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Messages - liqud

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1
DF Modding / Re: Please take a look, tell me what I did wrong
« on: June 07, 2011, 05:36:21 pm »
I just tried putting your files in my game to see if I could tweak things into working.

I did two things differently - I put the workshop and reactions into their own files (shouldn't make a difference) and fixed that labor token in the workshop.

I was able to build the workshop and see the rock reactions inside of it, and just to be doubly sure I went ahead and made one of each with no issues.

Try changing the workshop labor token to MASON instead of MASONRY. Maybe that error was causing issues for anything more to do with the workshop past building it?

This, ultimately, was the answer I needed and I appreciate you doing that.  Knowing my stuff was at least mostly correct,  I ended up adding it to a fresh DF and it worked fine for me too.  I had something messed someplace because even the changes you proposed wouldn't work in that original DF folder. 

I really appreciate Kweri and Mechanixm for taking the time!

 

2
DF Modding / Re: Please take a look, tell me what I did wrong
« on: June 07, 2011, 11:52:12 am »
Anything in the errorlog? Do they show up through the manager screen?

You have [EMPTY] after the product but I think that's a reagent tag. It's not necessary, anyway. Unsure if that could cause problems though.

Also, aren't rock barrels unnecessary since we have rock pots now by default?

I'm glad you asked about the errorlog, I hadn't even thought of looking.  Turns out I'm getting repeated errors for:

*** Error(s) found in the file "raw/objects/building_custom.txt"
Unrecognized Labor Token: MASONRY
*** Error(s) found in the file "data/save/region1/raw/objects/building_custom.txt"
Unrecognized Labor Token: MASONRY
*** Error(s) found in the file "raw/objects/building_custom.txt"
Unrecognized Labor Token: MASONRY

I thought MASONRY was okay, it's on the skills list on http://df.magmawiki.com/index.php/Shaostoul%27s_Guide , which I have been heavily referencing in this venture.  So I've changed all tags on my reactions and the custom building to SMELT just for consistency, and to use one which I am pretty sure works.  Still nothing appears on the "Add new task" menu for my Rock Workshop, its just blank (always after creating a new region btw).

I didn't think about rock pots, just figured while I was in there I might as well cover the bases.  But I'm not that knoweldgeable about this last release either.

I'm not 100% ignorant about DF, but if you decide to check this thread again, and you still think it's relevant, how is the manager screen accessed?

3
DF Modding / Please take a look, tell me what I did wrong
« on: June 07, 2011, 08:56:33 am »
So I'm just editing raws to add a workshop to dispose of unwanted stone and "ease" my dependance on wood (don't judge me!).  I've edited files in the following ways.

To reaction_other.txt I've added:
Spoiler (click to show/hide)

To building_custom.txt I've added:
Spoiler (click to show/hide)

And lastly to entity_default.txt:
Spoiler (click to show/hide)

The bottom line is the building shows up but none of the reactions do.  I've done this before but I'm nearly certain I did it differently somehow and I don't remember.  Maybe I did them as smelting reactions for the smelter?  I know I'm doing something stupid but I can't figure it out, so I throw myself upon the mercy of Armok!  And thanks in advance for any help lended. 

4
DF Modding / Re: Custom reaction location quick question
« on: February 03, 2011, 12:35:10 pm »
There is no such ID. The mason's workshop does not accept custom reactions.

Well thats a bummer.  Follow up question! :)  Which do?

5
DF Modding / Custom reaction location quick question
« on: February 03, 2011, 12:30:20 pm »
In a custom reaction that occurs at: 

[BUILDING:<BUILDING NAME>:<BUILDING KEY>]

What is the building ID for the mason's workshop?  I cannot find a list anywhere, the wiki doesn't appear to have it.

Other examples would be like KILN, SMELTER, SOAP_MAKER.

6
DF Adventure Mode Discussion / Re: embedded weapons?
« on: November 11, 2010, 08:00:16 pm »
Is manually twisting really necessary if the automatic move always chooses to twist the weapon?

Absolutely.  If I'm correct in the assumption that you can't do the automatic move if you're at a diagonal with your target. 

If you guys know how to do that, please share.

7
DF Adventure Mode Discussion / embedded weapons?
« on: November 11, 2010, 05:14:13 pm »
Anybody yet figure out how to either twist the embedded weapon or remove it without choosing to waste a turn and step away from your target?  It doesn't seem to be an option under strikes, and wrestling doesn't seem to be the ticket, I actually performed a takedown on a human by my embedded great axe when I tried.  Which, incidentally.... is still awesome.

Just curious.

8
DF Adventure Mode Discussion / Re: DF 31.17 Adventure Mode Impressions
« on: November 11, 2010, 04:00:09 pm »
I'm finding combat both enrossing but awesomely hard.  I've tried on 3 lives now to complete the first dinky outlaw mission solo and had my brains punished each time.  The directed attacks are so awesome tho, way to go Toady.

9
DF Adventure Mode Discussion / Re: hero,demigod??!! whaaa
« on: November 11, 2010, 03:49:34 pm »
It seems you get more points to spend on your character when you choose the more grandiose titles.  I'm wondering if maybe you start with a little more fame as well the higher up you are.

10
DF General Discussion / Re: Not long now!!!!!!
« on: November 11, 2010, 12:36:44 pm »
This better not be a cruel joke, been checking the site half a dozen times a day for at least 2 weeks.
Will this do to soothe your fears? http://www.bay12forums.com/smf/index.php?topic=60554.msg1706984#msg1706984

NOPE, the emotional stakes are too high....  ;D

11
DF General Discussion / Re: Not long now!!!!!!
« on: November 11, 2010, 12:29:43 pm »
This better not be a cruel joke, been checking the site half a dozen times a day for at least 2 weeks.

12
DF Dwarf Mode Discussion / dwarf speed
« on: November 02, 2010, 02:01:25 pm »
So I want my dwarfs to move faster.

I know about adding the [speed:0] and [speed:1] tags in the raws for dwarfs from the wiki.  But that is way too fast and just makes dwarf mode trivial.  I want to go, say, moderately faster.  The default is just too slow for the way I like to get down.

Which number would be appropriate for that tag?  Isn't it a scale of 0 to 900 or something?


13
DF Dwarf Mode Discussion / Re: Immigrating high masters, turing them off?
« on: October 28, 2010, 10:43:31 am »
You can't prevent highly skilled laborers from arriving, but there's nothing saying you have to leave their highly skilled labors enabled on them...
So I can not. Thanks. /thread

You could also engineer some unfortunate accidents to befall the unwanted masters.

Turn their high master labor off.  After several years the labor will decay away.

Maybe you are just trying to help but seriously those were the first two thoughts that came into my mind... no, first two things that would come into anyone's mind.

Runesmith. You can manually set their skills down to dabbling or such if that's what you really want.

Thanks, i will consider that.

They probably spent their entire little lives perfecting that skill, and you decide to make them turn their backs to it and start hauling rocks till their life's experience decay to nothing.

um...
I am sorry but it's like you spoke chinese there.

Wow.  Come to the forums asking for help and be a dick about the responses, u must be the best kind of person.

Everybody that replied to you did so in the spirit of these forums, its your attitude thats a bit out of place.



14
DF Dwarf Mode Discussion / Re: Massive earthslide?!
« on: October 13, 2010, 07:20:49 pm »
Yeah.  I almost screen shotted it last time to post in the Genesis mod forum.  Interesting to know it happens in vanilla and also that you can dig your dwarfs out of that void they get trapped in.  Its happened to me 3-4 times and at first i thought it had something to do with the map being a Reclaim as it was the first couple incidents, but then it happened on a first embark.

All during Genesis use tho.  Did you edit your raws at all?


15
DF Dwarf Mode Discussion / Re: Massive earthslide?!
« on: October 13, 2010, 06:47:11 pm »
I have to second this as I've not seen it reported elsewhere.

It seems to me the landscape just turns back to what it was at embark.  All my tunnels and rooms turned back to solid stone.  Then in some places you can see stone laying around on tiles which are undescovered, along with goods and items.  When it happened to me, all i got was a dangerous terrain message for one of my miners.

It has only happened to me while attempting to use the 31.16 with Genesis mod though, I have to say.  But it happens a lot in those cases.

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