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DF Modding / Re: So, who wants to work on a mod with me.
« on: November 13, 2007, 09:58:00 pm »DF Modding / Re: How do you add new materials in?
« on: November 13, 2007, 09:56:00 pm »So if you don't want dwarves and goblins to run around with steel equipment, give it the [DEEP] token. It shouldn't appear in demon pits or anything. The only way to find steel at that point is by making it yourself.
This also means that for mithril to appear around demon pits you'll need to add mithril ore as a stone type and make it [DEEP].
DF Modding / Re: Theoretical Wood Proccessing Mod
« on: May 27, 2008, 10:52:00 pm »quote:
Originally posted by PTTG??:
Ok, here's the idea; you make three or four kinds of trees only in the world. Then, create a smelter reaction that turns "logs" of each kind into several "planks" of the same kind. These planks are just logs for a kind of tree that doesn't show up anywhere, so voila, you get maybe 4 sets of planks for each tree!
fixed
DF Modding / Re: A very simple stainless steel mod
« on: May 25, 2008, 04:04:00 pm »DF Modding / Re: TQQ
« on: April 06, 2008, 06:43:00 pm »quote:
Originally posted by Sean Mirrsen:
<STRONG>I am awesome.</STRONG>
Yes. Yes you are.
Such a thing might actually make me want to play elves. "Giant cave spiders?! I choose you, Mr. Ruxpin!"
DF Modding / Re: Minor Mods - Great Changes!
« on: May 24, 2008, 11:22:00 pm »DF Modding / Re: many hands/arms
« on: May 22, 2008, 10:17:00 pm »DF Modding / Re: many hands/arms
« on: May 22, 2008, 02:55:00 pm »quote:
Originally posted by Sean Mirrsen:
<STRONG>There's a difference when you're mobbed. If you strike an enemy, your weapon sticks and the enemy passes out, you can use other weapons in other hands to strike other enemies without spending time retreiving or swapping weapons.</STRONG>
I've not tried that, but I think only one hand is ever considered the weapon hand. Any non-shield held in another hand is useless. Unless you're implying that the player drops the stuck weapon and pulls a fresh one out of their pack (since it still has to go into the weapon hand to fight with it).
Oh, and on that note, I think the weapon hand is the first GRASP body part defined for the creature in question. If you want them to wield weapons with their brain (psychic powers, maybe), you'd have to ensure that the grasping brain is defined before any hands.
[ May 22, 2008: Message edited by: Earthquake Damage ]
DF Modding / Re: Dwarf and Elf Sieging. Human trading
« on: May 22, 2008, 02:51:00 pm »I tried duplicating the dwarf civ to no effect. I tried using a duplicate dwarf creature in said civ to no effect. But a playable duplicate human civ got an extra neighbor (namely dwarves).
DF Modding / Re: Ranged weapons
« on: April 01, 2008, 05:05:00 pm »DF Modding / Re: Dwarf Playground! Works with .38c
« on: April 01, 2008, 03:52:00 am »DF Modding / Re: Power Pets
« on: April 03, 2008, 03:15:00 am »DF Modding / Re: Power Pets
« on: April 02, 2008, 06:42:00 pm »quote:
Originally posted by Awayfarer:
<STRONG>Engraved on the wall is an image of a dwarf and Battletoads. The dwarf is playing Battletoads.</STRONG>
I gave them a graphic tile, actually.
DF Modding / Re: Power Pets
« on: April 01, 2008, 05:01:00 pm »ZOMG! I just double-checked the creature definition and realized I didn't give them CAN_CIV. Apparently CAN_LEARN is all it takes. So maybe our pets are always chatting while idle, but since most of them can't gain skill we don't notice?
Someone needs to set up a test: Idle hermit dwarf with a stray dog. Does he gain social skills by chatting with the dog? Do not assign the dog as a pet, as I don't know how that might affect the dog's behavior.
[ April 01, 2008: Message edited by: Earthquake Damage ]