Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - nunix

Pages: [1] 2 3 ... 6
1
Step 1: Designate a lot of stone to dump! Status: done.
Step 2: set up a garbage zone next to a pit or some lava or water or something. Status: done.
Step 3: ....watch as dwarfs do nothing. -.-

I've run into this problem each and every time I've had a need to dump stone or other items. I figure it out, play a fortress for a month, then don't play for a month or three, and have forgotten whatever irritating trick I used last time to make it work. It's not an orders thing, because they cheerfully picked up some of the stone and put it in a stone stockpile until the stockpile was full. =/

Help? ;_;

2
DF Modding / Can't get character set to work
« on: February 20, 2008, 05:05:00 pm »
I'm trying to use the second 12x12 tileset and am running into some problems. I did the following:

1) Save image to disk
2) Open up image in GIMP
3) Save as... to Windows BMP
4) Put new BMP file into /data/art as curses_12x12.bmp
5) Edit init.txt to set the font as curses_12x12.bmp

However, when I start up DF, I get a completely blank screen. I know it's a font problem because I can hit down twice and enter and the game quits; the menu is THERE, everything works, but no font is being displayed.

I've changed the font before, I tried using the supplied 800x600 font for awhile, but I didn't love it (too used to the default look of the dorfs), so I know I'm not being completely retarded.. but I can't figure out what's going wrong. -.- All I can figure is that GIMP isn't saving it as the "right kind" of bmp, but I'm running linux so MS Paint isn't really an option.

Ideas?


3
DF Modding / Beds
« on: February 02, 2008, 10:05:00 pm »
Nothing in the forum search turned this up, grepping for ''bed'' and ''BED'' turned up nothing relevant in the /raw/object files, and there's no "item details" under the bed article on the wiki.

Where's the details for this located? I'm wanting to try and make some different bed materials possible.


4
DF Modding / Removing a civ
« on: February 02, 2008, 08:27:00 pm »
So if, hypothetically, someone wanted to excise the elves - because they hated elves with a blind, spitting rage that lit up the sky like a thing that was burning and on ten kinds of fire - which section(s) of which file(s) would they be looking to modify? If there's a handy wiki link for this kind of thing, that'd work just as well.

[EDIT: FEB 19]: See post below for more details, but accomplished this with a simple tag removal.

[ February 19, 2008: Message edited by: nunix ]


5
DF Modding / left/right tokens in body_default
« on: March 26, 2008, 04:42:00 pm »
Anyone played with these? Can they only be used as a pair? It'd be interesting to have both a L_HEART and R_HEART entry, instead of generic heart, and you could set it in different places in the body.

6
DF Modding / Random token questions
« on: March 05, 2008, 04:32:00 pm »
1) Can an entity have more than one DEFAULT_SITE location? Like TREE_CITY and DARK_FORTRESS? From my testing it seems that you can't get an entity to migrate to a site that isn't DEFAULT_SITE for at least ONE entity (i.e. if you remove goblins and give elves LIKES_SITE:DARK_FORTRESS, you will have no fortresses on your map because none were default sites)

2) CURIOUSBEAST_ item/booze only seems to work on non-entity creatures. Does ITEMTHIEF allow for booze theft as well? I want an entity to be sneaking in and drinkin' the booze. ;p

3) Can arrows take.. I forget the exact token, [CANSTONE] or something, so you can get obsidian arrows?

[ March 05, 2008: Message edited by: nunix ]


7
DF Modding / Entity not spawning with custom items
« on: March 05, 2008, 03:35:00 pm »
I've change my kobolds/skulking entity to.. something else. Virtually all of the data remains the same, but the creatures are size 2, and I changed the weapon and clothes they have access to. Specifically, they have one weapon and one pants item:

[WEAPON:ITEM_WEAPON_SWORD_FEEGLE]
[PANTS:ITEM_PANTS_KILT:COMMON]

The weapon entry is:

[ITEM_WEAPON:ITEM_WEAPON_SWORD_FEEGLE]
[NAME:Feegle sword:Feegle swords]
[DAMAGE:120:SLASH]
[WEIGHT:10]
[SKILL:SWORD]
[CRIT_BOOST:1]
[TWO_HANDED:2]
[MINIMUM_SIZE:2]
[MATERIAL_SIZE:1]

The pants entry is:

[ITEM_PANTS:ITEM_PANTS_KILT]
[NAME:kilt:kilts]
[WEIGHT:13]
[VALUE:10]
[BLOCKPOWER:15]
[LBSTEP:1]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]

The problem is that when kobolds spawn, they always have at least a dagger and a pair of pants or a tunic or something. When my Feegles spawn, they have absolutely nothing. The kilt is just (for now) a numbers copy of a skirt, and the sword is just a normal sword except for minimum_size, material_size, and two_handed number changes to reflect the creature size.

Does anything there look out of place?

[ March 05, 2008: Message edited by: nunix ]


8
DF Modding / Anyone have a good word-list generator?
« on: March 24, 2008, 05:33:00 pm »
I've got a couple of entities that I'd like to use in my game, and while I can just use the language files we've got, I'd like to give them unique ones.. without coming up with a custom word for each and every entry. -.- Anyone have a lead on something to generate a bunch of "words" based on some user-inputted phonemes etc?

9
DF Modding / two item token / reaction questions
« on: March 02, 2008, 11:12:00 pm »
Okay, I have two little things I'm trying to do before a release.

1) Need a corpse to drop a diamond. I THINK this will work, I'm not sure.

ITEMCORPSE:ROUGH:NO_SUBTYPE:DIAMOND_CLEAR:STONE_GEM

2) Need to use dwarven flour in a reaction, is this what the syntax for the wheat is?

REGEANT:1:EXTRACT:NO_SUBTYPE:GRASS_WHEAT_CAVE:PLANT

There're going into odd places so they're not the easiest thing for me to just pop in, load up and test, so any assist is greatly appreciated.


10
DF Modding / getting an error with a new attack
« on: March 02, 2008, 04:55:00 pm »
At least, I THINK this is the case; my errorlog.txt is reading:

Unrecognised damage token:10

and this is the only thing I've added that could be it:

[ATTACK:MAIN:BYTYPE:GRASP:BYTOKEN:HEAD:headbutt:headbutts:10:20:BLUDGEON]

What's tripping it up here?


11
DF Modding / ITEMCORPSE: multiples?
« on: March 02, 2008, 03:36:00 pm »
Can a creature take multiple ITEMCORPSE tags? Say I wanted it to drop both armor and a sword; would it drop one or both?

12
DF Modding / minor_metal
« on: March 02, 2008, 03:28:00 am »
1) What's the list of metals this includes? I know copper is one, and I'm pretty sure I've seen iron but I wouldn't swear to it.

2) Is the list of minor metals hardcode or can it be changed? Didn't see any particularly obvious tokens in matgloss_metal.


13
DF Modding / creature_fanciful
« on: March 01, 2008, 07:08:00 pm »
Has anyone ever run into these? They don't have any body information, seems like they're missing quite a lot of necessary tokens.

14
DF Modding / Civs don't need religion
« on: March 01, 2008, 01:22:00 am »
Just in case anyone was wondering, I cut out the religion tokens from dwarves and the world created fine, played fine, no crashes. So if you're modding in some godless heathens, you're good to go.

15
DF Modding / Skill token?
« on: March 15, 2008, 05:54:00 pm »
Anyone know if there's something that allows you to set a creature to always have a skill of at least level X? I'm pretty sure not, but figured I'd ask.

Pages: [1] 2 3 ... 6