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Topics - IT 000

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46
DF Suggestions / Simple Suggestion to Increase Consumption of Food
« on: April 22, 2011, 04:58:25 pm »
As we all know two or three planters can keep a fortress of 200 fed and portly. Currently dwarves eat about two times a month. Obviously if a dwarf sat down six times a month to eat they would barely get out of the dining room. I propose that dwarves have 'snacks' as well as the sit down meals that they already have.

Essentially the dwarf will pick up a single unit of food and continue working while eating the food. Increasing food consumption and slowing the fortress down by a minimal amount. Dwarves will not have a happy or negative thought by eating snacks. To decide whether the dwarf has a snack or meal dwarves would just go through a cycle, a simple Meal Snack Snack Meal Snack Snack would do. Meaning they eat six times a month.

Additionally this opens up a new kind of furniture. A 'Dispenser' (Name is subject to change) when built you can query it and control how much food is stored inside. Min 1 Max 10. When a dwarf needs a snack they will path to the nearest food pile or dispenser and they grab a unit of food from it. If the machine runs out a dwarf with a food hauling task on will refill it.This way you don't need to have to devote large spaces for food storage in the remote parts of your fortress. Likewise it saves time so dwarves don't have to path all the way back to the dining room for a bite to eat.

Thoughts?

47
DF Modding / Boiling without collateral damage?
« on: April 22, 2011, 04:41:38 pm »
I've modded in cigars (See this post for more details) but I have run into a serious problem. Ampersand suggested that the cigars be a plant that leaves a 'seed' that boils away to make smoke.

However, boiling causes surrounding wooden items to receive collateral damage. How do I make an object boil without damaging the surrounding items?

48
DF Modding / New Personality Traits in Wiki
« on: April 20, 2011, 06:36:31 pm »
Well I just noticed a batch of new personality traits in the wiki(located at the bottom). Technically they are not new, but they are ALCOHOL_DEPENDENT, CAVE_ADAPT, and DETACHMENT.

So a few questions, if I make a dwarf
   [PERSONALITY:ALCOHOL_DEPENDENT:10:10:10] would this make the dwarf constantly alcohol deprived? Or will it just reset when they have a drink?
        Likewise with CAVE_ADAPT, would [PERSONALITY:CAVE_ADAPT:100:100:100] make the person constantly sick? Or will the effects wear off as normal?

49
DF Modding / Changing Trader/Beginning Speech
« on: April 08, 2011, 07:27:45 pm »
In my recent mod Corrosion (See sig for link), it changes dwarves into humans. However traders, and the beginning strike the earth message still refer to them as dwarves living in mountainhomes, any way I can change it?

50

THIS MOD IS BEING COMPLETELY REBUILT



In the mean time, please check out EVIL BUNNY's wonderful port to the latest version
Again, BIG THANKS to Evil Bunny for updating the mod! :)
http://www.bay12forums.com/smf/index.php?topic=81068.msg7207486#msg7207486


=-~WELCOME TO CORROSION~-=
v1.1.13


Fight through Infected and Humans alike in the constant quest for survival. Beware the Infected bite, lest you join their ranks.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

FULL DOWNLOAD
(With Custom Tileset and Graphics)

ASCII Graphics Download
All versions are prepackaged.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Unsure whether to download or not? Read, watch or join these!

Watch this fantastic ongoing Let's Play by Abregado! 1  2 3 4
***If you are starting your own succession fortress/community fortress please send us a link and I'll post it here!***

Better yet read what other Bay12 members have to say!
Spoiler (click to show/hide)

And check out this fort made by Shintaro Fago! Glazedtheater




Spoiler: Story (click to show/hide)





XXThe GoodXX
Spoiler (click to show/hide)

!!The Bad!!
Spoiler (click to show/hide)

FEATURES
<The Guides goes into the exact changes>

# Increased FPS
# Infected that Infect your humans, turning them into one of the horde!
# Multiple Castes for both friends and foes! Each Caste is unique and requires a different approach to manage.
# New metals, each one unique in some way.
# Simplified creatures, and several new creatures.
# Removed most types of Clothes, reducing lag significantly.
# New workshops and industries!
# Paint logs different colors.
# New Way of making Steel
Spoiler (click to show/hide)
# Gather resources from the outside world to create new items.
# Batteries! A renewable fuel source!
Spoiler (click to show/hide)
# Training workshops
# Fun with mining
# New weapons!
# Completely new Armor and Weapons
# Nerfed Traps
# Improved Combat!
   Organs hurt a heck of a lot
   Eyes hurt
   Skin/fat/muscles no longer heal right after being cut open
   Blunt Weapons can be extremely deadly.
        Ribs cover organs better, sternum protects the heart.
# New Vermin to Replace several old ones
# New Food and more challenging to get
   Completely new Plants, very few plants can be brewed or eaten raw, process them further.
        Animals produce more meat when butchered.
        Animals produce one egg at a time
        Milking times are now based off of grazing times.
        Trap vermin and dissect them for cookable pickled/dried vermin.
        Husbandry and beekeeping is more efficient.
        Farming takes longer forcing you to consider your other options.

!!BUGS!!
(that aren't actually bugs)
Spoiler (click to show/hide)

SPECIAL THANKS

Spoiler (click to show/hide)

51
DF Modding / Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« on: March 25, 2011, 09:19:51 pm »
Title says all, specifically has anyone done it on dwarves or domestic animals. Does the tag just make the animals attack each other if crowded?

52
DF Gameplay Questions / Quick Loyalty Question
« on: March 22, 2011, 11:34:21 pm »
Okay so if you attack the Outpost Liaison all your dwarves start attacking each other because of a kink in the loyalty AI.

Now if someone crazy, was to lock a friendless dwarf in a room with all the booze and food, wait until everyone else dies, then release said dwarf, will he continue to attack incoming migrants?

53
DF Suggestions / Simplified Labor Selections
« on: March 14, 2011, 05:05:56 pm »
Currently, there are several jobs that produce a no-quality product or seem superfluous. The Farming menu is the biggest example. We have...

Butcher, tanner, farming, dying, soap making, wood burning, potash making, lye making, milling, brewing, plant gathering, plant processing, cheese making, milking, shearing, spinning, cooking pressing, and beekeeping.

Now the problem is that many of these reactions produce a no quality item. Meaning a dabbling cheese maker is the same as a high master. What's worse is that it takes away from the possibility of getting something useful. Assuming that every job has the same chance of showing up on a migrant, you are more likely to get a useless cannon fodder farmer then a useful competent mason.

Additionally it is a hassle to handle. I don't care which of my farmers milk the cow, it's just milk. So I propose that the job labors are looked over again, not only in farming, but elsewhere. Then they can be simplified down. Especially jobs that may only have one or two uses.

My ideas for the new simplified list is.

-Butchery
-Tanning
-Planting
-Soap Making
-Wood Burning - Includes Wood burning, potash making, and lye making
-Dyeing
-Plant Gathering
-Plant Processing - milling, plant processing, pressing
-Animal Processing - Milking, cheese making, shearing, spinning, -beekeeping.
-Cooking - Cooking and Brewing.

Presto, 19 jobs is cut down to to just ten jobs.

Yes, there is a difference between milling and pressing, or cheese making and milking. In all likely hood, farmers would know how to do both jobs, especially before 1400's. Cooking is separate because it actually produces a quality item.

Additionally,

-The fish dissector is only used on one vermin, moghoppers, and most of the time you do not have it. surely you can use the fish cleaning job for this.
- Siege Engineering, and operating, two different things on paper, but in practice, how can you build a siege engine if you don't know how it was fired? Likewise, you've spent so much time around siege weapons observing their primitive mechanics and structure, how hard can it be to build one? These two can be combined.
- Pump operating can be down in the 'Other' section. There is no need to have Urist McPump operator wandering around.
- Small animal dissection? Cut open an animal, study it's insides, sounds close enough butchery.

This idea will provide several advantages.

1 Useful migrants have a better chance of showing up.
2 Easier interface. 19 to 10, seems simpler.
3 More skilled migrants. Because of the simplified jobs, a skilled Animal Processor can produce more jobs quicker.

Thoughts? Suggestions? Further simplifying?

54
DF Modding / A few reaction questions
« on: March 13, 2011, 08:06:00 am »
How do I create a dog hide through a custom reaction? And how do I create a specific silk or plant thread through a reaction?

55
DF Dwarf Mode Discussion / Aquifer Research
« on: March 10, 2011, 11:05:50 pm »
So gentlemen, a quick question that I've wondered for a while. Do you enjoy the challenge and embark with aquifers? Or to you tend to stay away from them? I have been considering the idea of reducing (or eliminating) aquifers in my upcoming mod, especially at their current .20/.21 frequency. This poll will also come in handy for other future major mods who may also be struggling with the same question.

Yes, almost every time - This suggests that you like aquifers and their current frequency. Or you do not mind them at all.
Yes, when I am looking for a challenge - Suggests that you enjoy aquifers occasionally, but not every time.
I embark with them, but reduce them anyways - Despite falling into one of the first two categories. You think it's a little much.
Only when I have to - You have the perfect place! Flux, clay, sand, skeletal whales iron, there is an aquifer. But you embark anyway.
Never - No matter if the layer below the aquifer was solid gold. You still wouldn't embark there.
Other - A hybrid of the two opinions? Vote this and tell.

*at any time you can change your vote.

56
DF Modding / Reaction with plants help
« on: March 08, 2011, 06:22:07 pm »
Okay so I've sprinkled garbage dumps throughout the world, they're just large clusters in soil. Inside the garbage dumps will be rotten meat that can be mined out and cleaned at a cleaning shop into edible 'plants' called rotten meat.

However converting the boulder into a plant is becoming difficult. Whenever it goes through the reaction it turns into a stack of 5 plants. Just 'plants' and not the 'rotten meat' I expected. Here's the product.

Code: [Select]
[PRODUCT:100:5:PLANT:ROTTEN_MEAT_PLANT:NONE:NONE]
The plant itself is called ROTTEN_MEAT_PLANT to keep duplication errors away. And nothing is showing up in the errorlog. The plants shows up in the stockpile options to so I don't believe it has to do with the plant. Anybody know what's wrong?

57
DF Modding / Limiting Mining
« on: March 05, 2011, 06:40:31 pm »
So part of my game is played by humans, I want to convince them to stay above ground. Anybody have any good ideas to limit mining or at least limit the ability to use a self sustaining fortress underground? So far I have.

- An undiggable layer (problem is sometimes it's the first layer. Solutions?)
- Only two layers of stone actually yield stone. The others boil away. (Might make them deadly)
- Deadly stone clusters to foil underground plans.
- Caverns are full of death Chocolate chip ice cream!
- Removal of all underground plants. So you will still be reliant on the surface for farming.

Anything else to keep the player from burrowing into the center of the earth and setting up shop?

58
DF Suggestions / New Modding Tag Ideas!
« on: March 05, 2011, 06:28:45 pm »
Over the modding months I have accumulated a few tags which I feel should be implemented into the game. Upon my pondering of the subject, I have concluded that other modders might have more tags to add. So why not attempt to bring them to light? Below are several tags that I think should be added to the game. Feel free to add your own or comment/debate/ninja on existing ones.

Weapons and Armor

(weapon attack)[GORE]
This tag was back in 40d. Whips did 'gore damage' causing bleeding and pain. Certainly other weapons could have this effect.

(weapon attack)[NO_TWIST]
This prevents the embedded weapon from being twisted when embedded inside the enemy. Whips for example could use this.

(weapon attack)[GORE_ON_PULL]
If you've ever seen a medival arrow head you will notice it is 'V' shaped. This is because when it gets stuck in you, and you have to pull it out. The head will cause huge damage and pain. Problem is, in adventurer mode, even children with an arrow through the right lung pull it out and drop it like it was a toothpick. This tag prevents creatures from pulling out the weapon without intense pain and bleeding. [NOPAIN] creatures will still pull it out without the pain effect. It could also be used on spears which also have a 'V' head.

[FIRE_RATE:x]
Used on ranged weapons. x is the rate of fire. This isn't to make a machine gun crossbow, but rather to make ranged weapons more realistic, the crossbow was always more powerful. But Bows were never obsolete because they could be reloaded faster.

[EXOTIC_SHIELD:bodypart]
Fits on ITEMS:SHIELD This shield will attach to the listed bodypart rather then an open hand.This will mean we can have bracers that can fit on your lower arm. It would be possible to have both of your lower arms holding bracers and they would essentially function like shields. In theory they could be anything, [EXOTIC_SHIELD:BRAIN] [EXOTIC_SHIELD:FINGER] would be within the ability of modders.

[RANGED:skill:ammo:INFINITE]
Ranged ammo currently has [RANGED:skill:ammo] tags that link the weapon to a certain type of ammo like bolts. But if you wanted to make a sling that could use pebbles off the ground as ammuntion, it wouldn't be possible without first grinding down a boulder or forging metal ones. So the INFINITE tag will make the object never run out of ammo.

Entity


[PACK:creature]
[PULL:creature]
[MOUNT:creature]
[PET:creature]
If these tags are present the entity will use that creature for the task mentioned. Even if they do not have access to it. For example [PACK:EAGLE_GIANT] for flying civilizations so that they don't kill their animals on the way to the depot.

[ENEMY_RACE:x:y:reason]
x = race y = % chance of happening. During world gen the entity will spontaneously declare war on the entity x based on the y percentage.The reason tag is for legends mode. The template will read like this "WAR NAME was waged by GROUP A on the GROUP B. The most significant cause of the conflict was the adversary's [reason]" So once all plugged in it would read "The most significant cause of conflict was the adversary's genetic inferiority" or "adversary's rudeness/wealth/lack of ale/being elves" any number of things really. This will make natural enemies without doing things like adding the [BABYSNATCHER] tag or removing the [CAN_SPEAK] tag.

Creatures

[PREDATER:x]
A creature will x% of the time actively hunt and dwarves. Things like giant lions could have 10% or so, GCS could have near 75%


* Solved by adding the PRONE_TO_RAGE tag.

Misc

[DRAGONFIRE:x]
This is so you can rename dragonfire to x. Purely an aesthetic purpose.

* Solved by the new interaction system

[SKILL_LEARN_CAP:x:y]
[ALL_SKILL_LEARN_CAP:y]
This is so we can limit the learning of a certain skill. The upper tag is for a specific skill, the lower tag is for all skills. x will be the selected skill y will be a numeric designation for the skill level.


* Bad idea.

It would be nice if you gave us the ability to control how much ammo the quiver could carry. This way we could create larger quivers that can carry more ammo, or mod the name to be 'clips' for guns.
[ITEM_TOOL:ITEM_TOOL_QUIVER]
[NAME:quiver:quivers]
[ATTACHES_TO:UPPER_BODY] - where it attaches, different then [EXOTIC_SHIELD:x] because this tag does not block attacks.
[AMMO_CARRY:25] - how much ammo can be carried.

Custom Reaction Product


[NO_QUALITY]
Makes the created object have no quality modifiers. Like blocks. This could be useful in tools that have a small chance of being consumed rather then going from *tool* -tool- +tool+

[PRESERVE_QUALITY_REAGENT:x]
Similar as the above, sort of like [PRESERVE_REAGENT] Except this tag takes the quality of reagent x and makes the product the same quality as listed reaction. Mostly because having a masterpiece traction bench made out of a base quality table is ridiculous when all your doing is strapping on a chain.

59
DF Modding / Metal token
« on: March 05, 2011, 01:02:02 am »
So what token needs to be removed to prevent metal from being made into crafts and furniture?

60
DF Dwarf Mode Discussion / What is better?
« on: February 21, 2011, 11:48:51 pm »
So with the new metal scarcity I might actually be putting non-metal armor to good use. So what is better? Leather, bone, shell or wood?

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