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Messages - MaximumZero

Pages: 1 ... 1330 1331 [1332] 1333 1334 ... 1341
19966
DF Modding / Re: Crazy idea questions
« on: July 12, 2010, 09:18:33 pm »
I could make a stone tablet for each of the simplest things. Is there any way to require an obscene amount of time per book (like a season for simple things or a year or more for more advanced things?) Is there any way that something like student could be changed to researcher and used to reduce the time needed?

19967
DF Modding / Re: DFHack 0.4.0.2 - tools and memory access library
« on: July 12, 2010, 09:13:30 pm »
Woo, go peterix! I wonder if this will make DFHack dependent utilities (like Runesmith) work now?

19968
DF Modding / Re: Crazy idea questions
« on: July 12, 2010, 09:11:56 pm »
That would be pretty cool. I'll have to monkey around with this sometime when I'm a little more confident in my modding skills (or alcohol powered.)

19969
Let's see that ink, bro. Pics!
Enjoy.
Spoiler (click to show/hide)

19970
DF Modding / Re: Crazy idea questions
« on: July 12, 2010, 08:59:31 pm »
B. I'm sort of confused on what you mean.

Example: You mine, and find something like galena. Your dorfs take the galena to the lab, use up a few of the pieces of ore (making "Research Points" or something like that out of them,) and then are able to smelt and use lead.

Make sense?

19971
DF Modding / Crazy idea questions
« on: July 12, 2010, 08:42:08 pm »
So, I had a crazy idea a couple hours ago. What if someone (I probably don't have the skill or knowledge involved, but I'd be willing to give it a shot...) made a mod where the dorfs had to research materials and technology based on a tree (ala Civilization).

Would it be possible to:
A) Restrict materials/items until researched
B) Make a workshop (like a laboratory) that uses up un-researched material to generate "points" toward unlocking said material (e.g. if you find/buy horn/native silver, you can unlock silver on the tree, but if you don't have it to experiment on, you can't unlock it.)
C) Make a workshop (like a drafter's station) to make blueprints for new technologies (such as more effective weapons or armor or siege weapons or whatever) that generates "points" toward unlocking those items?
D) This one is sort of unrelated, but still a neat idea: Make a workshop (or mod the jeweler) to make jewelry from 1 precious metal and 1 cut gem?

Like I said earlier, I know it's a crazy idea, but I think it would be fun to push your dorfs to evolve over time.

19972
DF Modding / Re: Aquifer Modding?
« on: July 12, 2010, 03:53:39 pm »
Go into your Dwarf Fortress folder, then Raw, then Objects. There you will find three files labeled:

inorganic_stone_layer
inorganic_stone_soil
inorganic_stone_mineral

Open these with notepad, one at a time, and delete every " [AQUIFER] " tag you find, without the quotes. It's easiest to find them using Ctrl+F and inputting AQ, then searching for that. Have fun!

19973
It was yesterday, but I got my first tattoo. Excited, because it's 10,000 metric tons of awesome.

19974
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 11, 2010, 09:13:37 pm »
My dwarves just used adamantine strands for sutures.

a common ailment indeed.

I suggest putting them all behind an airlock type system.

The blue metal, or the dorfs?

19975
DF Modding / Re: Consequences to modding two-handed weapons. [40d]
« on: July 11, 2010, 09:05:35 pm »
I've never played 40d. I came in at 31.6. Whatever works, though, right?

19976
DF Modding / Re: Consequences to modding two-handed weapons. [40d]
« on: July 11, 2010, 09:02:08 pm »
Well, all I did was mod the [MINIMUM_SIZE] to 32500 (same as the short sword.) On some of them, I actually raised the [TWO_HANDED] tag on some weapons so that elves and humans would have to use two hands, too.

19977
DF Modding / Re: Runesmith - A DC like tool
« on: July 11, 2010, 08:58:19 pm »
Has anyone seen mood materials that aren't either any, any inorganic, any organic, or any of the materials that would fall under those categories? Like has anyone seen an extract or anything?

According to the wiki, the only usable materials are:
Stone, Stone Blocks, Wood, Metal Bars, Gems (cut and uncut), Glass of all 3 varieties, Bone, Shell, Leather, and Cloth (plant and silk). Sometimes, apparently, they will ask for rock bars, but that's an output error.

19978
DF Modding / Re: Increasing embark dwarves
« on: July 11, 2010, 07:12:04 pm »
Damn, you're fast, 0x517A5D. Bravo.

19979
DF Modding / Re: Consequences to modding two-handed weapons. [40d]
« on: July 11, 2010, 11:07:25 am »
That's weird. I've never seen that before, and I never had a problem with longswords. To tell the truth, though, I modded the minimum size on them before I started the game. Maybe that has something to do with it?

19980
DF Modding / Re: Runesmith - A DC like tool
« on: July 11, 2010, 10:56:18 am »
We could use an update, here!

Easy, killer. sizeak has a job and a real life to tend to, you know. He'll get to us when he gets to us.

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