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Messages - AdeleneDawner

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181
DF Modding / Re: How can I turn Quarrybush Leaves into Dwarven Cigars?
« on: April 06, 2011, 02:33:45 am »
Try setting the product dimensions back to 1? I don't think food generally has a dimension.

182
DF Modding / Re: Dwarf Caramel: A livestock replacement mod.
« on: April 06, 2011, 02:28:51 am »
Fun fact: Assuming there's a cluster in every possible position and the layers stones are distributed more-or-less evenly, microcline, mica, and orthoclase are each twice as common in metamorphic areas as slate. Yes, they're clusters and slate is a layer stone, but each of those can occur in any metamorphic layer, and slate can only occur in 1/6 of the layers.

Microcline is similarly common in other regions, too. The least common non-sedimentary stone in the game is horn silver, by far, and I may leave it out of the regional coral entirely - microcline tends to be several thousand times more common than horn silver, which will be really, really annoying to set up.

Edit-to-add:

I have the proportions for the regional corals calculated, without including gems, because as it turns out including gems in them won't work very well. I actually wound up doing some pretty complicated math, based on the assumption of each embark square having 1000 squares of layer stone, a 1000-square randomly chosen large cluster, two 150-square randomly chosen veins that occur in the given layer stone or cluster, and 10 6-square small clusters, four of which are associated with the layer stone, four of which are associated with the large cluster, and two of which are associated with the veins. (Yes, this totals to about 60 more squares than are in an actual embark square. It's close enough. Round numbers are good.) I then worked out the relative frequency of each kind of stone that can occur in each layer, and, by extension, each region.

The numbers work out as follows:

Spoiler: Metamorphic (click to show/hide)

Spoiler: Igneous extrusive (click to show/hide)

Spoiler: Igneous intrusive (click to show/hide)

Spoiler: Sedimentary (click to show/hide)

As to gems, the numbers are already pretty low for most of the small cluster stones, and if I add gems, they'll be competing for those same small-cluster slots unless I re-factor everything to add more slots (which, no), so what will actually happen is that gems *and* rare stones will be too rare to show up in comparison to the more common rocks.

I'll probably still include gems in the non-region coral, but gems weren't really the point of this creature anyway, so this is fine by me.

183
DF Modding / Re: Dwarf Caramel: A livestock replacement mod.
« on: April 05, 2011, 11:50:32 pm »
Right now I'm focusing on common-domestic creatures, but I have been considering following this batch up with some underground creatures that could be tamed. I don't have any really good ideas yet, though, and I'd want at least 3 or 4 before I started working on it.

As to your idea, the boulder birds are meant to be a bit like that - they're not grazers yet, but they will be as soon as I get around to figuring out what their egg values need to be to stop them from starving to death when they try to hatch them, and they're grumpy solitary meat-producers who can give a dwarf a nasty kick when they're in the mood to.

I'll definitely keep it in mind, though - there can certainly be more than one kind of grumpy solitary creature-of-the-deeps.

184
DF Modding / Re: Dwarf Caramel: A livestock replacement mod.
« on: April 05, 2011, 10:36:38 pm »
It looks reasonably likely that I'm going to be making region-type coral along with some other kind or kinds, so I've started on that. I haven't worked gems in, yet, but here's the code for an igneous extrusive region coral, with a 10% chance of giving each of the 5 layer stones in that region, an 8% chance of giving each of the two large-cluster stones, a 4% chance of giving each of the 7 vein stones, and a 1% chance of giving each of the 7 small-cluster stones. (I started with igneous extrusive because it's simple - none of this 'this one vein only shows up in this one large cluster, which only shows up in one of the 4 layer types' nonsense that I'll have to figure out for some of the stuff.)


Code: [Select]
[CREATURE:CORAL_CAVE_IGNEOUS_EXTRUSIVE]
[DESCRIPTION:A slow-moving, tentacled creature with a thick shell of igneous extrusive stone.]
[NAME:igneous extrusive coral:igneous extrusive corals:igneous extrusive coral]
[CASTE_NAME:igneous extrusive coral:igneous extrusive corals:igneous extrusive coral]
[CREATURE_TILE:161][COLOR:7:0:1]
[SPEED:100000]
[PETVALUE:300]
[PET][COMMON_DOMESTIC]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:2]
[NO_DIZZINESS][NO_SLEEP][NOBONES][NOEMOTION][NOEXERT][NOFEAR]
[NONAUSEA][NOPAIN][NOSTUCKINS][NOSTUN][NOTHOUGHT]
[NATURAL]
[PREFSTRING:stony carapices]

[PHYS_ATT_RANGE:AGILITY:0:0:0:0:0]

[BODY:BASIC_1PARTBODY:SHELL:TWO_NO_CLAW_TENTACLES:ORGANS:GUTS:HEART]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]

[TISSUE:BASALT_TISSUE]
[TISSUE_NAME:basalt:basalt]
[TISSUE_MATERIAL:INORGANIC:BASALT]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:20]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:BASALT_TISSUE:FAT:MUSCLE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[TL_MAJOR_ARTERIES]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:12000]
[BODY_SIZE:1:0:60000]
[BODY_SIZE:2:0:120000]
[MAXAGE:100:150]
[ALL_ACTIVE]
[HOMEOTHERM:10040]

[CHILD:1]
[LITTERSIZE:1:2]
[MULTIPLE_LITTER_RARE]
[BABYNAME:baby igneous extrusive coral:baby igneous extrusive corals:baby igneous extrusive coral]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:CINNABAR]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:CINNABAR]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:CINNABAR]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:CINNABAR]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:COBALTITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:COBALTITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:COBALTITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:COBALTITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:GALENA]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:GALENA]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:GALENA]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:GALENA]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:HEMATITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:HEMATITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:HEMATITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:HEMATITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_COPPER]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_COPPER]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_COPPER]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_COPPER]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_GOLD]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_GOLD]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_GOLD]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_GOLD]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:TETRAHEDRITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:TETRAHEDRITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:TETRAHEDRITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:TETRAHEDRITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BRIMSTONE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:HORNBLENDE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_ALUMINUM]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ORPIMENT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:PYROLUSITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:STIBNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:REALGAR]


[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]

185
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 05, 2011, 09:32:38 pm »
Black bears don't have [TRAINABLE], so you can't make them into War Black Bears.  Grizzly bears do have the [TRAINABLE] tag, black bears don't.
So should I edit the RAW file or just leave the bear chained to the front gate to snack on kobold thieves?

Black bears are actually fairly weak, from what I've heard. I expect your bear to be a better guard than a dog, but not by much. You might do better having it in a zoo.

186
DF Gameplay Questions / Re: Plural of "dwarf"
« on: April 05, 2011, 09:23:48 pm »
Dwarves when I'm considering them as a homogenous group; dwarfs when I'm thinking of a set of specific individuals. Like fish and fishes.

187
DF Gameplay Questions / Re: Shelf Life
« on: April 05, 2011, 08:14:12 pm »
I have had plants go bad in a stockpile, even without much vermin.

This simply does not happen...  Maybe this is what you thought you saw, or maybe something happened to make things appear as if this is what happened, but the mechanics of the game are that any foodstuffs, whether in a barrel, prepared or not, will never rot if located on a tile designated as a food stockpile.

Caveat: If you have a general food stockpile, with, say, eggs in it, and you 'q'uery the stockpile and set it not to allow eggs any more, the eggs will be subject to rot even if they're not moved at all.

Makes re-doing food stockpiles without lots of labor a bit of a pain. :P

188
DF Gameplay Questions / Re: dwarfs run across the map to drink
« on: April 05, 2011, 08:06:22 pm »
Hi AdeleneDawner,

I'm back to my Dwarf Fortress, here is the situation:
* I'm using older DF version, not 2010. Yes, dwarves can get to food storage without going outside.

Okay. Hopefully someone who's played that will be along to help; I haven't, and there might be some important differences.

Quote
* error messages are "dwarf cancels drink: Interrupted by Pike" and "dwarf cancels drink: Forbidden area"

"Interrupted by" means they saw an animal and got scared. "Forbidden area" means you have your dwarves set to stay inside and the thing they want to do is outside.

Quote
* My military can move around fortress with no problems - I've successfully stationed them in food storage and near the fortress entrance afterwards.

Good.

Quote
* Also, when my dwarfs get to the river, blood spots appear in water. If they die from drowning, there should be no blood, right?

Right. The blood is from them being attacked by fish, not from drowning - they can do both at the same time. The fish aren't necessarily killing the dwarves (though they might be, I think fish were more dangerous in older versions), but even if the fish are the main problem, channeling out the riverbanks will still help, since it gives your dwarves a way to run away from the fish.

Quote
* When I press 'a' (events screen) and press 'r', nothing happens. When I press 'r' from main menu, I get building list. In events list, I cannot select anything, I can just scroll up and down.

In the new version 'r' brings up a menu that tells you what fighting has happened. I think we know enough about what's going on for it not to be a problem that you don't have that menu in your version.

Quote
* Right now, I have 65 units of booze. There is free space both in food stockpile and furniture stockpile. Also I have lots of empty barrels. When I 'k' over my food storage, I see a mog juice barrel and dwarven syrup barrel (others are food/fat/plants barrels). Names are not in curly brackets ({)

Mog juice and dwarven syrup aren't booze - one's a trade good (I think) and the other is food.

Where is your still? The booze might still be there. Can the dwarves get to it?

If you have plants in your food stockpile, and your booze is outside, you can build a new still inside and brew some of the plants there.

Quote
* I have problem designating channels near the river - dwarves go to drink, not mine. If I wait for my dwarves to create channels, most of my populiation will be killed by Pikes.

Yes, you'll need to fix your thirstiness problem first, and then channel out the riverbank so this doesn't happen again.

Quote
Also, I'm thinking of building underground pond (refreshed by underground river) and a well on it. I need ideas how to build pond and do not flood the fortress.

Someone who knows more about the older versions will need to give you advice on this. I think there have been enough changes that the things I'd do in DF2010 might not be safe in an older version. It's not a bad idea, though.

189
DF Modding / Re: First attempt.
« on: April 05, 2011, 11:00:26 am »
They have the 2LUNGS body part in all the versions you've shown so far, so it's not that. What does the error log say, if anything?

190
Hey all. Now, I havent played DF since .16 I belive, and now I've finally downloaded LNP (.21). I noticed I can no longer use suspended constructions (i.e walls) to avoid dwarfs walling themselves in and other stupid stuff. Is there another way to make sure my construction workers place the last wall in a 3x3 rectangle and not getting stuck inside, for example?

I'm pretty sure the suspended-construction trick still works, but if you're having trouble with it or just can't be bothered, you can always make them construct one of the rectangles' corners as the last thing - they have to do that from outside it.

edit: also, I have a small force of goblins sitting outside my dirt-fortress, which is the home of my dwarfs while I dig out the hives deeper down. Will they sit there until I do something about them (currently a ditch of water protecting the entrance to my fort, and it's early spring, but the water will freeze... ) or will they eventually bugger off by themselves?

They'll eventually bugger off on their own, so long as the squad leader hasn't been caught in a cage trap. It can take a few seasons, though.

191
DF Gameplay Questions / Re: Quarters
« on: April 05, 2011, 10:39:54 am »
I suspect that the cabinet will be considered owned by all the relevant dwarves, and they'll all try to use it. I'm pretty sure that each cabinet can only hold 5 or 10 items, though, so that won't really work very well.

What you could try, for a communal storage area, is designating a large bedroom, setting it as a dormitory (so it's a public space, and dwarves won't be able to claim it), and filling the rest of the space with cabinets. I haven't actually done that, but I suspect it would work.

192
DF Modding / Re: First attempt.
« on: April 05, 2011, 10:33:02 am »
Yep! That's really bare-bones and might be missing some necessary stuff (I don't quite know what the minimum is for creatures), but the only superfluous thing left is the [POP_RATIO] tags, which won't hurt anything.

193
DF General Discussion / Re: dwarf heroes do not get buried
« on: April 05, 2011, 10:18:50 am »
I also checked the orders: o F and yes I did forbid it while the war was on, but I allow them to collect now.

When you did this, you told the game to automatically set the bodies as forbidden when the dwarves died. When you turned that off, you told the game to stop automatically forbidding the bodies of dwarves that die, but any bodies that were already forbidden by this process stayed that way. You'll need to manually un-forbid them if you haven't yet. (Also, when you turn it on, it doesn't automatically forbid any bodies that are already lying around.)


As a note: Sometimes the menu system is very confusing for me. What is the ON option? an example. Carry goods to the trade depo. m: Culling on mandate. Is this ON or I have to push m to be ON? If I push m the text will be m: ignore mandate. What I see as text is the ON or I have to push the button to make this ON and what I see is the option I will get when I push the button?

In general, that kind of label shows what the current setting is - so if it says 'culling on mandates' (the default) then it already is ignoring things that you're not supposed to trade away, and if you press the indicated key it changes to ignoring the mandate and allowing you to trade items that will upset your mayor.

194
DF Modding / Re: First attempt.
« on: April 05, 2011, 10:10:12 am »
You have each creature's body defined twice - once in the main part of the raw and once in the caste. That's probably what's causing your problems.

In general, castes only need to specify what's different about them compared to the standard creature - defining the names in the castes is superfluous, too, since it's the same in each case. You probably want the [MALE] and [FEMALE] tags in the respective castes, though, to enable breeding. (Just naming the castes 'male' and 'female', which is what you're doing with the [CASTE:MALE] and [CASTE:FEMALE] tags, doesn't actually have anything to do that - you could name the castes 'lime' and 'orange' and give them the relevant tags and they'd work exactly the same.)

195
DF Dwarf Mode Discussion / Re: A few more noob questions
« on: April 05, 2011, 10:01:27 am »
Furthermore, your plan to make a private fishing ground by channeling water from the river probably won't work.  When a dwarf fishes, what kind of fish he catches and whether he catches any at all is determined by where he is fishing.  If he is safely inside a mountain, the game will look at the mountain biome fish population to see if he catches anything.  Result will be zero fish, even though he's fishing from a body of water connected to the river.  To catch river fish, he needs to be fishing from the actual river, not a body of water channeled from the river.

Well... not exactly. The biome that the river's in covers more tiles than just the river, and also covers all the tiles above and below it. The OP could, with some care, make an underground lake that's a few z-levels below the river, but near it or under it from an x/y standpoint, and that should work fine, just so long as it's not so far down as to be in the cavern's biome.

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