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Messages - GreatWyrmGold

Pages: 1 ... 3550 3551 [3552] 3553 3554 ... 3706
53266
DF Modding / Re: Mineral Access
« on: October 14, 2011, 03:44:50 pm »
And, by contrast, I discovered that soap bars can be accessed. It was an accidental discovery during an easy soap fortress.

53267
DF Modding / Mineral Access
« on: October 14, 2011, 06:26:20 am »
I know that a reaction that creates bars of a specific substance causes that substance to automatically be available to that civ, but does a reaction that creates stones of a specific stone cause the civ to have access to that stone, logs of a certain wood to have access to that wood, roguh gem of a certain gem to have access to that gem, et cetera?

53268
DF Modding / Re: Blood Bricks - Request
« on: October 14, 2011, 06:23:06 am »
Alright. I'll try to guide you through the simplest method I can think of.

1. Open the raw folder, and the object folder inside of that. If there isn't a raw folder in your DF folder...I dunno what would happen, but something unusual.
2. Locate files called entity_default, inorganic_stone_mineral, and reaction_other.
3. Put the following into inorganic_stone_mineral:
Code: [Select]
[INORGANIC:HEMETITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:blood][DISPLAY_COLOR:4:7:0][TILE:156]
[ITEM_SYMBOL:'*']
[METAL_ORE:IRON:100]
[SOLID_DENSITY:5100]
[MATERIAL_VALUE:2]
[IS_STONE]
[MELTING_POINT:12736]
It's basically hematite, but without being found naturally or being an iron ore. It's also a bit of a joke--I think hematite was named because its red color reminded people of blood.
4. Put the following into reaction_other:
Code: [Select]
[REACTION:MAKE_BLOOD_BRICKS]
[NAME:make blood blocks]
[BUILDING:KILN:CUSTOM_SHIFT_B]
[PRODUCT:100:1:BLOCKS:NONE:INORGANIC:HEMETITE]
[FUEL]
[SKILL:POTTERY]
This will cause the make blood blocks reaction to require nothing except fuel to work. It will always produce one blood block.
5. Open entity_default and locate [ENTITY:MOUNTAIN]. Somewhere under [ENTITY:MOUNTAIN], add the following:
Code: [Select]
[PERMITTED_REACTION:MAKE_BLOOD_BRICKS]This will allow you to use the make blood blocks reaction.
6. If you want it to do something else, let us know. Someone will probably scrap almost this entire thing to make a new one.
7. If this is good for you, generate a new world, get lots of fuel, and let us know how the blood fortress goes.

53269
DF Suggestions / Re: Moddable decorations
« on: October 13, 2011, 08:22:33 pm »
I'd also like to be able to have custom decorating reactions give an [IMAGE] decoration. I don't think any of the current options allow that.

53270
DF Suggestions / Re: Plague Carrying Migrants
« on: October 13, 2011, 08:20:43 pm »
I like the plague ideas that have been presented. Also, when someone mentioned weaponizing plagues, somehow that started a process which ended with comparince elves to Aztecs and selling blankets covered in forgotten beast extract...

On a side note, I think items covered with a plague-bearing item should have a chance of transmitting the plague to whomever you sell it to. And elves performing ritual sacrifice to the nature gods would be cool, too.

53271
Actually, it was the kitten's fault. More exactly, it was the fault of the bronze colossus for dodging the kitten. Quite possibly the elf's spirit was driving the bronze colossus towards suicidal actions it would not normally take, as revenge for killing it in an ironic manner.

53272
DF Suggestions / Re: "No Path" marker in stocks screen
« on: October 13, 2011, 07:21:16 pm »
...
So just reclaim the stuff near the surface next time? I'm not sure what the point of this suggestion is if there's already an identical or superior mechanic available.

53273
DF Suggestions / Re: Stop the auto-pause!
« on: October 13, 2011, 07:16:38 pm »
Instead of an init option, just make it so you can pause/unpause right there ingame.

I prefer keeping it paused when i'm designating, so if for example i make a mistake with designating stuff to mine and i don't realize the mistake until i check everything's designated right, that mistake won't end up with a FB being freed because that one wall i accidentally marked for mining was the one wall keeping the FB out. Etc.
Agreed. I actually like how the game pauses; it means that my miner won't starve while I'm trying to figure out how to dig him out.

Well, if it would work like squads menu, then you could pause it and take your time foruging out what to do.
I'm aware of that, I'm just saying that I agree with...erm...Curse you, lack of photographic memory! Something about agreeing with the second part but not wanting to comment on the first because I am ambivalent.

Quote
Thinking of it, non-pausing nature of squads menu is actually useless unless you are selecting harmless wildlife to be hunted.
That's my main use for military. Even when sieges start rolling in, there are always more tasty little animals than goblins.

53274
(Oh, new reply. Probably just Kipi saying he can't do it anymore.)

Great update. Hope you can keep doing this.

( :D )

...Darn it, I was going to post something like this.

Oh, yeah, I'm supposed to be sitting quietly in a corner...

53275
DF Suggestions / Re: "No Path" marker in stocks screen
« on: October 13, 2011, 07:03:22 pm »
Wait, why didn't forbidding work again?

53276
DF Modding / Re: W.A.R. mod--Version 0.0
« on: October 13, 2011, 05:02:37 pm »
I accidentally hit the Post button instead of the Preview button, okay?  :'(

53277
DF Modding / W.A.R. mod--Version 0.0
« on: October 13, 2011, 04:50:33 pm »
Alright, this is my first mod ever, go easy on me and let me know anything you think I should know. If I left something out, it's a fair assumption that it's because I don't know about it.

Weapons Added to the Raws
A minor mod for Dwarf Fortress

Download W.A.R. mod 0.0

The W.A.R. mod adds a few weapons of varying types to the game. The current count is four melee weapons, two ranged weapons, and two types of ammunition.

Spoiler: Weapons added: (click to show/hide)

Spoiler: Ammo added: (click to show/hide)

Spoiler: Installation: (click to show/hide)

Spoiler: Current Requests: (click to show/hide)

The W.A.R. mod should be compatible with all other mods, and should currently work well, but let me know if any issues occur.

Thanks to all modders who have or will help me, and to Tarn Adams for making Dwarf Fortress.


EDIT: Oops, I meant to hit the Preview button!

53278
DF Modding / Re: Easy-to-chop-up Creatures
« on: October 13, 2011, 04:34:35 pm »
Spoiler (click to show/hide)
Close, gummi nagas (intelligent gummi worms, and the VERY rough equivilant of elves in the mod I'm planning) and a few other creatures. Mostly also gummi-things.

53279
DF Modding / Easy-to-chop-up Creatures
« on: October 13, 2011, 06:31:53 am »
How do I make a creature easy to cut apart with a bladed weapon?

EDIT: You know, it just occurred to me that, anywhere else, I'd probably be ostracized for this, and people would look at me funny if I told them the reason...not sure if that's good or bad...

53280
DF Modding / Re: Dipping a toe into the raw editing waters.
« on: October 13, 2011, 06:30:50 am »
Also, did you add [INDOOR_FARMING] and [PERMITTED_JOB:PLANTER] to [CREATURE:KOBOLD] or to [ENTITY:SKULKING]? The former is wrong, the latter is right.

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