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Messages - billybobfred

Pages: 1 ... 57 58 [59] 60 61 ... 67
871
DF Community Games & Stories / Re: JestedPassage - succession fortress
« on: February 22, 2011, 01:20:20 am »
I'll take the first year. Second. Whatever.

872
DF Modding / Re: Dwarven Candy
« on: February 21, 2011, 01:26:09 am »

873
DF Modding / Re: RAW travesties: [IGNITE_POPULATION]
« on: February 20, 2011, 09:04:20 pm »
PowerGoal 87, DO NOT MOVE FROM THAT SPOT, (Future): You are the hounds.
And then Urist was a dog.

874
Can't you just turn off cave ins?
Bah! That's the pansy elf way.

875
Ah, damn.

Oh well. I have a plan B. Not as glitchy-awesome, but still a hanging fort, so good enough for me.
Code: [Select]
side view, W = wall, G = ground
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 W       W
 W       W
 W       W    fort goes here
 W       WWWWWWWWWWWWWWWWWWWWWWWWW
 W
 . arbitrary
 . number
 . of z-levels
 W
 W     some stairs
 W    or something
 W     for access
 W
GGGGGGGGGGGGG...

876
(for some reason the sky provides support, please never fix this Toady)

Will this work? ("work" in this case being defined as "not cave in and not be blocked off")
Code: [Select]
Z=MAX
.....
.....
.>I+>
.....
.....
destroy the floor tile when skyfort is self-sufficient

Z-1
.....
+++..
+<+.X
+++..
.....
<-- rest of fort is that way

Z-2, -3, etc
.....
.....
....X
.....
.....
all the way to ground level

And for that matter, can one build farm plots (after irrigation, of course) on constructed floors?

Because if those two things are settled, it'll be a "simple" matter of actually building the thing.

877
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 20, 2011, 04:06:24 pm »
Also.

I want to add smashing pillar things to the trap components. So far I have this:

Code: [Select]
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_SMASHER]
[NAME:pillar:pillars]
[ADJECTIVE:smashing]
[SIZE:3000]
[HITS:1]
[MATERIAL_SIZE:5]
[WOOD]
[METAL]
[ATTACK:BLUNT:100000:20000:crush:crushes:NO_SUB:1000]

I have no idea if those numbers are any good, but anyway I want it to be possible to make them out of stone. Is there a token for that? I can't find anything on the wiki.

878
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 20, 2011, 03:23:35 pm »
Not sure what does [METAL_ORE:] does

According to the wiki (eta: this page, specifically), it lets you make the ore into bars at a smelter, and the number is the % chance of producing a bar. The [METAL_ORE: ] tags for tetrahedrite are

Code: [Select]
[INORGANIC:TETRAHEDRITE]
...
[METAL_ORE:COPPER:100]
[METAL_ORE:SILVER:20]

which backs up that interpretation.


For reference, to make this I basically just copied the hematite data and changed things around a bit.

879
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 20, 2011, 03:00:24 pm »
So, for my first "real" modding project, I've decided to add a stone I call "awesomeite", which can be smelted for a chance at any and every metal.

Am I missing anything obvious here? I vaguely recall something about the top metal in the METAL_ORE list being the one you see in a smelter's job list...

Code: [Select]
[INORGANIC:AWESOMEITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:awesomeite][DISPLAY_COLOR:0:0:1][TILE:156]
[ENVIRONMENT:ALL_STONE:VEIN:50]
[ITEM_SYMBOL:'*']
[METAL_ORE:IRON:50]
[METAL_ORE:ALUMINUM:5]
[METAL_ORE:BISMUTH:5]
[METAL_ORE:TIN:5]
[METAL_ORE:COPPER:5]
[METAL_ORE:LEAD:5]
[METAL_ORE:SILVER:5]
[METAL_ORE:NICKEL:5]
[METAL_ORE:GOLD:5]
[METAL_ORE:PLATINUM:5]
[METAL_ORE:ZINC:5]
[SOLID_DENSITY:10000]
[MATERIAL_VALUE:11]
[IS_STONE]
[MELTING_POINT:12001]

And while I was in inorganic_stone_mineral.txt, I went through and and changed all the [ENVIRONMENT:where:how:100] tags on ores to 200. That should just double the frequency of all of them, and not do anything crazy and unexpected, yes?

880
So, Deviled, how's it going?

881
Yeah, Chaoseed hasn't even logged on in over a week.

882
And Armok created magma, the blood of the earth, and with it the dwarves made many fine weapons, and Armok saw it, and it was good.

883
See, I had no idea that that was even a thing.

884
my emark I think is 1x1 or 2x2 larger then normal.
Can you be more specific? "Normal" in DF2010 is 4x4, but it was 6x6 back in 40d and some people have set it to that out of habit. And that's not even getting into the people who have set it to something completely different for whatever reason.

885
DF Dwarf Mode Discussion / Re: Looking over the horison...
« on: February 14, 2011, 11:59:33 am »
Trade with them, of course.

Sure, I already have thousands of units of both food and booze, but more can't hurt.

And maybe they'll surprise me with something else that I needed.

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