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1726
Play With Your Buddies / Re: Pokemon Random Emerald
« on: June 08, 2012, 03:21:55 pm »
Sorry about the wait, I'll have an update up soon. Nothing much has really happened, but I'm at the third gym soo.

1727
DF Modding / Re: Healing a critter?
« on: June 07, 2012, 01:18:54 pm »
What kind of bolts are we talking about here? If it's not steel or candy, it should still live fine. Check the combat reports, if it just says "material bolt hits the body, chipping the skin!" or something similar, you're probably fine letting it get pelted a bit.

Edit: Also, someone made a utility that should heal it if you need to. http://www.bay12forums.com/smf/index.php?topic=110671.0

Edit2: Although, it doesn't say if it works on creatures.

1728
DF Modding / Re: JDwarf
« on: June 07, 2012, 01:14:46 pm »
- You can stop the selected dwarf being "on break".


Every player's dream.
Well you could do this by drafting/undrafting them but hey, still nice, and no bad thought right?. Unless they fixed that?

Edit: When it says: You can heal the dwarf, can you heal things that aren't dwarves if you need too?

1729
DF Modding / Re: Cat Fortress: 34.11 V0.1 Alpha Release
« on: June 05, 2012, 09:03:15 pm »
First post updated with download, check it out.

1730
DF Modding / Re: Cat Fortress:Wip
« on: June 05, 2012, 08:31:11 pm »
Well. Cat claws are certainly lethal in tantrum spirals. I made it a year and a half, so I'm probably going to make the siegers siege sooner. Some cats came without clothes and I couldn't find them all because there were 20 in that wave. I'm going to remove emotions, because that seems the only logical thing to do. Next up, some stronger invaders, because the dogs will probably be slightly lackluster anyway. Not going to add in the planned demonic surface cats yet, but it's all a matter of time.

1731
DF Modding / Re: Cat Fortress:Wip
« on: June 05, 2012, 05:07:43 pm »
Well, that's odd. Now the migrants ARE arriving with clothes. Starting 7 still didn't have any though. Got a decent hunter migrant as well.

1732
DF Modding / Re: Cat Fortress:Wip
« on: June 05, 2012, 04:12:24 pm »
So, you'd need to make a key? If so, are the keys reusable? If they are, it's sort of a small step to the amount of being tedious. If they aren't, then it may use a lot of resources.

1733
DF Modding / Re: Cat Fortress:Wip
« on: June 05, 2012, 04:00:38 pm »
I keep not refreshing and figuring it out 3 minutes after you post. This is pretty amusing. I suppose giving it no key would work as well, but having a key is probably better in case I ever add boxes of say.... Wood, stone, or bars.

Edit: Oh, it has no hotkey anyway. Well, okay then.

1734
DF Modding / Re: Cat Fortress:Wip
« on: June 05, 2012, 03:54:34 pm »
Well that's weird. The reaction still isn't showing up in the building. Nothing in the errorlog though.

Edit: AHA. I just had to assign a key to the order. It probably would have worked if I had a manager and ordered them to do it.

The new reactions.

Spoiler (click to show/hide)

1735
DF Modding / Re: Cat Fortress:Wip
« on: June 05, 2012, 03:01:24 pm »
I can't thank you enough for all your help. This is sort of my first real modding project. Now for the bit where I build a fort and see if sieges are working properly.

1736
DF Modding / Re: Cat Fortress:Wip
« on: June 05, 2012, 02:47:01 pm »
Apparently the reaction isn't appearing in the custom workshop.
The errorlog says this.
Code: [Select]
*** Error(s) finalizing the reaction UNBOX_LEATHER
UNBOX_LEATHER:Unrecognized Item Token: TOOL_BOXOFLEATHER
*** Error(s) finalizing the reaction UNBOX_CLOTH
UNBOX_CLOTH:Unrecognized Item Token: TOOL_BOXOFCLOTH
I'm not quite sure what that means. I've tried ITEM_TOOL_BOXOFCLOTH, TOOL_BOXOFCLOTH, and BOXOFCLOTH by itself, and they all give the same error. The tool and entity files are two posts up, so I do'nt think it's necessary to post them again.

Edit: Oh durr, forgot to show the reactions.

Spoiler: reactions (click to show/hide)

1737
DF Modding / Re: Cat Fortress:Wip
« on: June 05, 2012, 02:18:11 pm »
So apparently I can't embark with the boxes for some reason.
Spoiler: tool raws (click to show/hide)

Spoiler: Entity file (click to show/hide)
Do they just not have a material or something silly like that?
Edit: Derp, yes they do. Adding metal mat now to see if it fixes. I didn't add reactions to produce these anyway.

Edit: Yesss, it works now. Might make them cheaper because copper material double the price, making the minimum 50 and 100.

I made the option for cloth and leather, because I figure maybe you want to make armor, or clothes that last forever, or maybe you feel you don't have enough points to devote to that, or maybe you want to armor tons of cats at once.

Edit: Never mind, making it hard mat keeps it cheaper anyay.

1738
DF Modding / Re: Cat Fortress:Wip
« on: June 05, 2012, 01:24:32 pm »
Or you could give them a reaction that lets them produce a lot of clothing at once...
A cheap tool that you can buy/embark with called "Box of kitty clothes" and a reaction that will turn a box of clothes into 20 sets of shirts/pants/shoesX4(if they are still walking on 4s)
That... Just might work. Might have to make that producible in fort mode though as well.  Also, funny vid.
[CLOTHING] and the proper clothes items. But he has those. Do cats have [INTELLIGENT]? and [EQUIPS]?
Also, yes they do. His cats were emotionless and had acid blood and adamantine skin though, so I don't think he noticed the missing clothes.

1739
DF Modding / Re: Cat Fortress:Wip
« on: June 05, 2012, 06:13:51 am »
Gah. Got two waves of 6-10 in a row and was powerless to produce that much clothing. Emotionless cats it is.

1740
DF Modding / Re: Cat Fortress:Wip
« on: June 05, 2012, 04:18:10 am »
Ahahahahah. I just remembered cats have 4 feet. No wonder they're wearing 4 shoes. This complicates things slightly eheheh. Actually, now that i think of it, is wearing shoes on SOME of your feet enough to remove the bad thought?
Edit: Nope. 2/4 shoes isn't good enough. Thankfully it's just the one thought, because all 3 at once is far worse. The kitties are still generally ecstatic.

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