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Messages - ydaraishy

Pages: [1] 2 3 ... 8
1
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 27, 2012, 04:53:49 pm »
I believe it will wipe the item quality, yes. Other then that the resulting axe should be identical.

Hm, I would like the item to stay the same though, especially since some of my reaction use actual equipment (like shields) instead of training weapons. I considered an alternate reaction in the likes of this one,

Code: [Select]
[NAME:practice axe combat]
[BUILDING:TRAINING_SET:CUSTOM_A]
[REAGENT:training weapon:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:0:BOULDER:NONE:INORGANIC:PLACEHOLDER]
[SKILL:AXE]

where you can leave out the product tag - but to my knowledge, you need to have created a product to increase skill. (or has that changed recently?)

2
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 27, 2012, 04:41:30 pm »
By a training reaction of the type:

Code: [Select]
[REACTION:TRAIN_AXE]
[NAME:practice axe combat]
[BUILDING:TRAINING_SET:CUSTOM_A]
[REAGENT:training weapon:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:NONE:NONE]
[PRODUCT:95:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:GET_MATERIAL_FROM_REAGENT:training weapon:NONE]
[SKILL:AXE]

does any attribute of the item in question change in the reaction, such as item quality?

3
DF Dwarf Mode Discussion / Re: My dwarf can't get up.
« on: July 21, 2012, 09:20:53 am »
You could remove the floor where she is, with 1 z lvl being mined out under her tile and channeling on her level down.
repeat with additional z lvls for desired result (which is either standing up after healthcare treadment from gravity therapy, or glitching the glitch by repositioning her).
if anything goes horribly wrong, remember, your combat log is no longer spammed :)

OK, this is really strange, I can't even dig out the floor she's standing on.

I did manage to cause a cave-in in the hallway and now she's unconscious.  I'll see if that has solved the problem. 

The bad thing is, she was lying on the edge of my main hallway, which only has one tile of wall to separate it from the outside, and now it's wide-open for horrible gas to come in...  :-\

Right, I see my swordsdwarf is moving again. I think that's solved the problem.

Thanks all for the help.  Now I have to seal up that damn hallway...

4
DF Dwarf Mode Discussion / Re: My dwarf can't get up.
« on: July 21, 2012, 09:13:36 am »
You could remove the floor where she is, with 1 z lvl being mined out under her tile and channeling on her level down.
repeat with additional z lvls for desired result (which is either standing up after healthcare treadment from gravity therapy, or glitching the glitch by repositioning her).
if anything goes horribly wrong, remember, your combat log is no longer spammed :)

OK, this is really strange, I can't even dig out the floor she's standing on.

I did manage to cause a cave-in in the hallway and now she's unconscious.  I'll see if that has solved the problem. 

The bad thing is, she was lying on the edge of my main hallway, which only has one tile of wall to separate it from the outside, and now it's wide-open for horrible gas to come in...  :-\

5
DF Dwarf Mode Discussion / Re: Evil plants in normal regions
« on: July 21, 2012, 08:33:28 am »
Currently nobody trades evil plants, perhaps except the rare peaceful goblin caravan. 

The only way I could think of is to remove the [EVIL] tag from evil plants (but then, it appears everywhere)

6
DF Dwarf Mode Discussion / Re: My dwarf can't get up.
« on: July 21, 2012, 08:24:42 am »
She's been infected.

That or I'd say nerve damage. Check her health screen or personality screen.

Nothing in either of those. Also, it's gas, so nothing's rubbed off on anybody.

Currently this has been happening for two ingame weeks, so I think it's a bug of some kind.  How can I get her to move somewhere else?

7
DF Dwarf Mode Discussion / My dwarf can't get up.
« on: July 20, 2012, 11:17:58 pm »
So in my recent fort, I've somehow managed to defend the entrance from two livestock in a row that got husked by evil vapour, without my two soldiers dying or crippled. That normally should be amazing news, but... something strange happened in combat and somehow or another, one of my swordsdwarves is stuck in one place, spamming "stands up" messages in the combat logs.   She has not a single scratch on her, and she can't even sleep without flailing to try and get up.  What is going on here?

8
Utilities and 3rd Party Applications / Re: DFHack 0.34.10 r1
« on: June 11, 2012, 10:38:26 am »
Nope, as it says in the starting thread: supported up to version 34.10.

The official version hasn't been updated to 34.11 yet but there is the a updated symbol.xml which allows it to work in the latest version of DF.

https://raw.github.com/angavrilov/df-structures/master/symbols.xml

So far I haven't noticed any problems, though I have only used drybuckets and fixmigrant so far.

I just get "invalid os-type" error and it shuts off, even though the code suggests it should work.

9
DF Dwarf Mode Discussion / Re: famous last words
« on: June 11, 2012, 12:06:21 am »
(shortly after killing a few raven thralls)
"Seriously? That's what these supposedly invincible thralls are like? I bet I can take on that yak thrall too."

10
Seed please?

:)

L.

If you tell me where to find it?

They should be in a *_world_gen_param.txt file when you export data from Legends mode.

11
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 09, 2012, 10:02:05 pm »
If your Clowns have NOT_LIVING and OPPOSED_TO_LIFE they will be fine from thier animated zombies

And I know all about the Firebreath/ball issues LB :P

So that means, that the generated clowns will get attacked? (since they don't all have NOT_LIVING)

From what I understand, necromancers' zombies attack anything that isn't on their "side".  I'm not sure if it works the same with large roaming creatures.

12
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 09, 2012, 07:26:32 pm »
One of my creatures (a clown) has a zombie-raising spell like necromancers. Will this make the zombies attack all the other clowns except him?

13
DF Dwarf Mode Discussion / Re: Losing Interest in a fort
« on: June 09, 2012, 02:46:49 pm »
Dig up all the adamantine.

14
DF Dwarf Mode Discussion / Re: Oxut has come!
« on: June 09, 2012, 02:45:06 pm »
It's functionally a mobile giant sponge.  Drop a mountain on it.

15
DF Dwarf Mode Discussion / Re: famous last words
« on: June 09, 2012, 01:09:14 pm »
"Oh, a gorgon.  No worries, my marksdwarves will snipe her."

"Modding in a hostile civ full of quasi-thralls should really be fun!" (well, it was Fun...)

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