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Messages - Triskelli

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1
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: December 09, 2014, 04:00:48 pm »
Trying to make feathered dinosaurs, but feathers are listed in the tissue template as subordinate to skin only.  I've tried adding a line for Scales but no dice.  Advice?

Code: [Select]
[TISSUE_TEMPLATE:FEATHER_TEMPLATE]
[TISSUE_NAME:feather:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FEATHER]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[SUBORDINATE_TO_TISSUE:SCALE]
[INSULATION:100]
[TISSUE_SHAPE:FEATHERS]

2
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 03, 2014, 12:38:28 am »
I know this isn't a Syndrome questions thread, but is there a way to have a syndrome infer a permanent effect other than loss of limb?  For example, Vampires get pointy teeth, would it be possible to make vampirism a curable condition but have the longer teeth remain?

3
I know the Steam Engine plugin already exists, but how much more difficult would it be to create a Water Reactor workshop with the same dimensions and requirements as the real thing?  Provides 170 power, needs to be "primed" with water, requires the pumping labor and all the same materials, but doesn't actually have moving water inside of it?  I know I'd definitely appreciate it, because it maintains the spirit of vanilla mega-constructions without the same FPS requirements.

(on that note, if anyone manages to crack workshops that require power, compact logic gates would be a natural first step)

4
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: January 30, 2013, 05:24:27 am »
-off topic, moved to suggestions thread-

5
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 09, 2012, 10:27:29 pm »
What do the number values for MOON_PHASE mean?

The piece of code in question is [CE:PERIODIC:MOON_PHASE:27:0].  As a whole, this means that the creature will become a werebeast on every full moon, but I'm sure you figured that out yourself.  The token "MOON_PHASE:27:0" refers to the length of time that the transformation occurs in terms of days:  the wiki says that the formula for periodic tokens is "period_type:min_value:max_value".  The two numbers mean when the syndrome takes effect, and when it ends.  In this example, the werebeast syndrome begins on the last day of each month, and ends on the first day of the next.

Hopefully we'll get some more PERIODIC tokens to play with in later releases.

6
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 29, 2012, 04:32:14 am »
Are there any guides to creating custom jewelry?  I can't seem to find them (or any other crafts) in the raws.

7
DF Modding / Re: Black Powder Firearms
« on: November 28, 2012, 01:45:28 pm »
I know this may be outside the scope of this mod, but has anyone tried adding a "cannon" creature to this mod, much the same as wagons in the vanilla game?  It'd be gamey as all hell, yes, but it *could* work.  I might even take a stab at it after finals.  But as for how it would work on an in-game level...

Well, there are one of two possibilities:  One is using an interaction to throw cannonballs, but the downside is how erractic and how quickly these things are thrown when uncontrolled.

A different, rather ingenious method would be giving cannons the ability to "throw" cannonballs as a resource, but I'm still puzzling out how that might work.  Any ideas?

8
DF Community Games & Stories / Re: The Hall of Legends
« on: June 26, 2012, 12:38:22 pm »
Just throwing this out there if no-one's heard, but Something Awful has started another DF LP, and it's already shaping up to be a glowing testement to the memory of Boatmurdered and Gemclod.

Take a moment to read the budding adventures of Bronzestabbed

9
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: June 04, 2012, 06:58:36 pm »
What, exactly, are you trying to accomplish, which can't already be done (more efficiently) by mechanical logic?

Nothing that specifically needed minecart gates, I was just curious if there were any developed, and if they had any benefits.

10
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: June 04, 2012, 04:59:09 pm »
Yes. See above for some discussion on cart-based power convertors. Computation is performed as usual, with mechanical logic. At present, the most efficient converter uses a 2x2 track loop with a 'hook', a roller and a plate. It costs 7 power, a rope, a cart, and 3 gears, plus additional gears for attached components. Check the wiki (under mechanical logic:talk) for alternate designs.

http://www.bay12forums.com/smf/index.php?topic=109460.msg3315793#msg3315793

So no minecart logic gates have been designed yet?

11
So now that we have an official size for each tile (2m x 2m x 3m, if I recall correctly), has anyone tried their hand at recreating a 1:1 map of real-world landmasses?

Quick math:

  • Each tile is considered to be 2m long, 2m wide, and 3 meters tall when preforming minecart physics. (~6'7"x6'7"x9'10")
  • Each embark tile on the local map is a 48x48 area in Fort mode.  (Which becomes 96m x 96m)
  • Each region tile is made up of 16x16 local tiles.  (This becomes 1536m x 1536m)

So for example Long Island is approximately 190 km by 37 km.  That would make its map in DF about 124x24, or around the size of a medium island/region.

....yeah, this means that we might not be able to generate full continents using the method, but a worthy effort in the name of realism.

12
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: June 04, 2012, 03:12:52 pm »
Has anyone created any minecart computing components yet?

13
DF Dwarf Mode Discussion / Re: All Quiet on the Dorfish Front
« on: May 14, 2012, 11:17:15 pm »
This sounds like it should go into the Community Games & Stories section.  But I'm not going to complain about an awesome concept.

May I reccomend a 2x8 embark area along a biome change?  Need a properly sized trench!

14
Any plans to update the fort to the newest version?  We need wheelbarrows to cart out as much adamantine as we possibly can!



15
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: May 14, 2012, 09:02:45 pm »
I'm sorry, I *have* to cross-post from the SA forums.

Quote from: BadMunki
Don't test, do. The first rule of dwarven science is the assumption that it will work because it must work.

Second rule of Dwarven Science?  Report your findings up to and including the first casualty.

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