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Messages - nunix

Pages: [1] 2 3 ... 18
1
SONNOVA.

Yes, that's the thing. They were default-Activated, but not default-set-as-some-zone. The zone highlights what it can be used for when you place it, and I thought that was just how it'd start.

Thank you, that was driving me mad. I'm going to make a little note and stick it in DF folder for next time I forget this. =p

2
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? ;_;

3
DF Announcements / Re: Forum Move Begins June 14th
« on: June 15, 2008, 11:45:53 am »
Justa test post, nothin' to see here. -.-

4
DF Community Games & Stories / Re: Nist Akath. Betrayal in the Tundra.
« on: February 15, 2008, 11:52:00 pm »
It does sound time for a tantrum spiral, the DF version of a zombie apocalypse.

5
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?


6
DF Modding / Re: Water Reactions
« on: February 05, 2008, 03:02:00 pm »
Reactions

Down in Notes. Looks like no-go.


7
DF Modding / Re: Beds
« on: February 03, 2008, 11:50:00 pm »
Huh, cool, I'll give those a shot then. I've been wanting both stone bedframes and floor bedrolls (depending on the fort/area), so this'll give me something to play around with. Thanks!

8
DF Modding / Re: Beds
« on: February 02, 2008, 10:09:00 pm »
Alas! My desert sietch may have to wait. I need a way to get by without wooden beds, and some way to turn corpses into water. I'd read some pretty interesting item mods, but I guess it'll be a little bit before all the classes are opened up.

9
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.


10
DF Modding / Re: Removing a civ
« on: February 19, 2008, 07:52:00 pm »
So, an update: the way to remove a civ from being active is to take out the [ACTIVE_SEASON:] tag from entity_default. I removed this tag completely from the elves and they no longer show up as a nearby civ and won't come to trade. I haven't tried deforestation to see if they show up off the respect_nature trigger.

Goblins and kobolds are active in all seasons, interestingly enough, so some behaviour mods could be found there for new civs (vampires/undead that are only active in winter, frex).

The world generated fine and I've had 0 issues so far, so this method looks pretty promising.


11
DF Modding / Re: Removing a civ
« on: February 06, 2008, 05:50:00 pm »
Just as a note, I tried simlpy deleting their entry from the entity raw..

The world generation got up to 300 rejects before I finally gave up on it. -.- It seems the game REQUIRES some kind of forest civ to complete a standard map. Looks like all I can do is modify or replace them for now.


12
DF Modding / Re: Removing a civ
« on: February 04, 2008, 12:12:00 am »
...
...
...

AWESOME.


13
DF Modding / Re: Removing a civ
« on: February 02, 2008, 09:07:00 pm »
Thanks, that's what I was looking for. Knew I'd seen it somewhere.

14
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 ]


15
DF Modding / Re: Is there a limit to civs?
« on: February 29, 2008, 11:55:00 pm »
Li'l bit o' thread necromancy.

Wiles, were you able to narrow down how you got vermin playable in adventure mode? Would be REALLY interested to know if it can be reliably reproduced.


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