my metalsmith and woodworkers are dicks and re constantly making excuses instead of making cages, I now have 224 stonefall traps between the outside world and my fortress. Now what?

30
DF Gameplay Questions / wait, they all have preferences for WHAT? (spoilers)
« on: September 17, 2010, 09:53:09 pm »
now, I can understand a dwarf having a preference for adamantine, as they know about it, but seriously, a preference for SLADE?
all seven of my embark dwarfs (tried embarking in multiple locations and it's the same) all have a preference for at least one of the following:
- slade
- raw adamantine
- adamantine threads
- adamantine wafers
- "adamantine"

YAY

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