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Topics - Dynastia

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DF Modding / How did I break vermin colonies?
« on: May 10, 2015, 10:17:25 pm »
I've somehow broken vermin colonies with my raw editing. Ants, termites, bee colonies won't show up, and region-pops doesn't list them.

I haven't edited creatures_insects or creatures_bug_slug_new, and creatures from those raws are showing up as normal.
I haven't edited inorganic_stone_soil at all.

It took me a while to notice this bug as I added tweaks so I have no idea what might have caused it.

Anybody got any guesses which raws could have any possible impact whatsoever on the spawning of colony-creating vermins?

2
I've never done anything with .lua before but I'm told this is a working example and I'm simply not sure where to put it if I use it as a template. Does it go in dfhack/lua/plugins?

3
DF Dwarf Mode Discussion / Gila-Treated Soldiers
« on: February 17, 2012, 08:31:21 am »
I was messing around in the testing arena to see if any of the new animals have the potential for necrotic bites to help create fleshless soldiers, and I came across the Gila Monster. Their only attack is a weak bite, incapable of opening arteries in a naked adult dwarfs throat, and seemingly incapable of removing fingers and toes. Although they're so weak that wild gilas introduced to dwarves would doubtlessly be stomped to death, with a no-exotics type mod fixing the dungeonmaster issue, tamed Gilas could be put in a quantum-pasture and provoked into biting a dwarf. With a clutch size of 2-12 and a maturation rate of one year, it could also prove possible to produce enough wild gilas.

The venom causes the targeted body part to rot (in the skin, fat and muscle) and swell with blood, but does not cause death by suffocation like most snakebites will, even when the targeted part is the upper body, throat or head. This leads me to believe that gila bites will produce a manageable infection giving your surgeon cause to remove flesh.

The only problem so far ; gilas don't inject any poison. On further testing, it seems that many of the new venomous creatures such as adders and bushmasters don't inject any venom, only their giant and -man counterparts do. I'm assuming this is a bug in the raws, and if anyone knows of a quick-fix that'd get the venom flowing again, I'll start a science outpost to capture some gilas and test out the practical applications of using gilas for painproofing one's soldiers.

4
DF Gameplay Questions / Protecting against Light/Aboveground
« on: December 08, 2011, 08:32:29 pm »
So, my current fortress is going to be made entirely out of cast obsidian. I've dug out an area about 60x60 by 20z levels, and I've built a wall "mould" 10z levels up on the surface, so my cast-obsidian area will be 10z tall aboveground and 20z deep belowground. In the belowground area I've built a single support on each Z-level, with the top and bottom ones hooked to a lever, and I've channeled out the floor around each edge, using grates for worker access to collect all the ore before I collapse the rest of the floors and start casting.

However, it suddenly occurs to me that when I collapse the supports to make a massive open pit, my entire fortress area will be designated Outside/Light/Aboveground, and stay that way forever. Is there any way to reverse this using 3rd party utilities? Otherwise, what are my options for protecting against it? I could build a roof over the pit before I collapse the floors, but if I make it out of constructed floors and don't designate it row-by-row, are the stupid Dwarves likely to build on diagonals and cause cave-ins? If I build the roof partially out of bridges, will those bridges block the pit from becoming Light/Aboveground?

edit ; my testing has shown that Light/Aboveground will spread downwards even when roofed, so roofing my aboveground mould is not an option. I'm going to have to delay collapsing the surface floor until after I've cast all the subterranian levels save the shallowest with a premature tap running from my pumpstacks, which means my first underground level will have to be Light/Aboveground. That's acceptable, but I've unfortunately already channeled out the edges of the surface level, meaning my underground fortress will be ringed with Light/Aboveground, and anyone leaving the fortress by an underground exit (like into the caverns or mining tunnels) will get a booster shot against Cave Adaptation in a glitchy and unsatisfying way.

So, is there any sort of hack out there that will recalculate which areas of the map are Aboveground and which are Subterranian?

5
DF Modding / Removing the animal name from leather products
« on: September 07, 2011, 11:03:43 am »
I did stumble across a mod doing this, but now no matter what keywords I search for I simply can't find it. Could any of you genius modders let me know what needs changing in the raws to turn "pig leather bag" into "leather bag", so I don't need to use a calculator when trying to figure out how many cloaks and boots I have?

6
DF Dwarf Mode Discussion / Has anybody EVER starved yet?
« on: September 07, 2011, 08:27:29 am »
So far every fort I've done has had a massive surfeit of food, despite never embarking with any, and never fishing, hunting, farming (except for plants marked for brewing-only), or breeding livestock specifically for meat, milk or eggs. I've easily gone 5+ years with huge populations living off nothing but the two embark animals, the stray livestock the migrants bring with them, and the badgers and macaques that get killed by caravan guards and my perimeter traps.

So, barring any catastrophe to strike one's food stockpiles, I'm asking if anybody has ever had the slightest problem keeping their fort fed?

7
I noticed a lot less "channel out the floor under another dorfs feet", so I savescummed (in case I was wrong) and designated the centre of a 27-level stairwell to be dug out, all at the same time. Miraculously, nobody hit an obstacle and exploded. Was it just luck?

8
DF Gameplay Questions / Paved roads in my drainage tunnels?
« on: May 10, 2011, 03:08:13 pm »
I just lost a 100+ dwarf fortress. It was ridiculously secure, totally self-sufficient and seemed likely to hold out against any threat... until a tower-cap decided to grow right in the middle of my obsidian caster's drainage tunnel, blocking the outtake somehow and flooding my entire fort. Too many miners were swept into the caverns while digging out new drainage holes, too many civilians plummeted to their deaths down my main stairwell, and too many dwarves died of thirst while trapped in various sections. Far too many were bashed to death by their angry neighbours. Now there's just a handful of tantruming psychopath dwarves left.

So, my question is what's the best way of plant-proofing a tunnel that will get wet? Will smoothed/constructed floor be enough? Could I build a paved road along it, or will that make dwarves want to run around in the sewers? Or should I "pave" the floor with bridges?

9
DF Suggestions / Lever mechanism trains
« on: May 06, 2011, 06:46:26 pm »
How would people feel about having to link levers to objects with an axle/gear train, the same way windmill/watermill power trains are built? Instead of a lever in the deepest darkest bowels of your fort being able to magically trigger the main drawbridge, you'd have to either build the lever much closer to the gate, or plan housing for a massive gear assembly reaching all the way from your bridge to your control room.

10
DF Suggestions / Suggestion ; Starvation Behaviour
« on: March 06, 2011, 01:29:16 pm »
I'd like to suggest some additional behaviours for starving dwarves, to expand on the current vermin-hunting and vomit-eating behaviour.

- Firstly, that certain foods be marked with an [unpalatable] tag and a dwarf will only select them to be cooked or eaten when there are no other foods to cook or eat, and will recieve an unhappy thought. These foods could include bones, prepared intestines from any animal, all meat products coming from carnivorous animals, tallow, most raw river-fish, and any prepared meals derived from these. If food requirements are added for non-grazers, these undesirable foods could become the first choices for pet food.

- Once all foods are gone and a dwarf is hungry, the vermin-hunting begins.

- Once a hungry dwarf progresses to starving due to lack of luck with his vermin-hunting, and there's still no food available, vomit and rotting meat go onto the menu, along with health hazards for the dwarf consuming it. If there's no rotten meat or vomit to be found, they go to their next option.

- If there are any communally-owned (stray) animals, one will be randomly selected by one of your dwarfs (but herbivores are preferential to carnivores), taken to the butcher and slaughtered without your permission. This is a crime and will be punished, but for now the dorfs can eat.

- If there are no stray animals, the dwarf will eventually kill and eat his beloved pet. This will produce a VERY unhappy thought. If the dwarf doesn't have a pet, he may attempt to kill and eat somebody else's, causing fistfights, emnity and tantrums, and earning him a judicial punishment.

- No strays, no pets, are there any sentient corpses lying around? Or caged sentient creatures? This will naturally produce another unhappy thought for the breaking of taboo, and the dorf might even be killed while trying to drag the goblin out of the cage and kill him to eat. Some dwarves, depending on their personality, may elect to starve to death rather than take this extreme.

- The final, desperate taboo, and one that some dwarves would rather starve to death than choose to break. An unburied dwarf corpse may be consumed at the cost of an extremely unhappy thought, and a very unhappy ghost. Cannibals will be punished to the utmost severity of the law (ie. hammering), but only after the food crisis has passed.

- There aren't any dead, unburied dwarves around? A dwarf this desperate will now commit murder in order to eat his victim.

11
DF Modding / "Work" weapons
« on: February 25, 2011, 11:47:38 pm »
Are labour-related weapons (battle axe and pick) hardcoded? Could they be swapped out or new ones added?

Would it be possible to create, for instance, a bigger and heavier 2-handed "Woodcutting Axe" so that dorfs aren't running around chopping down trees with a tiny little battle axe? Likewise would it be possible to add in new tools, such as a flail for threshing or a hammer for masonry?

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