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Messages - Crustypeanut

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556
You should seriously disable rust.  After about 2 years of atrophy you get a permanent loss in the skill.
Satarus is right you know. eventually that legendary plant gathering skill drops to grand master...then high master...yeah...

Whats the point of being The Most Interesting Dwarf In the World if he can't KEEP his skills at Legendary? I'll have him do a refresher every once in a while.

557
Man I'll tell you one thing, having Morul II provide food for 32 other dwarves.. is a PAIN.  I've had him nearly non-stop farming plump helmets, but due to his low skill he doesn't get much out of them yet.  I've had to resort to butchering all of the male dogs / puppies except one (the breeder). 

Edit: Oh thank the Caravan! I'm glad I made those Stoneware Crafts.. bought an entire caravan load of food and alcohol.

Edit 2:First invasion of the challenge happened..  a siege of Dark Stranglers.  My army consists of 10 Dwarf Wrestlers right now.. but the dark stranglers aren't a match for 'em.   This means.. MORE MEAT! Since I've edited the raws for the butchering of sentients, every invasion = more meat, soap, leather, and bones.

558
If he can't get certain ones due to personality traits, I won't count those as goals for this challenge.

559
I started on year 6 actually, so it took him half a year to get that.  However, its pretty slow going now.. Its year 8 and he's not quite legendary Plant Gathering.  o.o

560
I just noticed Morul II likes Winged Women for their Macabre ways.. O.o

561
Go disable skill rust. It will be physically impossible to achieve this goal if it's active.

I'm gonna give it a shot without it.. if it becomes a hassle, then I'll change it.  For future reference, where exactly do I go to change it anyways?

To be honest, I'm more afraid of him dying of old age before he finishes - his predecessor took what, 60-odd years to finish? Considering that Morul II is 77 already.. I might have to re-start it with his first-born male child.. hopefully he'll be named Morul too.

562
Nope, I did not disable skill rust.. and yes, some of these skills are gonna be a real hassle. 

563
In honor of the legendary Morul, The Most Interesting Dwarf In The World, I will be doing the same thing - using the most recent edition of the game, plus some modifications of my own. 

The dwarf in question - Morul II Uzolurol  is the dwarf that will become the newest incarnation of the legendary Morul.  He is a simple Farmer / Doctor, Proficient in Farming, Novice in all five medical skills

The location is in a newly generated world, on a Untamed Wilds Tropical Broadleaf Forest, Mostly flat terrain, with clay, sand, and shallow/deep metals. No rivers or volcanos, but there are enough ponds for fishing. 


The Starting equipment was rather simple, 3 years worth of food and alcohol, plump helmet, pigtail, and dimple cup seeds, anvil, basic mining/woodcutting tools, and two breeding dogs.

Invasions are on, and there are some extra civilizations to contend with - Dark Stranglers, Beak Wolves, Frogmen, and Ferric Elves from the Fortress Defense Mod.  Goblins are modded out because of my last attempt at this, they screwed everything over with ambushes.

Also, Morul II will be doing all the jobs himself until he's reached Legendary in said skill, then it will be open for the other dwarves to do.  So, at first, this is more or a less a hermit challenge + him having to feed ~20 other hungry and thirsty dwarves.. Skill rust has been turned off as well.

The skills that presumably weren't in the Original Morul's challenge are as follows:
  • Archer
  • Fighter
  • Striker
  • Kicker
  • Biter
  • Dodger
  • Wound Dresser
  • Diagnostician
  • Surgeon
  • Bone Doctor
  • Wound Dresser
  • Suturer
  • Crutchwalker - This will be FUN
  • Shearer
  • Spinner
  • Potter
  • Glazer - Put on Hold, does not work.  Will make Custom Reaction later to get this.
  • Waxworker
  • Beekeeper
  • Presser
  • Misc Object User (I believe Shield Bashing counts as this)
  • Concentration (Should happen with training.. rest of my soldiers have it..)
  • Teacher/Student/Leader (Teacher / Student shouldn't be insanely hard, Leader? I'unno)
  • Bowman/Knife User/Pikeman/Lasher (I think I can get some or all of these, I already have a Large Dagger, a bow, and hopefully I can look into getting a pike and whip.. provided dwarves can use all four of these.  Blowgunner will be pretty much out of the question.)

And I believe thats all of them.. if I missed any, let me know.

The start year is year 6.. Let the games begin!

---------------------------------------------------------------------------------------

6th Hematite, 6, Early Summer - Mining
17th Timber, 7, Late Autumn - Wood Cutting
5th Timber, 9, Late Autumn - Carpentry
26th Galena, 11, Late Summer - Appraisal
13th Timber, 11, Late Autumn - Pottery
28th Slate, 12, Mid Spring - Stonecrafting
26th Moonstone, 13, Early Winter - Leatherworking
3rd Granite, 16, Early Spring - Cooking
21st Slate, 17, Mid Spring - Planting
8th Hematite, 19, Early Summer - Beekeeping
20th Obsidian, 19, Late Winter - Organizing

564
DF Modding / Re: How to make a creature extract into a Dye?
« on: August 28, 2011, 03:35:23 pm »
Yup that was the case, I changed that and its working now.  :D  I'm testing to see now if there are any more bugs to catch.. so far it seems perfect.

565
DF Modding / Re: How to make a creature extract into a Dye?
« on: August 28, 2011, 02:44:28 pm »
Edit the reaction and add [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] to both the extract container and the bag.

Alrighty, thanks a ton! :D Though, with testing it on a high-speed map (900 fps woo), I've found one minor, easily ignorable problem - the dyed cloth doesn't count as dyed cloth when using the "Use only Dyed Cloth" workshop order.  The workshop order "Auto-loom Dyed Thread Only" works fine with the  wambler-dyed thread however.  This isn't a problem that'll really bug me too much as long as I only weave dyed thread into cloth, though being the perfectionist I am, it might be best to fix it.. if possible XD

Btw, thanks a ton for the help you've given me, with this info I shouldn't have much of a problem making many different vermin profitable in a variety of ways >:) Pixies are next on my list.. I'm thinking Pixie Dust extract = gold-colored thread.

Edit: Ok, serious bug.. i added the things to the reaction as you said.. and it just gave me ~800 units of wambler dye from a single vial of Wambler Goo (5).  O.o  Also, the Wambler Dye is listed under "Bonemeal" instead of "Milled Powder" in the food stockpile, any way to change that?

Edit 2: Lol just noticed, from milling that one time, my miller went from 0 to legendary +2 Milling..

Edit 3: Figured it out.  The extract was taking 1/150th's unit of the extract (since each extract is considered to be 150 units) and making 150 units of the dye.. thus, for every extract in the vial (5) it would make 150 dye.. which.. is alot of dye.. DURP.  :D

Now to fix the other problems and a new one I've encountered.  It considers the silk/plant cloth dyed with the Wambler Dye to be completely unusable in the clothier's shop, even if the workshop order is "Use Any Cloth".  I'm thinking this is because the Dye is considered to be a Bonemeal instead of a milled powder.. even though it'll still let me dye with it.

Could it be because of the "Powder_Misc_Creature" in the template? I'm betting it is..

566
DF Modding / Re: How to make a creature extract into a Dye?
« on: August 28, 2011, 02:15:45 pm »
Ooh yea.. haha I forgot that.  I'll do that right now XD Ty


As for the grinding it, I'm thinking of it more as a thick viscious substance than liquid.. more like paste.  I know technically it isn't due to the extraction method, but thats how I'm considering it.  And thus, grinding the goo at a millstone/quern will dry it out and turn it into a powder.  :P


Edit: Ok, it works well except for one minor problem - the reaction takes one full vial of Wambler Goo (5) and only gives one unit of Wambler Dye. 

To fix this, would I change the

Code: [Select]
[PRODUCT:100:1:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:extract:POWDER_MAT]
to

Code: [Select]
[PRODUCT:100:5:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:extract:POWDER_MAT]
? Or would I also need to change that '100' in there to something else as well.

Though, I suppose for the expensive value of this dye, having one wambler = one unit of dye makes sense..

567
DF Modding / Re: How to make a creature extract into a Dye?
« on: August 28, 2011, 01:50:46 pm »
Ok, I'm still having some trouble with not getting the new reaction to even show at all in a newly-created world.. I'll copy/paste everything related to the Wambler.

The New Material, which I copied from the Plant_powder_template and changed the name + POWDER_MISC_CREATURE:
Code: [Select]
[MATERIAL_TEMPLATE:CREATURE_POWDER_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:ALL_SOLID:plant powder]
[STATE_ADJ:ALL_SOLID:plant powder]
[STATE_COLOR:LIQUID:BLACK]
[STATE_NAME:LIQUID:none]
[STATE_ADJ:LIQUID:none]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:none]
[STATE_ADJ:GAS:none]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:10400]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10500]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:600]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:10000] no data
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:0]
[ABSORPTION:100]
[POWDER_MISC_CREATURE]

The Reaction:
Code: [Select]
[REACTION:GRIND_INTO_DYE]
[NAME:grind extract into dye]
[BUILDING:QUERN:CUSTOM_E]
[BUILDING:MILLSTONE:CUSTOM_E]
[REAGENT:extract:1:LIQUID_MISC:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:POWDER_MAT]
[REAGENT:extract_container:1:NONE:NONE:NONE:NONE][CONTAINS:extract][PRESERVE_REAGENT]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:extract:POWDER_MAT][PRODUCT_TO_CONTAINER:bag][PRODUCT_DIMENSION:150]
[SKILL:MILLING]

And the entire Wambler Info:

Code: [Select]
[CREATURE:WAMBLER_FLUFFY]
[DESCRIPTION:A fluffy, pudge-filled being, known for its warm heart and stumble bumblings.]
[NAME:fluffy wambler:fluffy wamblers:fluffy wambler]
[CASTE_NAME:fluffy wambler:fluffy wamblers:fluffy wambler]
[CREATURE_TILE:249][COLOR:7:0:1]
[PETVALUE:20]
[VERMIN_EATER][PENETRATEPOWER:1][FREQUENCY:100][VERMIN_GROUNDER]
[SMALL_REMAINS][GOOD]![PET]![NATURAL]
[NOT_BUTCHERABLE]
[BIOME:ANY_LAND]
[POPULATION_NUMBER:250:500]
[TRIGGERABLE_GROUP:5:50]
[PREFSTRING:warm heart]
[PREFSTRING:gentle nature]
[PREFSTRING:stumble bumbling]
[BODY:HUMANOID_SIMPLE:2EYES:NOSE]
[USE_MATERIAL_TEMPLATE:FLUFF:HAIR_TEMPLATE]
[STATE_NAME:ALL_SOLID:fluff]
[STATE_ADJ:ALL_SOLID:fluff]
[USE_TISSUE_TEMPLATE:FLUFF:HAIR_TEMPLATE]
[TISSUE_NAME:fluff:NP]
[RELATIVE_THICKNESS:3]
[INSULATION:200]
[USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]
[USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:PUDGE:FAT_TEMPLATE]
[STATE_NAME:ALL_SOLID:pudge]
[STATE_ADJ:ALL_SOLID:pudge]
[STATE_COLOR:ALL:PURPLE]
[USE_TISSUE_TEMPLATE:PUDGE:FAT_TEMPLATE]
[TISSUE_NAME:pudge:NP]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]

[USE_MATERIAL_TEMPLATE:WAMBLER_GOO:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen wambler goo]
[STATE_ADJ:ALL_SOLID:frozen wambler goo]
[STATE_NAME:LIQUID:wambler goo]
[STATE_ADJ:LIQUID:wambler goo]
[STATE_NAME:GAS:boiling wambler goo]
[STATE_ADJ:GAS:boiling wambler goo]
[PREFIX:NONE]
[MATERIAL_REACTION_PRODUCT:POWDER_MAT:LOCAL_CREATURE_MAT:DYE]
[EXTRACT:LOCAL_CREATURE_MAT:WAMBLER_GOO]

[USE_MATERIAL_TEMPLATE:DYE:CREATURE_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:wambler dye]
[STATE_COLOR:ALL_SOLID:BROWN]
[DISPLAY_COLOR:5:0:0]
[MATERIAL_VALUE:10]
[POWDER_DYE:INDIGO]
[PREFIX:NONE]

[USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]
[USE_TISSUE_TEMPLATE:EYE:EYE_TEMPLATE]
[NOBONES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:PUDGE:NONE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FLUFF]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[SPEED:2900]
[BODY_SIZE:0:0:2000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[DIURNAL]
[NO_FEVERS]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[HOMEOTHERM:10070]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:FLUFF]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:fluff:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:PINK:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]

I can extract the goo, but it will not let me use the Quern or Millstone to use the new reaction to turn said goo into powder.  The reaction doesn't even show up at all.  Also, when I extract the goo from the wamblers, it gives me 5 at a time.. can I make the reaction (once it's working) to take all five of that and turn it into one dye-unit each? Therefore each wambler would be enough to dye 5 articles of clothing.

568
DF Modding / Re: How to make a creature extract into a Dye?
« on: August 27, 2011, 10:52:08 pm »
Spoiler (click to show/hide)

This is the extract of the Wamblers, everything else is identical.  Would I put the following into this area?

Spoiler (click to show/hide)

569
DF Modding / Re: How to make a creature extract into a Dye?
« on: August 27, 2011, 10:11:08 pm »
Maybe a reaction that processes the unusable 'Fluffy Wambler Dye' into usable ones?
What, like this?
Code: [Select]
[REACTION:BAKE_EXTRACT]
[NAME:bake extract into powder]
[BUILDING:KILN:CUSTOM_E]
[REAGENT:extract:1:LIQUID_MISC:NONE:NONE:NONE][REACTION_CLASS:DYE_EXTRACT]
[REAGENT:extract_container:1:NONE:NONE:NONE:NONE][CONTAINS:extract][PRESERVE_REAGENT]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:extract:NONE][PRODUCT_TO_CONTAINER:bag][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

Add [REACTION_CLASS:DYE_EXTRACT] to your fluffy wambler extract material, update your entity definitions to add the custom reaction, generate a new world, and you should be set. If you don't want to generate a new world, then you'll need to replace one of your existing reactions, ideally one you'd never use.

Ok, how would I get the Wambler dye to be a certain 'mill value' as well as a specific color, once I do this?

570
DF Modding / Re: How to make a creature extract into a Dye?
« on: August 27, 2011, 09:15:43 pm »
Doh, I haven't the first clue about custom reactions.. guess I should get working on it.  I must.. take advantage of a cute creature for monetary gain..

Edit: Actually, this doesn't look too hard...

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