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Messages - Valikdu

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256
Mod Releases / [0.40.?] My Little Fortress 3.0: Death Magmatic
« on: August 25, 2014, 05:42:42 am »
Well, I've officially started the development of the 0.40 version.

The first order of business is to adapt everything to 0.40, starting with the creatures. Will need to add gaits, new attack tags and the new bodies with necks.

257
DF Dwarf Mode Discussion / Re: The tiniest mod you'll ever see...
« on: August 25, 2014, 05:39:18 am »
Quote
[NATURAL_SKILL: HACKER:15]


258
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 31, 2014, 08:55:10 am »
Is this for real?
Quote
decorations with bone/etc. no longer use up the entire stack

I mean, does this work for custom reactions as well?

259
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 27, 2014, 07:42:00 am »
Is the "growth bug" fixed in 0.40?

260
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 26, 2014, 03:27:31 pm »
I'm thinking silkworms maybe?
Silkworms could work very well.  I'm thinking they would work like bees maybe. (i.e. requiring a sort of 'hive' and a silk work to start production of the silk)

For example, there's this useable code: http://dffd.wimbli.com/file.php?id=6023

261
I hope that this will be fixed by the time of the "stable DF2014".

262
I'm going to start the adaptation sometime soon.

With the gait system, the new plants and everything... well, should be ready by the time DF2014 becomes stable.

263
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 25, 2014, 03:30:37 pm »
Um.
Is there a guide for 0.34 -> 0.40 adaptation?

264
DF Modding / Re: Caste only noble positions?
« on: June 03, 2014, 07:16:07 am »
...wait, can [ALLOWED_CREATURE] be used multiple times?

265
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 05, 2014, 02:49:13 am »
Is there a way to find out if something is wrong with a particular creature?

I've been given a save, in which the butchering of a domestic animal causes a crash, somehow. I've butchered dozens of those without incident, but something causes the crash in this instance. How to investigate something like this?

Also, this.

266
Advanced world generation works much better than the standarad one. I usually start with a large number of beasts, and it can take from 1 to 3 tries to make a 100+ year world.

267
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 25, 2014, 04:23:44 pm »
Addendum:

It appears that other sapient entity members, who have the exact same tissue template (and horns) as the problematic caste, do not crash the game when butchered. So I can't, for the love of me, find why *those* creatures do.

268
I've just checked my test fort, and found several unicorn - as in, 'normal' pony enetity member - horns in the refuse.
That caste has the exact same tissue template as the horned zebras do, so... well, the zebras *should* be working, too.

I'll try asking around to find why this could be happening. But for now, well... um, save before butchering any entity members? And if some creature/caste crashes the game, try to forbid the corpses of that caste in the future? Sorry I can't be of immediate help :/

269
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 25, 2014, 03:23:05 am »
A particular entity member creature, when butchered, causes the game to crash.
Actually, it's some particular castes of that creature. Namely, the ones that have horns. All the other castes are fine.
[well, that is, the game is fine. the creatures are dead.]

I can't seem to figure out what's wrong with the horns.

Here's all the raw data that is relevant to the horns:

Spoiler (click to show/hide)

270
Here's all the raws that are relevant to pony/zebra horns (including the ones that cause the crash in that save). I can't find anything wrong.

Spoiler (click to show/hide)

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