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Messages - trees

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421
DF Modding / Re: civilization membership
« on: October 23, 2011, 04:44:05 am »
Yes, but them showing with squads of them during sieges is caused by the aforementioned SLOW_LEARNER bit. Normal animals are never brought along unless they're mounts.

422
DF Modding / Re: civilization membership
« on: October 23, 2011, 02:20:33 am »
Someone did some testing a while ago and I believe it was the [SLOW_LEARNER] token that allowed goblins to bring trolls when they siege. It's also why they sometimes bring ogres, blizzard men, etc.

423
DF Dwarf Mode Discussion / Re: Things that make you grin!
« on: October 22, 2011, 08:10:06 pm »
Today I learned that in adventure mode, kobolds that are within your field of view but in the dark (like a cave) show up as ", to simulate their glowing eyes. If it lost an eye, it will show up as '. I am really amazed by all of those little things that I never notice in this game.

424
DF Modding / Re: Questions about Golems.
« on: October 22, 2011, 12:37:33 am »
I do believe that creature making is going to be put in the next update  ;)

I don't recall that being mentioned at all, ever. I'm pretty sure it's not true.

425
Other Games / Re: How did you last die?
« on: October 21, 2011, 03:01:50 pm »
I had a bit too much fun flying circles around a station that orbited Neptune and crashed in to it at the highest speed my little scout could muster, sending little pieces of me and the ship everywhere.

Spoiler (click to show/hide)

426
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: October 12, 2011, 05:22:03 pm »
Spoiler: image (click to show/hide)

I was trying to see how much of a horde I could get to follow me, and jeez...
There are plenty more off-screen to pretty much all sides of me as well.

427
DF Modding / Re: CASTE_PROFESSION_NAME:PEASANT? Is that right?
« on: October 10, 2011, 02:08:25 pm »
A complete list can be found here.

I had no idea that this existed, it's going to save a lot of trial-and-error. Thank you.

428
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 09, 2011, 08:22:26 pm »
Spoiler (click to show/hide)

429
DF Modding / Re: My bullets aren't deadly enough!
« on: October 09, 2011, 03:03:33 pm »
You can get around that, somewhat, by adjusting the [PAIN_RECEPTORS:x] token in tissue_template_default. There was a really good rebalance of it made by a med student somewhere, but I can't seem to find it right now.

430
General Discussion / Re: [???] Things yoshi... Oh god no (Happy Thread)
« on: October 08, 2011, 05:09:42 pm »
He probably lives in Canada: their Thanksgiving is this Monday.

On topic, this made me happy today.

431
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 08, 2011, 10:33:58 am »
Hey all, can someone explain MATERIAL_SIZE to me? Like what it does, what's wrong with it, and any possible work arounds or fixes to it. Everything. Thanks in advance!

MATERIAL_SIZE is used to determine how many bars of metal it takes to create the object. For example, breastplates have a MATERIAL_SIZE of 9, so they take three bars of metal to create one. This got broken when soap was fixed as to not use an entire bar for one use and bars were given the size of 150. Since the MATERIAL_SIZE of weapons and armor did not get adjusted, everything currently takes only one bar to forge. It should be possible to fix this, somewhat, by (for example) changing the MATERIAL_SIZE of breastplates to 450 (150 x 3). I've heard that that can cause issues when melting things down, but I haven't done it myself, so I'm not sure.

432
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 07, 2011, 11:10:24 pm »
Considering that the maximum number of cavern layers that can be generated is 3, I'd assume higher values wouldn't work.

I'm not sure about the magma sea plant spores thing, though, that would be very interesting. If you test it, make sure to let us know the results.

433
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 07, 2011, 04:55:21 pm »
Looks like their entity doesn't have any pack animals (there are no cavern-dwelling pack animals in vanilla), try adding [COMMON_DOMESTIC_PACK] and [COMMON_DOMESTIC_PULL] to their entity file. It'll require a new world generation, though, unfortunately.

434
Other Games / Re: Space Station 13: Mars Outpost 42 (SS13 on Mars!)
« on: October 07, 2011, 04:27:51 pm »
That map looks awesome, definitely going to have to check out this server.

435
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 06, 2011, 05:32:31 pm »
Relevant thread on syndrome-bearing bolts can be found here.

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