Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - IT 000

Pages: 1 ... 118 119 [120] 121 122 ... 133
1786
DF Suggestions / Re: feature drive
« on: March 08, 2011, 09:32:30 pm »
Hee hee FallingWhale and your ambiguous but mostly correct responses  :P

Siege weapons are incoming, if I recall right during the army arc (Or is it caravan?) One or the other.

1787
DF Modding / Re: Reaction with plants help
« on: March 08, 2011, 09:29:17 pm »
Quote
Just out of curious, why are you using a plant for this? You could simply make the rock edible and make the reaction turn boulders into meat.

Then I would have to make a creature that is called Rotten Meat. Plants are easier to create in my opinion.

There are no ingested syndromes, and contact poisons only work for liquids and gases, not solids like food.

Brandstone's worked, thanks.

By the way, small question for obvious reasons is it possible to link a syndrome to a food?
Im not certain, but I don't think ingested syndromes are possible. You can probably make a contact syndrome, but I wouldn't know how to get it working or if it would work for for a plant product.

Oh well, I guess there will have to be an unfortunate side effect that is produced alongside the reaction causing some nausea.

1788
DF Modding / Re: Reaction with plants help
« on: March 08, 2011, 06:42:22 pm »
Brandstone's worked, thanks.

By the way, small question for obvious reasons is it possible to link a syndrome to a food?

1789
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?

1790
DF Modding / Re: Providing item / material information
« on: March 08, 2011, 06:07:05 pm »
Add a [DESCRIPTION:xxx] tag? I've never tried it myself, but worth the two second test.

Tell us if it works I'd like to know.

1791
DF Modding / Re: Does EggLaying happen in Adv.?
« on: March 08, 2011, 06:05:36 pm »
Fascinating endeavor.

There is no way to lay eggs or have babies in adventurer mode. However, you could create a custom reaction that makes a kobold egg.

1792
I've only had a handful of demands throughout my entire df 31 existence, and all of my demands were reasonable or only slightly hard to gather, like a green glass cabinet on a glacier. Why are my nobles not making more demands?

1793
DF Suggestions / Re: For or Against a DF '~' Command Console
« on: March 08, 2011, 08:14:54 am »
Well you know how I feel on the situation if you've read the link he posted.

And for the record you've skewed the poll, three options support your opinion, one option is neutral. And only one option against the opinion. Doesn't seem fair to begin with. I don't see how it will prove anything other then you distorted the poll to support yourself.

Quick recap, how he portrayed it in the original post, the ability to mod water levels and spawn/remove NPC's is cheating, but I would support this if it was implemented into the arena mode. Would Syrupleaf be an epic tale if they just removed the Spawns by hitting tilde? No, it wouldn't be. Fortresses need to end eventually.

Good news though The-Moon, dfhack has come out with a new feature that allows you to spawn NPC's in DF (dfmode). I've played around with it a little, and I like it because it's a third party tool and not in the vanilla. I recommend you check it out to attain these features because dfhack can already supply you with all the features you suggested, and Magma.

http://www.bay12forums.com/smf/index.php?topic=58809.0

1794
DF Suggestions / Re: Animal companions
« on: March 08, 2011, 08:06:15 am »
Mounts are planned in adventurer mode. It'll probably happen around that time.

1795
DF Modding / Re: DFHack 0.5.4
« on: March 07, 2011, 11:47:53 pm »
Well, it does work. I did not know that.

1796
DF Suggestions / Re: [REPLACE_IS:<whatever>] for descriptions
« on: March 07, 2011, 11:44:08 pm »
Well I learned some grammar today.

Still, I support this idea, I recently simplified fingers and toes from first finger second finger etc down to just fingers and thumb or just toes, but descriptions will still say his fingers is rotten.

1797
Most animals don't care what grasses they eat. The only reason why panda's eat bamboo 'grass' is because bamboo is different then grass. Even if you were to restrict domestic animals to certain types of grass, it would mean they couldn't eat four grasses. All of which are found in [GOOD] and [EVIL] biomes and wouldn't impact gameplay as much as you think because normal edible grass still grows around them and the inedible grass will get trampled away by pastures.

1798
DF Suggestions / Re: feature drive
« on: March 07, 2011, 11:36:36 pm »
Quote
Toady has thought of doing a drive for megabeasts and semi-megabeasts.

Please explain, I have not heard of this one before.

1799
DF Announcements / Re: Dwarf Fortress 0.31.21 Released
« on: March 07, 2011, 11:34:35 pm »
Does it fix the issue where invading goblins pick fights with their mounts/leaders?

Nope.

Weeeeell... technically it was fixed.

As a fortunate side effect of starvation during world gen, the kidnapees are dying off of starvation because Goblins are not gathering food. So when the ambushes show up they have no humans/elves/dwarves with them. So no loyalty clash. I had a 12 year fortress that was still getting stealth ambushes because of this.

1800
DF Modding / Re: DFHack 0.5.4
« on: March 07, 2011, 11:30:46 pm »
Sorry if I've glanced over it.

Can I get a link for version 0.5.4 for DF 31.20? I have a windows and saw no reason to download .21 after I've updated my mod.

Pages: 1 ... 118 119 [120] 121 122 ... 133