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Messages - Valikdu

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271
Well, yeah. That's why I need to find out who "Dayentrance" was; there's no such name in the deceased list.

Freezing upon butchering *those two exact castes* doesn't make sense. I mean, if there is no problem with zebra hooves (there isn't), there shouldn't be any with horns, either. I think. They're the same in terms of special material tags and the use of tissues.

[up] oh, you meant wrong with the *horns*.
I've checked them just now. There should not be anything wrong there; also, in the arena, horned zebra corpses are butchered just fine.

272
Okay, so it seems like your game hangs up when you butcher the horned zebra castes.

It's exactly those two castes, karkadann and abada. I've tried forbidding that one corpse which you're about to butcher; then other things, including zebras, were processed just fine - until it came to another horned zebra.

It's weird. I'll try looking into it, but what could possibly be wrong with their horns?...

273
Question: can you remember what "Dayentrance" was? As in, the source of all the "frozen creature substance" lying in the butcher shops. I've found only "Day" the named tyrapony.

274
The ASCII should be better now... I've put the aquifers back in, as well.

275
Is there anything in here that actually requires DFhack?
There was a bunch of useful scripts there, like the growth bug fixer and the autobutcher.

Quote
wait, are there aquifers in this mod?
I've disabled the aquifers some time ago.

Quote
There’s a merged version of the DF2012 language raws on DFFD with the redacted words restored.
Could you point me to them, please?

276
DFFD, maybe?

*sigh* I'm not sure why it happens, now.
From what I've observed, the problematic tissues are the ones that are producing globs or meat on butchering.
If the creature is a member of an entity, and if the material is defined outiside in a generic creature, they'd sometimes (?) produce unstockpilable "*** muscle tissue", for example; even though the arena  butchering worked fine. As this isn't normal, I think it's what crashes the game.
The "vanilla DF way" is to have materials defined inside each creature, so I've switched back to that for the problematic tissues. I've butchered dozens of invaders and lesser ponies in the final 2.4 test, and got normal meat and no crashing.

The normal animal, pony, tainted pony, "dark voice", superior and alicorn body detail plans are all with local materials.

277
The crashes with butchering *should* be gone.

In the last version, I've changed all the entity member creatures' body templates to "vanilla" style (as in, the materials and tissues belong to the particular creature, and not a generic creature). Entity members with "generic" materials were causing the crashes, I think.

In the last test, I've butchered all kinds of things without crashing. What are you trying to butcher?

278
Is there any chance of making a plain ASCII version of this mod, so we can just change out the raws? It would really help those of us who either don’t use DFHack or play Dwarf Fortress on Mac or Linux.

Well, as I didn't really do anything outside of the raw files, you can just change out the raws anyway...

Here's a totally clean version with no DFHack or tiles: http://dffd.wimbli.com/file.php?id=8531

279
Well, I think I'll release it now.

The new version is downloaded here: http://dffd.wimbli.com/file.php?id=7264

The new and improved readme is here: https://drive.google.com/file/d/0B2s02snKCo9sZXIwYTRQektDamc/edit?usp=sharing

280
Mod Releases / 2.4: A Murder of Crows -Test 4
« on: April 10, 2014, 12:38:41 pm »
This week has been productive. I've made many fixes and tweaks to things, and re-wrote the readme for 2.4. Hopefully, it's better.

I'll probably put up the new version on the weekend.

281
Mod Releases / 2.4: A Murder of Crows -Test 3
« on: March 30, 2014, 01:29:27 pm »
I'll need to make another testfort.

Some of the changes:
-Darktone has been taken out. Unity will use a variety of existing magic alloys, from felsteel to silksteel.
-"Chitin bars" have also been taken out. Chitin is processed into bonemold chunks instead, and they are used in biometal reactions.
-Item thieves probably exist now.

282
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 27, 2014, 05:59:10 pm »
They do have graspers; didn't use SKILL_LEARN_RATE at all; everyone who should have EQUIPS, has it.

Here's the creature:
Spoiler (click to show/hide)

The affected castes are MORPH_CONTROLLER and all the ones after it. The TELEKINESIS_... parts are the ones that grasp.
The INFESTED_PONY caste uses weapons and armor normally.

283
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 27, 2014, 05:22:30 pm »
Okay, this is weird.

The invaders - members of the civ that have to use only one metal - can use metal armor and weapons, now. But there's a catch.

There's several castes of different size in that creature, which are capable of using armor and weapons (have [CAN_LEARN] and [EQUIPS]). They are of different size: one is 95000, the others are 175000 and bigger.

ONLY the ones that are smaller ever use armor and weapons.

The bigger one always come as wrestlers, with no weapons or armor.

Why?

284
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 18, 2014, 02:55:09 pm »
@Hugo_The_Dwarf

Thanks. I've made the changes, will do more testing.

285
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 17, 2014, 01:18:19 am »
What's the correct way to make an entity that uses only one metal?

I've made one without [METAL_PREF], and gave them this reaction:

Spoiler (click to show/hide)

as well as the required building and some weapons. But when their invaders arrived, there were only wrestlers.

Detail: the creature that the entity uses has some intelligent (also with [equips]) and some unintelligent (no [equips]) castes. And the unintelligent ones actually had the weapon-using professions (swordsman and marksman, but without any equipment), and the intelligent ones were just wrestlers. Although, the metal *was* used in some of the intelligent ones' clothing articles that had [HARD][METAL], but not [ARMORLEVEL].

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