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Messages - scamtank

Pages: 1 ... 14 15 [16] 17 18 ... 80
226
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 15, 2016, 11:12:03 am »
You can't add new reactions into an existing save without memory hacking, no.

227
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 15, 2016, 10:46:37 am »
Whoa, that reaction is all kinds of fucked. I don't know where to start fixing it aside from writing a new one.

Code: [Select]
[REACTION:MAKE_BONE_JAVELINS]
     [NAME:make bone javelins]
     [REAGENT:bone:1:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT]
[ANY_BONE_MATERIAL]
     [PRODUCT:100:1:WEAPON:ITEM_WEAPON_JAVELIN:GET_MATERIAL_FROM_REAGENT:bone:NONE]
     [SKILL:BONECARVE]
     [CATEGORY:ADV_BONE_CARVING]
     [ADVENTURE_MODE_ENABLED]

I'd also bet that THROW isn't a valid skill for weapon usage. Throwing stuff uses and trains it already, better make it SPEAR or something.

And those definitions better already be in their own separate files.

228
DF Modding / Re: Caste begets specific caste?
« on: May 14, 2016, 05:29:22 pm »
within reasonable limits of time and effort? no. if there were, we would've turned goblins into a whole separate family tree of goblinoids years ago

229
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 13, 2016, 01:05:26 pm »
Speaking of, does anybody know if the severity of alcohol-induced illness is proportional to the value of the alcohol?  Because I've had a suspicious number of alcohol-related deaths, and also have a modded booze that's more valuable than sunshine.  It occurred to me that, if the "strength" of alcohol is determined by its value, nobody might've noticed before since the normal alcohol values are so close to each other (2, 3, and 5).

Barring a completely bizarre moonshot of a bug, no. Syndromes are syndromes, and their behavior is dictated separately from start to finish.

230
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 10, 2016, 10:57:11 pm »
Okay, so what the hell is up with the [APP_MOD_IMPORTANCE] token?

I tried figuring out if I could use it to alter the order of stuff in the description, but it just seems to indicate a cutoff point where it doesn't get mentioned anymore. What's really throwing me off here is how the lower the integer is, the more extreme the property has to be to get displayed. This here:
Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[APP_MOD_NOUN:muzzle:SINGULAR]
[APP_MOD_IMPORTANCE:25]

...doesn't display anything between snoot lengths of 29 and 189. What's the pattern here?

231
DF Modding / Re: Furry Fortress 2 - What next...?
« on: May 10, 2016, 01:33:02 am »
Cloth items have way more steps of processing that add value through quality levels and improvements than leather does. If you want leather to be more precious in coin than cloth, holy shit, you gotta crank that value UP.

232
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 09, 2016, 09:03:34 pm »
So, how many minutes was DFHack stable before a new major DF version was released?  :)

Just over two weeks, not a bad result at all!

233
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 09, 2016, 12:10:28 am »
just realized now you can sink a sword into a person 7 times, and have it visually look like the person got stab by 7 swords at the same time from 7 different directions.

you wouldn't happen to have a screencap? it's been a while since we've had a fanart-inducing headscratcher to inflict on the internet

234
For reference:

Spoiler (click to show/hide)

Like it says in the comments, it's supposed to be a combination between Myrica rubra and the Myrica gale. A totally reasonable way to go about things, as far as modeling trees and creatures in Dwarf Fortress goes, but this pair is incompatible with all reason.

M.gale (swamp myrtle) is a leafy tree-shrub thing that grows 1-2m tall and grows in bogs in the chillier and more marine parts of Europe. It has a few sorta-herbal uses, but for the most part is just sort of there.
M.rubra (chinese bayberry) is a big honking fruit tree that's been actively cultivated in the slopier bits of China and Japan since time immemorial for its sweet, delicious and precious fruit. It's also called the mountain peach.

But look at the raws above, the combo ended up as great big tropical fruit trees that grow in nearly any climate whatsoever. It sometimes makes up most of a world's (sub)arctic taiga, which by definition should be almost nothing but big hardy conifer trees. Pines and fir.

Its real-life niche of "forests on mountain slopes and valleys at altitudes of 100–1500 m" needs some interpreting, but the point is that it doesn't include the arctic circle. Just limit it to the tropics and it makes much more sense.

235
DF Modding / Re: New Notepad++ raw file highlighting mode!
« on: May 05, 2016, 06:02:14 pm »
If I can manage to adapt this for atom, would you mind Kazimuth? I don't see anywhere in the post where you state if that kind of thing is or is not allowed /w your work, here :)

do it son, he hasn't been active in months

common between all believers is the property of the faithful, just maintain proper credit as to who you're copypasting (like posting the adaptations in this thread, for instance) and nobody will bat an eye

236
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: May 04, 2016, 05:59:54 pm »
Skeletons are just dwarves and elves and humans and goblins with the fleshy layers stripped off and extra tags piled on to let them break the rules of not having tendons or blood or vital organs.

237
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 27, 2016, 11:48:17 am »
Can't remember when the third one has last come up, but the two previous ones are totes deprecated and not used anymore, even if the executable still recognizes them. UNDER_SWIM only made sense during 2D and LIKES_FIGHTING, by Toady's admission, went out of the window when the new thoughts and personalities when in.

238
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 25, 2016, 08:23:07 pm »
Yeah, it's an oversight with the new character generation.

239
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: April 24, 2016, 07:03:18 pm »
They'll use a bag to catch the powdery yellowcake that's produced plus also a chance of lead bars on the side, yes.

240
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: April 24, 2016, 06:34:00 pm »
It doesn't. I'd imagine that there's a custom reaction that takes yellowcake raw material stuff (such as pitchblende, there) and puts out the finished product.

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