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227
Mod Releases / Re: =-~Corrosion~-= [v1.1.9] ***34.07***
« on: May 11, 2012, 07:59:37 pm »so infected "infecting others" now gone so does this mean a revise to the lore is needed?
Where do you see that? Infected still infect others. Did I remove something

* Changed Healing times for tissues. Fat, heals 50% slower, muscles and organs heal 100% slower
does that mean that muscles and organs wont heal at all?
They still heal, those are terms relative to the previous values. The previous healing rate was 500, now it's 1000 (higher is slower) sorry for the confusion.
-----
Also, it appears I didn't attach the changelog, my apologies for any inconvenience.
228
DF Dwarf Mode Discussion / Re: Dwarf Fortress: Criminal Intent
« on: May 11, 2012, 09:25:44 am »
If you're playing masterwork mod, it's a feature.
Otherwise, vampires.
Otherwise, vampires.
229
DF Suggestions / Re: Forum link and thread making for Escaped Lunatics.
« on: May 11, 2012, 08:58:10 am »
I see the logic behind Capntastic's view of the 50 post limit, but I agree with Maklak, it would lead to more stupid posts, not less.
I think a better system would be to make a thread cap, so you can only make so many threads any given week. 3-5 seem like good numbers. Once the thread cap is reached, give them a pop up saying "You have reached your thread cap, please post on an existing thread." every time they try to post another thread.
I think a better system would be to make a thread cap, so you can only make so many threads any given week. 3-5 seem like good numbers. Once the thread cap is reached, give them a pop up saying "You have reached your thread cap, please post on an existing thread." every time they try to post another thread.
230
DF Modding / Re: Rehashing Tobacco and other plants
« on: May 11, 2012, 08:10:56 am »Quote
>Introduction of inedible/"useless" plants that sell for high prices (Tobacco?)
Check out my mod Corrosion. It already has tobacco, but you can make the tobacco into cigars! It requires a little bit of micromanagement, bags of leaves can't be in barrels and need to be really close to the kiln.
Quote
>Harder farming. Not sure how this could be done with only the raws, but maybe plants that have a certain temperature range they have to be in (unless you like liquefied/frozen plant)
Again, Corrosion. Plants can be given certain biomes so that they only grow there. So you can plant a turnip in a savanna, but not in a marsh. Additionally, growing times have been extended significantly, it requires a season to grow most most.
231
Mod Releases / Re: =-~Corrosion~-= [v1.1.9] ***34.07***
« on: May 11, 2012, 07:42:57 am »
1.1.9 is out.
I'll get a Blog Post Commentary I kept it short this time
Stuff Not Added :
I didn't really see a point to this, may be added later.
Please give feedback on the new graphics. Or anything about the graphics that you don't like.
In this next release I'll be doing some experiments with metal and stone. Trying to make rarer metals more rare, nickel more useful, and some other underground stone experiments.
But also, if you think Corrosion can improve in any way, don't be afraid to post feedback!
Spoiler (click to show/hide)
I'll get a Blog Post Commentary I kept it short this time

Stuff Not Added :
Quote
* Divide skull out into the following partsDecided against it.
- Forehead : Covers the frontal lobe, hardest part
- Crown : Covers the parietal lobe, softer part
- Face : Covered by the nose, holds the eyes or something. Will never jam into the brain. Also holds teeth
- Jaw : Holds teeth
Quote
- Brain Stem : Instant death. Don't know how I'll do this specifically, perhaps just have crazy heavy bleeding with no healing rate.
I didn't really see a point to this, may be added later.
Quote
* Make sternum, skull, and ribs out of stronger materialI'm still dabbling in making bodies, couldn't quite figure out how to do this.
Please give feedback on the new graphics. Or anything about the graphics that you don't like.
In this next release I'll be doing some experiments with metal and stone. Trying to make rarer metals more rare, nickel more useful, and some other underground stone experiments.
But also, if you think Corrosion can improve in any way, don't be afraid to post feedback!
232
DF General Discussion / Re: all creatures in the world werecreatures
« on: May 10, 2012, 12:56:36 am »The best way to do this is via modding. Copy the werewolf bite and give it to EVERYTHING. Then whenever a dwarf fights an anything, it will become that weresomething.
Pretty sure this isn't possible as were-things are hard coded and randomly generated. You'd have to create your own were-animals for every animal that you deem worthy of wereness.
233
DF Suggestions / Re: Stone description
« on: May 10, 2012, 12:52:12 am »
I'd really like to see descriptions on metal, weapons, armor, and tools. Doing so would really allow modders to create more abstract equipment, but also allow players to quickly discern which equipment is better / worse at a glance.
Descriptions for all the things.
Descriptions for all the things.
235
DF Dwarf Mode Discussion / Re: !!SCIENCE!! (sorta)
« on: May 09, 2012, 07:59:14 pm »
Good observation, but this isn't a modding topic. You can move the topic to Dwarf Mode Discussion where it will be more relevant. You can move topics by clicking 'Move Topic in the lower left hand corner of the thread.
236
DF Dwarf Mode Discussion / Re: Non-insanse dwarf strangling recruit for no reason?HALP!
« on: May 06, 2012, 01:35:53 pm »The beekeeper died of starving because he wouldn't stop,the recruit died a year later of infection in his chest.
RIP.
The recruit survived one year of strangulation?

I wish my dwarves could survive that much.
237
Mod Releases / Re: =-~Corrosion~-= [v1.1.8] ***34.07***
« on: May 06, 2012, 01:32:46 pm »
Sorry, I've been making several advances in Corrosion, but I haven't posted all the changes lately. 
Anyways, New Graphics! Please give me your opinions.

I was hesitant at first, but once I finished everything I see the charm in it.
I also changed the barrel graphic, two tree tiles, the jug graphic, and the stone boulder graphic.
I'm liking how necks are working. They are difficult to hit, and trying to hit the neck will usually hit the Upper Body on a successful hit. But once hit it's rather easy to chop off with a good machete hack.
I'm enjoying the two-brain system more, it makes people and zombies slightly more durable to head damage as they need to be hit twice.
The simplified teeth, fingers, and toes are nice as well. 42 less items on 50+ humans has a noticeable affect on frame rate.

Anyways, New Graphics! Please give me your opinions.

I was hesitant at first, but once I finished everything I see the charm in it.
I also changed the barrel graphic, two tree tiles, the jug graphic, and the stone boulder graphic.
I'm liking how necks are working. They are difficult to hit, and trying to hit the neck will usually hit the Upper Body on a successful hit. But once hit it's rather easy to chop off with a good machete hack.
I'm enjoying the two-brain system more, it makes people and zombies slightly more durable to head damage as they need to be hit twice.
The simplified teeth, fingers, and toes are nice as well. 42 less items on 50+ humans has a noticeable affect on frame rate.
238
DF Modding / Re: Strange mood: Adding the [BONE] tag to any other resource; other tricks
« on: May 06, 2012, 01:08:25 pm »Amidoinitrite?
yes.
Make sure it's in data -> save -> region# -> raw -> objects
239
DF Dwarf Mode Discussion / Re: Non-insanse dwarf strangling recruit for no reason?HALP!
« on: May 06, 2012, 01:04:26 pm »
Need more info.
1. Are you playing any mods? (Masterwork?)
2. Is your beekeeper throwing a tantrum?
1. Are you playing any mods? (Masterwork?)
2. Is your beekeeper throwing a tantrum?
240
DF Modding / Re: Strange mood: Adding the [BONE] tag to any other resource; other tricks
« on: May 06, 2012, 12:58:28 pm »Quote
- stacked cloth
Do you have plant or yarn cloth laying around? He might want one of those.
Anyways, open up material_template_default and add the [BONE] tag to any material you wish, you could add it to stone if you'd like.
