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Topics - IT 000

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61
DF Gameplay Questions / Beekeeping possible bug
« on: February 17, 2011, 01:01:47 pm »
Every dwarf with beekeeping skill in my fortress is going up to the apex of my mountain with a 'Install Colony in Hive' task. They will stand up there for months at a time coming down only when they need to eat or drink. Then they march right back up. I've tried building a road on the spot, smoothing it, building a floor, but none of it is working. Any ideas on what I should do?

62
DF Modding / A Couple Misc Questions
« on: February 04, 2011, 09:30:10 pm »
1 I created blubber (Basically it is equivalent to fat and replaces fat on a few marine creatures) a while ago and with the help of Deon got it working, but no one's bringing it to the food stockpile so it rots in the butchershop. How do I add it to the stockpile

2 Do vermin bite and inject venom still? I haven't had any problems lately.

63
DF Modding / Caravans use certain animals as Pack animals?
« on: February 02, 2011, 12:37:41 pm »
So I modded in a flying human, problem is when they come to trade they will fly over a murky pool or skip over a tree and they're pack animals will fall to the ground and either die or break a leg and unable to move. They live in them mountains so I think having them bringing giant eagles will solve the problem. So what tag can I add to make them only use giant eagles as pack animals?

64
DF Modding / Blubber tissue is not showing up
« on: January 30, 2011, 01:33:10 am »
I am attempting to add blubber into several creatures, I plan on using it as a replacement for fat. Not only for aesthetic purposes but it also provides more protection to the creature and it may come in handy when oil comes around. However, upon doing so I get an error message and no blubber when the creature is butched in the arena.

New Walrus

Spoiler (click to show/hide)

error message
Spoiler (click to show/hide)

Blubber in b_detail_plan_default

Spoiler (click to show/hide)


Blubber in tissue template
Spoiler (click to show/hide)

Blubber Material Template
Spoiler (click to show/hide)

65
DF Modding / Complete [BUILD_LABOR] list?
« on: January 23, 2011, 01:44:35 am »
Is there a complete [BUILD_LABOR] list? Guessing and checking is getting a little tiresome.

66
DF Gameplay Questions / Possibly a Bug Merchants leaving without stuff.
« on: January 21, 2011, 10:55:15 pm »
First in the spring some elven traders showed up, they unloaded at my depot, after a little bit of trading and a few months, they left. They showed the "Elves McTraders are leaving soon" And "Elves McTraders are embarking on they're journey" And they did. Without they're stuff. The same thing happened with the next human caravan.

I am not forbidding anything they have, I didn't deconstruct the trade depot. I didn't kill the merchants, nor could they possibly have been spooked by any creatures.

I built another trade depot underground while the elves were trading.

That's really it, I'd rather not get attacked by both of them (Well the humans at least)

67
DF Modding / Workshop help
« on: January 15, 2011, 08:02:52 pm »
How do I create a workshop that can be built by a stonecrafter? I have tried multiple variations to no avail.

68
DF Modding / Entity should be evil
« on: January 08, 2011, 12:03:44 pm »
Okay so I've created a new entity, they are supposed to seige as humans would. However when embarking there is no red dashed line by there name. How do I make it so that this civilization will attack my forts?

Spoiler (click to show/hide)

69
DF Modding / New to the Entity Pool
« on: January 05, 2011, 12:16:27 am »
Few quick questions regarding entities.

1. Can I have a civilization that sieges/ambushes from the caverns?

2. Would it be possible to have subterranean tribesmen above ground?

3. Dwarves have mountainhomes, goblins have dark fortresses, elves have retreats. Is there anyway I can make for example, a Gnome Nest with it's own unique symbol?

70
DF Modding / Melevolant Spirit
« on: December 31, 2010, 12:51:14 am »
I'd like to make a sort of malevolent spirit creature that has a large plume of smoke surrounding him, bringing fun and laughter everywhere. My idea is to make him out of 'stone X'. 'Stone X' would essentially be a stone with a low ignition point, but no melting point.

A few questions now

1 Will this work? and will there be any damage to the creature?

2 If the creature functions like a gremlin, trying to steal things, invisible until spotted by an animal or dwarf, will the creature be spewing out smoke while it's invisible?

3 How do I make a creature out of an inorganic material? In this case 'Stone X' (Still new to the whole tissue thing)

4 How do I make it so the creature will plume smoke but the corpse won't?

71
DF Gameplay Questions / Usefullness of floodgates?
« on: December 30, 2010, 04:07:39 am »
I am beginning to wonder the usefulness of floodgates. Doors can easily be hooked up to mechanisms and operate via lever in the same way floodgates do. And a forbidden door can hold back a magma sea. So is there any functional difference between a door hooked up to a lever and a floodgate?

72
DF Modding / Tissue problem.
« on: December 27, 2010, 03:21:20 pm »
Created a creature called a Howler. Found this looming around in my errorlog. Can anyone tell me how to fix it?

Spoiler (click to show/hide)

Here's the raws for the Howler

Spoiler (click to show/hide)

I basically just made an underground wolf with the [NOPAIN] tag. So I'm at a lost to what could be the problem.

73
DF Modding / Flying bull problem.
« on: December 26, 2010, 01:41:39 am »
How do I prevent my winged bull from strangling its opponent to death with his wings?

Spoiler (click to show/hide)

74
DF Gameplay Questions / Is this still a bug?
« on: December 21, 2010, 11:12:01 pm »
This seems like the place to put this.

Is the 'Dwarves not putting on new clothes' in 31.13(?) still a bug? Or has this been fixed?

75
DF Modding / Bone Meal
« on: December 19, 2010, 05:20:54 pm »
So I want to do a cross between a Hermit challenge in a sort of Night Creature Lair. I would like to create an edible bone meal, preferably produced at the quern and using well... bones. I'd also like to make a cauldron if possible* Can anybody tell me how to modify the raws to do either of these?

Furthermore I have made a 'Cleaver' weapon (Copied from Large Dagger) any special dance I have to do in order to create it in the forge?

*Created a workshop that looked like a cauldron.

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