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Messages - TheSpaceMan

Pages: [1] 2 3 ... 36
1
DF Gameplay Questions / Re: Minecarts (0.34.08)
« on: May 14, 2012, 11:33:58 pm »
You can make a minecart roll down a long ramp without a rider, right? How would I make a dwarf push the cart until it reaches the ramp then lets go without trying to follow it?

I think you add a stop at the top with no rules, and change it to a push in the right direction instead of ride/guide.

2
DF General Discussion / Re: what does this mean?
« on: June 28, 2010, 12:32:09 pm »
DF crashes on a single specific save, I'm starting a new one to test if it is only with the save.
it spits out
Spoiler (click to show/hide)

The value bg is smaller then 0 or it's larger or equal to 16.

what bg actually does, i could only guess.

Essentialy it's a warning put into the code, that this specific value doesn't fit the data expected.

3
If i remember correctly, toady mentioned way before that he uses zlib. That would in theory mean basic zip compression of the compressed files. Then again, I am famous of being wrong. And I have no idea what people would do with that information.

4
DF Modding / Re: Can a plant be both wood and food item?
« on: May 09, 2010, 01:41:55 am »
So the same could be true for sand and dimonds I guess.

Hardest fortress ever. The dwarves keep on eating your building materials.

5
DF Modding / Can a plant be both wood and food item?
« on: May 08, 2010, 04:11:04 pm »
I got back into the idea of a candyland mod.

But the question is, can candycanes and lollipops be used both for food as well as building material?

6
DF Modding / Re: building out of vermin
« on: May 05, 2010, 09:23:33 am »
A reaction where you boil vermin remains/corpses with fat to create a fat glued vermin block.

I don't want to imagine the smell.

7
Just to put it out there. This mod rocks!

8
DF Modding / Re: Break it down and build it up again!
« on: April 30, 2010, 07:55:32 pm »
Releasing the mod barebone for use in a total conversion was part of the plan.

I have considered throwing together a SVN repository containing the data as well.
It's easier to keep track of changes and errors that way since it's possible to see what files and chages have been done between versions.

This being said, I am quite new to moding DF in any larger scale so this will have to go one step at a time. Already had to undo lots of changes once because i just generated a world without errors but never tried to start a fortress.

Now it's time to sleep. Might poke around a bit more and see what i did wrong tomorrow.

9
DF Modding / Re: Break it down and build it up again!
« on: April 30, 2010, 06:33:45 am »
Tree and Trees are Tree and Trees when they stand up. Once cut down they turn into plank and planks. So that should fix that up.
Now, my quest takes the path of removing unused bodyparts and probably hair, beards etc from the dwarves.

Anyone have a insight into the difference between body_deafult och body_rcp?

10
DF Modding / Re: Break it down and build it up again!
« on: April 30, 2010, 05:18:59 am »
I have to be honest, world generation is much faster when there are only dwarves. :P

11
DF Modding / Re: Break it down and build it up again!
« on: April 30, 2010, 04:45:36 am »
Hey no, don't call the trees tree.  What you're trying to do is figure out what each and every tag does, and where each tag is used.  As such you should call the tree "tree name1," etc and use different numbers to differentiate between the tags so you can search through your raws to find where a tag gets used.  Otherwise when you see a "tree" you won't know where the engine got that string from.

At the moment, tree is just called tree because there is only one tree. When I am adding more trees to check tags, the name would change.

As for making the game easiser, to grasp by just haveing "food", etc. that would be totaly do able as well, as soon as some more tags are out, specialy body parts and tissues would need a "cut".

12
DF Modding / Re: Break it down and build it up again!
« on: April 29, 2010, 04:29:14 pm »
Yes I got the most boring fortress in the world, up and running.

I started at a mountain. At the site i found lots of trees called tree, there was also lots of item ore stone and value ore stone.
I used my item metal pick to start digging while my wood cutter used his item metal axe to cut down trees named tree.

After some hard work the gathered at the wagon and feasted on some consumable plants and left some consumable seeds lying around.

To be honest at the moment the only part i really seem to like is the fact that stone is stone.

What material do you want to use to build your blacksmith, value metal, item metal or stone.
I might extend it to give the stone a color name based on the color.
Blue stone, red stone, yellow stone when I play around a bit.

13
DF Modding / Re: Break it down and build it up again!
« on: April 29, 2010, 03:57:27 pm »
Yeah I am currently working with metals and ore. creating two sets of ore for test.

ITEMORE and VALUEORE that will be turned into ITEMMETAL and VALUEMETAL
essentialy VALUEMETAL is gold. And ITEMORE is iron.
I think i'll remove the [FUEL] tag as well. now i just need to remove the reference to all other metals.

14
DF Modding / Re: Break it down and build it up again!
« on: April 29, 2010, 02:32:06 pm »
By removing all but the most basic data, gives me a easier overview of relations between tags in different files.

Also it gives me the possibility to make things the way I want them from the start.

15
DF Modding / Break it down and build it up again!
« on: April 29, 2010, 02:11:24 pm »
Ok. I have been spaming some parts of the forum mod with random brainfarts.

My latest vision, since moding is a big task. Is to make stuff simpler by decreasing the amount of data you need to get your head around. Then use the bare bone version to start adding more stuff from the bottom up.

Currently I have cut it down so dwarves are almost the only creatures in the world, not counting forgotten beasts.

The Dwarves will be turned into a "CivCreature"

Weapons into a "Weapon"
All Gems have been changed to one "Gem".
All Stones will turn into one "Stone"
All Ores into one "Ore"
All Trees into one "Tree"

Well you get the idea.
I will then use this resulting, uterly totaly boring mod to learn to add new creatures and items.
I'll be writing up step by step tutorials for myself, (maybe others) and provide links to the empty version and where the changes where made.

I am still in the progress of cleaning up data.

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