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Messages - Valikdu

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571
...So I linked a bar stockpile which had the required metal bars, and a finished goods stockpile which had some metal crafts. I got cancellation messages about needing improvable items. What gives?

572
DF Dwarf Mode Discussion / Re: Lesbian Horse gives birth
« on: June 18, 2012, 01:19:24 pm »

"I swear, his legs were broken when he arrived."

...and when the patient woke up, his skeleton was missing, and the surgeon was never heard from again!

573
DF Dwarf Mode Discussion / Re: Confessions of a DF player.
« on: June 18, 2012, 10:57:36 am »
I've never played as a dwarf entity.

574
DF Modding / Re: Bronze Colossi in adventure mode
« on: June 14, 2012, 10:37:24 pm »
Beware of thrown fluffy wamblers.

575
DF Modding / Re: -My Little Fortress: Valikdu's Rampage Edition 1.53-
« on: June 12, 2012, 09:00:03 am »
Valikdu has made Terror from the Deep, the next version of the mod! It menaces with spikes of morphling chitin. On the item is an image in diomedian pony leather, depicting a Son of Hakkar. The Son of Hakkar is striking a menacing pose.

...

So, this version is a creature pack. Mainly it adds new and terrible menaces in the cavern system.
Also, the megabeasts don't crash the world gen any more! I'm not sure how I did that, they just... don't.

New arrivals:
-Giant centipedes - creatures with a multi-segmented body and all standard insectoid traits (no pain, extravision...). There's two multi-gendered versions of different size (the smaller one is still bigger than any non-alicorn) and a huge genderless Tainted version with a stronger chitin material. They appear on all cavern levels.
-Spawn of Hakkar - winged feathered serpents with hydralisk forelimbs. There's four castes, each next one gaining size and new traits (from Hakkari Seekers, who have no special traits, to the Sons of Hakkar, who have reinforced bones, armor plating, four scything claws and toxic blood). All Spawns have a gem heart. They appear on levels 2 and 3.
-Silithid - insectoids. There's four castes, also with incremental size. Each caste has different abilities (Scarabs have slashing mandibles and a horn, Stingers have a stinger and scything claws, Tanks have a shell, claws and piercing mandibles, Scorpids have pincers and a sting). All Silithid contain precious pearls inside, number varying with caste. They appear on levels 2 and 3.
-Silithid Colossus - a huge, solitary Silithid. Appears only on level 3.
-Metal Ponies - ponies made of metal (duh). There's copper earth ponies, bronze pegasi, iron unicorns and steel alicorns. They turn into statues when killed. They appear only on level 3.

Basic giant centipede code taken from there.

576
DF Modding / Re: The Modding Screwups Thread!
« on: June 11, 2012, 05:26:38 pm »
When I was figuring out how to make a creature with both a chitin layer and a skeleton, which was the first time I did anything with the body plans. Before I got it right, there was a time when the creature consisted entirely of skin tissue (I think), and the time when all the tissues were hard and fractured on impact.

Also when I changed these raws on a live fortress, once all the items that were made of the creature's bone/chitin tissue turned into various other tissues (different organs and stuff)... ugh. Imagine a militant's surprise when his new shiny bone crossbow turns into meat.

Umm... bone bushes. I think I'll do it.

577
DF Modding / Re: -My Little Fortress: Valikdu's Rampage Edition 1.53-
« on: June 11, 2012, 02:48:08 pm »
Valikdu withdraws from society...

578
DF Modding / Re: -My Little Fortress: Valikdu's Rampage Edition 1.52-
« on: June 11, 2012, 05:25:59 am »
Version with fixed bone reactions: http://dffd.wimbli.com/file.php?id=6429 .

For now, you have to craft bones into bolts first (probably the only way to get around the bone stack bug, thx2 Royal Flush), then craft 10 bolts into a bone block. 2 blocks can be used to make a weapon, 3 to make a furniture item, 5 to make a compound bar from hardened tyranid/morphling/hybrid chitin. It's all done in the bonecrafter's workshop now, instead of the craftspony workshop (too many reaction were done there).

579
DF Modding / Re: giant centipede
« on: June 11, 2012, 04:29:46 am »
What does it say about me that I look at this thing and think: "Hmm, it's not terrifying enough" and then make it even bigger, add huge mandibles for it to stab and cut with, and replace the chitin with a stronger material?

580
DF Modding / Re: -My Little Fortress: Valikdu's Rampage Edition 1.52-
« on: June 10, 2012, 09:47:19 am »
Thanks, Royal Flush.

...

It seems like:
-CORPSEPIECE does not work. If a reagent is CORPSEPIECE with a reaction class or a material product, it will take ANY item with that class or product.
-creating tools or toys without a strictly defined material (defined instead with a reactionclass or material product) doesn't work either: a random tool or toy is created instead.

The idea with the bolts kinda seems like the only option that actually works.

[edit] Well, actually it does not 'use whatever' if instead of CORPSEPIECE I put in
[REAGENT:A:1:NONE:NONE:NONE:NONE]
   [USE_BODY_COMPONENT]
   [ANY_BONE_MATERIAL]
 
But it uses the whole stack in this case, which is what I'm trying to go around. So, bolts.

581
DF Dwarf Mode Discussion / "Friendly" migrants who are not traders?
« on: June 10, 2012, 08:26:55 am »
I have a problem. It's kinda similiar to what's described in a nearby thread, but:

-It's my first migrant wave.
-They're not traders! There's a shearer, an engraver, a potash maker and a fish cleaner.

So, this probably is another issue altogether. Will dfhack even help me, since the fix is for traders?

Could it be related to actions in adventure mode?

582
DF Dwarf Mode Discussion / Re: "Friendly" Migrants?
« on: June 10, 2012, 07:37:03 am »
I have this with my FIRST ever migrant wave.

I need dfhack updated to even start playing this world properly.

583
DF Modding / Re: -My Little Fortress: Valikdu's Rampage Edition 1.52-
« on: June 08, 2012, 02:16:20 pm »
*facepalm* The derp is strong in me.
...
I forgot to add the minecarts and wheelbarrows to the entities. And it will require a world regen to have them in game. I have no excuse.
...
Sorry.

Also, all reactions that make chitin compounds and bone flux use bone-blocks now.

584
DF Modding / Re: -My Little Fortress: Valikdu's Rampage Edition 1.52-
« on: June 05, 2012, 01:31:37 pm »
Oh hai. I decided to mod some more.

All zerg creatures have been removed. Replacing them are the Morphlings (Changeling + taint):
-Runner (as big as a pony, has a horn and non-functional wings)
-Swooper (smaller than a pony, has a horn and functional wings)
-Reaver (large, has a horn and two scything claws)
-Controller (same size as a royal, high skills, intelligent, equips)
All Morphings have a high-velocity ("ram") attack with their horns, and an edged attack with their front hooves.
Morphling chitin, as usual, can be refined into a compound; and that is combined with Cap Steel.

Also, as suggested here, added a lot of bone reactions. You now can convert bone stacks to blocks and use these to make furniture. Because sometimes... life is a party.


(also, compound-making reactions should now use these bone blocks instead of 5 arbitrary stacks)

585
Mod Releases / Re: Pony Mod: My Little Fortress
« on: April 21, 2012, 06:06:45 pm »
Are you kidding? Yet again, my thought was "When are these going to show up in Horizons?"

...They all probably starved to death. Not much love in Equestria after the megaspells fell.

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