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Messages - gleryff

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1
DF Modding / Re: Help with non-intelligent castes in races
« on: September 14, 2011, 07:06:34 am »
This is sound advice, I shall try making them less naturally sociable. That's probably the reason they make friends so fast... Shame that there's no way to completely disable social interaction. I wonder if that's part of the functionality of the creature, or the entity?

2
DF Modding / Help with non-intelligent castes in races
« on: September 13, 2011, 04:35:58 pm »
I've created this custom race involving various castes with varying shapes and levels of physical and mental ability, and all seems to be working fine, except for one caste which has neither [INTELLIGENT], [CAN_LEARN] or [CAN_SPEAK]. The problem is that it continues to socialize and form friendships with the other castes, despite the fact that it should be too stupid to talk, which is a problem since this underclass is frequently butchered, causing negative thoughts and unexpected Fun. Even on embark, there are already friendships formed between this caste and other, more bloodthirsty members of the race. Is there a way to stop social interactions altogether, or are they implied simply by creatures being a member of the same race, regardless of physical differences?
here are the creature-level raws for all the castes involved:
Spoiler (click to show/hide)
As you can see, they are loosely based on crundles.
Here are the caste-level raws for the offending undercaste, named "crundles" as they are the most similar to the animal, although share some characteristics with cats:
Spoiler (click to show/hide)
There is a corresponding female version, with the relevant gender tag, and [LAYS_EGGS] etc.
the [CREATURE_CLASS:RUNT] tag relates to the way they are used in the entity.

Can you suggest a way to get around this issue, or point out a mistake I've made (is [CAN_SPEAK] implied by any of the other tags here?)

3
Not a humorous name, but something quite pleasing all the same. These are the important figures for a nearby elven civ:
Spoiler (click to show/hide)
It's the druid, no less. And I'm nearly at war with these guys (maybe I should give Ova Mifavalíceyi [RESPONSIBILITY:MILITARY_STRATEGY])...

4
DF Dwarf Mode Discussion / Re: army movement across 30 z levels
« on: February 09, 2011, 07:01:52 am »
Doesn't the goblin die on the first dwarven impact, meaning that there is only a dwarf in the way of the next dwarven impact? Or are all the falling objects calculated simultaneously?

5
DF Dwarf Mode Discussion / Re: Fun with Statues
« on: February 09, 2011, 06:43:44 am »
Almost all of my engravings/statues are of migrants getting impaled on wooden spikes. And fair enough; to date nothing else has happened in my fortress.

6
DF Dwarf Mode Discussion / Re: Strange Gods
« on: February 08, 2011, 03:40:51 pm »
I have a goddess of lust widely worshipped in my fortress... I gave up trying to spike trap the believers as they were just multiplying too fast. Lust is fine if it's not dwarves. There's a reason they reproduce through spores.

7
DF Dwarf Mode Discussion / Re: Strange Gods
« on: February 08, 2011, 12:43:28 pm »
I suppose this god that's very widely worshipped in my fortress is very funny if you've read One Dwarf Against the World:
Quote
Urist is a deity of The Cloister of Spears. Urist most often takes the form of a female dwarf and is associated with chaos.

I also once had a goddess called Yara Pantjuice. She was the goddess of muck, and every statue of her was of her looking dejected or cringing.

8
DF Modding / Re: Reactions with sand
« on: January 29, 2011, 10:58:45 am »
This is all very useful to me, if a little disheartening. I may just have learned that half of modding well is contenting oneself with the limitations of the raws.

9
DF Modding / Re: Reactions with sand
« on: January 28, 2011, 08:25:24 pm »
re: not a recognized reaction token: You're right, I don't think it is that which is making it "work". works just the same without, but then I can't convince myself it isn't just repeatedly doing a reaction with essentially nothing. harrumph. So, is there any way to specify a reaction to use bags of sand? it didn't work when the bag and the sand were seperate reagents.

10
DF Modding / Re: Reactions with sand
« on: January 28, 2011, 05:48:04 pm »
You're right, it isn't, but it worked  :D

11
DF Modding / Re: RAW travesties: [IGNITE_POPULATION]
« on: January 28, 2011, 09:17:35 am »
   [WEAPON:ITEM_PANTS_PRETENSION:ACCEPTABLE]

   [OUTDOOR_FUN:UNTHINKABLE]

12
DF Modding / Re: Reactions with sand
« on: January 28, 2011, 06:47:21 am »
Adding in the bag as a reagent doesn't help; for a start, he'll first haul any old bag (typically containing seeds or whatever) and realise he has no sand. Can't see any way to specifically get sand bags. But more importantly, if, either through luck or forbidding everything else, he gets a sand bag to the workshop, then he still doesn't recognize that he has any sand. Is it possible that there isn't any way to make it work, as it's hardcoded in for the glass forge?

13
DF Modding / Re: Reactions with sand
« on: January 27, 2011, 04:49:26 pm »
It does, but the reaction's only meant to do one colour of sand. The same problem occurs when using reactions for other colours of sand with the correct type of sand.

14
DF Modding / Reactions with sand
« on: January 27, 2011, 04:33:21 pm »
I'm new to DF and modding and all, and...
How do I make reactions with sand (or other things in bags apart from plaster powder)?
I've done this so far, and it doesn't seem to be working like I expected...
Code: [Select]
[REACTION:COMPACT_SAND1]
[NAME:compact sand]
[BUILDING:SAND_COMPACTOR:NONE]
[REAGENT:A:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN]
[PRODUCT:100:5:BLOCKS:NO_SUBTYPE:INORGANIC:SANDSTONE]
[SKILL:GLASSMAKING]
The custom building gets built right, and when I give the command for the labour through the manager screen, it tells me I have no sand (despite having heaps of the stuff in bags in a stockpile).

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