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Messages - GreatWyrmGold

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53551
Be sure to prepare the Kiwi, Paperweight, Wyvern(?) (Cut the forelimbs off of a dragon), and so forth before you embark. Most of those you can catch in normal cage traps.

53552
This...is...amazing. I would use something like this if I wanted a megaclock project. Two things, though.

1. While this DOES make it less dwarfy, it is easier to get 400+ cats or tame birds than goblins. To make up for it, drop failing cats/birds to give the clock a nice red coat.
2. Speed is measured in hundredths of a step between moves. To my knowledge, a creature cannot have a fractional speed.

53553
DF Dwarf Mode Discussion / Re: Efficient Dwarven Medical Practice
« on: August 28, 2011, 12:50:09 pm »
I just tested these claims.

I modded cats to melt on embark, producing puddles of cat-syndrome-laden-goo. The cat syndrome targeted the eyes and the heart with advanced rot (taken from the GDS syndrome). I also modded out shoes from the dwarf entity.

On my test embark, the cats died and the 4 dwarves who rushed over to clean up the puddles became infected. I set up a hospital and let the doctors go to work. All of the starting 7 were full doctors. After the "Diagnosis", there was a short bit of "Surgery", followed by the "Remove Rotten Tissue" job. After the doctors left to clean up, the medical charts for the dwarves had "Rotten tissue excised from left eye". The dwarves had scars on both eyes, which were blind since most of their tissue was excised. The heart was still rotten, had no surgery performed on it, and was not amputated. The eyes weren't even amputated, just cut apart.

I'm calling BS on doctors killing patients. In DF, there is neglect, but there isn't malpractice.
Just to point out a few things:
1. Hearts aren't vital organs in DF, yet. Heartlessness is just fine. Getting a rotten heart just causes some bleeding.
2. If the docs were skilled enough diagnosticians, maybe they realize cutting out vital organs or ones with lots of major arteries is a BAD thing.
3. You can't cut out eyeballs in Adventure Mode, maybe the same concept applies as a bug for surgeons in Fortress Mode?

53554
How's Randomconstructs, billybobfred?

53555
DF Dwarf Mode Discussion / Re: What do you do with your immigrants?
« on: August 27, 2011, 05:16:20 pm »
I either draft them into masonry/stonehauling, put them into a squad that dies next siege/giant badger attack/etc, or just dropm them a dozen z-levels.

53556
DF Modding / Re: Food and syndromes
« on: August 27, 2011, 05:08:16 pm »
It's not currently possible, but it will be in the next version.

I have big plans for this.  Energy drinks, withdrawal effects, semi-poisonous delicacies...
...highly potent booze that causes slow liver necrosis but gives dwarves happy thoughts from decadent drinks...

53557
DF Modding / Re: Several questions from a modding newb
« on: August 27, 2011, 05:01:05 pm »
Don't demons lack grasps?
Try bronze colossi or night creatures.

53558
No axes? You elf!

53559
DF Suggestions / Re: Add Stance-Parts to the list of animateable parts
« on: August 27, 2011, 07:07:54 am »
The devlog or whatever the list of post...thingies here notes that body parts "currently" need a head or grasp to reanimate.

53560
DF Suggestions / Re: I am disturbed right now
« on: August 27, 2011, 07:05:27 am »
Yes, Toady One has good months. However, he also has bad months, and a lot of average months. He isn't living in a mansion eating syrup roasts and occasionally typing a few lines of code, like the OP seems to suggest (albeit perhaps on a lesser scale). He works hard and makes a living.

But let's imagine he tried that. Hm, someone once compared his programming style to ripping apart the code and putting it back together. That doesn't sound like the kind of thing the average professional programmer would find easy to get through. Oh, and the programmers would possibly try to insist on stuff like a less steep learning curve/less goriness/etc, to make it appeal more to a wider audience and not "taint" their name. Oh, and t would also make DF no longer a one-man operation. Minor thing, I guess, but still...

In short, I can't think of a good reason to do this, and can think of good reasons not to.

53561
I am fairly certain that currently, grazing is indeed linear relative to body size. Thanks for the exact numbers!
Also, on an unrelated note, trees and shrubs will help when browsing on them gets implemented.

53562
DF Modding / Re: Modding in smurfs?
« on: August 26, 2011, 09:18:38 pm »
Well, if you made them [VERMIN_GROUNDER] or whatever, you could pick them up, but apparently vermin civs don't work.

53563
What happens if multiple races have the same tier?

53564
DF Modding / Re: I found a way to make "random" items...
« on: August 26, 2011, 07:32:24 pm »
I'm guessing that that's just one of the nifty built-in fallbacks for when players f**k up their mods.

Oh, and if you were disputing the mechanism behind my failed mechanism-making trapcomp-making reaction, how do YOU think it happened? I'm still coaxing my potter to go back to the kiln, interrupted by RL and stickykeys and such.

53565
DF Modding / I found a way to make "random" items...
« on: August 26, 2011, 06:39:29 pm »
I made the following reaction:

Code: [Select]
[REACTION:MAKE_CLAY_MECH]
[NAME:make clay mechanisms]
[BUILDING:KILN:CUSTOM_SHIFT_M]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TRAPCOMP:NONE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[FUEL]
[SKILL:POTTERY]
Notice the problem? Yup, TRAPCOMP should be TRAPPARTS. However, this reaction WORKED, and gave me an -enormous stoneware corkscrew- (I was using fire clay).
If I had to guess, I would guess that not specifying an item subtype causes a random item of that type to be created. I will continue to experiment and encourage others to do so as well!

EDIT: Retitled from BREAKING NEWS! I JUST DISCOVERED SOMETHING THAT MIGHT BE VERY USEFUL! because that title is uninformative and overegotistical.
EDIT2: Test 2 is a -giant stoneware axe blade-.
EDIT3: Test 3 is a menacing stoneware spike.
EDIT4: Test 4 is a +large, serrated stoneware disc+.
EDIT5: Tests 5 is a +giant stoneware axe blade+.

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