Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Cheesoburgor

Pages: [1] 2 3 ... 21
1
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 05, 2017, 02:35:02 pm »
Does your entity have those?

This was indeed the problem here, i had completely forgotten about including the reactions in the entity file. Thank you for the quick response!  :D

2
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 05, 2017, 02:12:52 pm »
Ive tried to make two custom reactions for my craftsdwarf's workshop but for whatever reason they will never show up in the building's menu despite my best efforts. What gives?

Here are the raw files:
Spoiler (click to show/hide)

Ive tried with and without the category but nothing seems to work, crafting them in adventure mode worked fine however.

3
DF Modding / Re: How does frequency for stone work?
« on: February 16, 2016, 09:25:18 am »
no idea why you would set to 0.
You can make civs use stone with 0 frequency without it ever appearing in the world perhaps? (Havent really experiemented with it though so im not 100% sure)
You can make an entity use any inorganic material if they have a reaction that makes it. If you don't want it to appear naturally, just don't add an environment.
Oh yeah, i completely forgot you can have reactions that create items of specific material, havent really worked with them for a long while.

4
DF Modding / Re: How does frequency for stone work?
« on: February 15, 2016, 03:35:59 am »
no idea why you would set to 0.
You can make civs use stone with 0 frequency without it ever appearing in the world perhaps? (Havent really experiemented with it though so im not 100% sure)

5
DF Modding / Re: Gremlins:slaughterable, trolls: not slaughterable
« on: February 15, 2016, 03:29:14 am »
I'd imagine it's because gremlins have PET_EXOTIC while trolls have no PET tags of any kind.

Evil civilizations have this weird solidarity rule that allows dumb, evil sapients (ogres and trolls pretty much, SLOW_LEARNER could be the cincher) to join as sort of honorary half-citizen half-pet half-siege weapon members.
Is there any specific tag that causes this behavior in a civ?

6
DF Modding / Re: Question about metal bones
« on: February 05, 2016, 10:35:14 am »
the game would treat iron or copper bones as simply iron and copper, so they are smeltable.

7
Rattata

8
Too easy
Spoiler (click to show/hide)

9
is actually a small fish in disguise

10
Is dirty and disgusting?

11
Unaware of rotators.
I saw him with the same avatar around ten times in a row so i didnt think of that, pls dont hit me.
didnt answer the question??
Has the oddest looking bulges

12
The legendary yellow wizard
Ps: You just changed your avatar didnt you?

13
DF Modding / Re: Creature ideas for apocalypse themed mod
« on: January 31, 2016, 07:14:17 am »
It is; just do a reanimation and a transformation syndrome in the same step. Always worked for me.

Pls tell me how, i tried to make cultists before that were basically normal necromancers exept they could summon demons and abominations but i could never get the transformation part to work

Edit: Nvm, for some reason i never tried to simply add transformation in the same interaction and instead tried to make the reanimated corpse have vampire-like blood that would instantly cause it to give itself another interaction that was the transformation.

14
DF Modding / Re: Creature ideas for apocalypse themed mod
« on: January 30, 2016, 04:33:39 pm »
Grave leech: a thin boneless mass with a few tendrils it uses to move or grasp, and a single toothy maw on the underside, with no other orifices, sense organs, or internal structures beyond the stomach and intestines. They can be anywhere from cat sized to elephant sized (castes), but all varieties eat carrion, drain blood from living victims, and will raid your food stockpile. Survivors of feedings will often be consumed by larva that were introduced from the creatures' bite, causing massive internal bleeding, pain, and necrosis. If the victim survives, that, the larva will gestate further until it emerges from their abdomen, consumes them, and continues life as an adult grave leech (transformation into grave leech caste roughly size of human) Corpses encountered by a grave leech will also either be consumed outright (reanimation that turns them into a creature that boils away immediately) or used to incubate further larva if the beasts' own appetite is sated (reanimation into small grave leeches. Leech has one interaction to "eat" corpses and several to incubate larva. All have equal cool down. If it encounters several corpses, hopefully it will eat one and raise the others)
- they are naturally crazed, not living, opposed to life, and prone to berserking.
- all individuals are genderless sans the largest castes, one of which is male and the other female, birthing a large number of larva. Smaller castes are more common.
- they have a lifespan of ~60 years and grow throughout that period. Because the game generates individuals around halfway through their lives by default, you can set their average body size for each caste at 30 years, and include slow growth to a larger size over the remaining 30-40 years. Larva could all start out the same size: tiny.
- they live in most damp or cool environments, from taigas to tropical mangrove swamps, and deep underground. Come in groups of 1-10 infrequently and meander about.
Are they capable of living in water? how fast should they be? what is their colour?
Also as a sidenote, reanimation into another creature isnt possible as far as i know.

15
DF Modding / Re: Creature ideas for apocalypse themed mod
« on: January 30, 2016, 02:20:30 pm »
Just as a note here for people with ideas, im in dire need for some (semi)megabeasts, so far i only have giant sandworms and mutated bears.
Normal beasts are greatly appreciated too, however.

I will also take ideas for plants and trees although i already have the amount i need for the mod.

Pages: [1] 2 3 ... 21