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Messages - Royal Flush

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...So I was playing with an awesome mod which puts My Little Ponies into the DF universe. And I thought, what would make the game even more in tune with "grimdark" fanfiction (even though it already has pony-flesh cupcakes)? Wait a second... "grimdark"? In the grim darkness of the... yes, that's what it needs! TYRANIDS! And since it's My Little Pony, they'll be PONY TYRANIDS!!! And I did just that.

Found this in a 'what is the weirdest thing you've ever modded into the game' thread. Predates the original mod release by about a month. Thought it was pretty cool to see the kind of 'beginnings' of the mod.

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Mod Releases / Re: Kazoo's silk eggs
« on: March 13, 2015, 12:10:23 am »
Oh nice! Cool. I love how you fluffed the names, too. This is going in my storyfort whenever I actually finish encoding the words I'm working on... It's such bland, repetitive work that I can't bring myself to work on it most days.

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Mod Releases / Re: Kazoo's silk eggs
« on: March 12, 2015, 10:50:14 pm »
>.> <.< Yoink

Seriously, this is a great idea and I'm loving it.

I'm not sure you'll be able to find a way to make size-dependant product, though... I think that stuff's hardcoded.

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Mod Releases / Re: Amusing Dwarf Fortress Languages
« on: March 04, 2015, 06:29:15 pm »
More words can still be added. There are not even enough words to describe everything in a typical fort now.

*Sounds of manly weeping echo from behind a computer*

More words can be added? Have you -tried- to add new words. This system is fucking mental. I mean, it's really in depth and cool and stuff but holy crap is it busywork to do things. Handcoding each word how it can be used with language tokens, then sorting them into SYMBOLs. Thankfully due to Talvieno's tool we don't have to hand translate words...

*Resumes his work coding in ~260 new words into the game*

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Figured out what I did. When I was looking through the folders in the zip, I accidentally only unzipped the 'bin' folder. Stupid me. It's working now.

File this under PEBKAC.

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I've apparently missed something.

I downloaded the file, extracted it into its own "LanguageCreate" folder, and when I go into Documents/LanguageCreate/bin/DFLangCreate.exe it just pops the program halfway open and immediately goes 'not responding'. Is there something else I need to have open for it to work properly like DFHack and Therapist do?

I tried running the DFLangCreate.exe.xml, and it installed 'Microsoft Visual Studio 2005 Tools for Applications', but that hasn't fixed the issue of it crashing on open, nor does opening the .xml give me anything but a blank grey page that I can't interact with, as if nothing's been loaded into it.

Edit: Tried running as administrator; no dice.

Was gonna use this to recode a thousand odd words into a mod's old language files. I really don't want to code, by hand, ~1400 words into eight languages myself...

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I'm glad you clipped ponies' wings. Thank you. It meant I didn't have to. The only suggestion I can make is, while they're clipped, increased the speed of the flying caste's movement speed, to their flight speed. That way with the wings being clipped, the ponies still have a massive speed boost, but without the cool pathing that causes weird errors.(Seriously I burrowed all the fliers inside in Sorcerer's mod, chopped down all the trees, and my alicorn still got caught in mid air once I removed the burrow so I could haul stuff inside, and even putting a floor under her didn't get her to land. She just dehydrated there, unable to path back out of the air to get a drink)

Where do we put this

This goes in creature_pony.txt

Mind, I only play basic ponies, so I haven't gone through and modified all the castes of all the other entities. I really should, but my coding time is being taken up with coding 250+ new words into the game for use in this mod.

Looking at that I think it shouldn't be too hard for anyone to just go into the which ever creature RAW and edit the GAITS so that the flying speed matches the walking speed. They would basically be making the same changes as far as I understand it.

I think that if someone can figure out how to do what you showed then they should be able to make the same changes to other races if they find the RAW for the given race they want to change. Just go in and make the numbers match and leave everything else the way they found it.

Just keep the numbers in the line below and change the numbers in the line above to match, and you're done. Now they will walk at the speed they would normally fly.

It's not hard at all, no, but some people are very intimidated by the raws(Rightly so, considering messing up one line can break the game). If you don't have any modding experience it just looks like a whole bunch of gibberish and it's hard to pick one line out from the next, let alone know exactly what a line means.

Hell, I don't understand the new GAIT tag at all. I simply don't understand what all those numbers mean and why, I just know I want X set of numbers(flight numbers) in Y place(quadreped numbers).

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I'm glad you clipped ponies' wings. Thank you. It meant I didn't have to. The only suggestion I can make is, while they're clipped, increased the speed of the flying caste's movement speed, to their flight speed. That way with the wings being clipped, the ponies still have a massive speed boost, but without the cool pathing that causes weird errors.(Seriously I burrowed all the fliers inside in Sorcerer's mod, chopped down all the trees, and my alicorn still got caught in mid air once I removed the burrow so I could haul stuff inside, and even putting a floor under her didn't get her to land. She just dehydrated there, unable to path back out of the air to get a drink)

Where do we put this

This goes in creature_pony.txt

Mind, I only play basic ponies, so I haven't gone through and modified all the castes of all the other entities. I really should, but my coding time is being taken up with coding 250+ new words into the game for use in this mod.

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I'm glad you clipped ponies' wings. Thank you. It meant I didn't have to. The only suggestion I can make is, while they're clipped, increased the speed of the flying caste's movement speed, to their flight speed. That way with the wings being clipped, the ponies still have a massive speed boost, but without the cool pathing that causes weird errors.(Seriously I burrowed all the fliers inside in Sorcerer's mod, chopped down all the trees, and my alicorn still got caught in mid air once I removed the burrow so I could haul stuff inside, and even putting a floor under her didn't get her to land. She just dehydrated there, unable to path back out of the air to get a drink)


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Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: February 06, 2015, 02:10:19 am »
I've taken on a project. Since the Pony Language file is kind of... Well... Bare, I've decided I'm gonna put that together, just because I'm sick of seeing dwarven names and having to translate their last names into a pony name.

So far I've put together a fairly comprehensive list of words taken directly from pony names, and I'm whittling out duplicates and alphabetizing it, then I'm gonna cross reference my list with the given language file, whittle out the duplicates a second time, then add all those words in.

So here's where you guys come in: I want some suggestions for 'pony' words that aren't directly in a name or already in the file listed here.

To save thread clutter, please go ahead and PM them to me, I don't want to see the mod's thread get super long and stuff just because of word/name suggestions.

Work so Far
Spoiler: Sorted (click to show/hide)
Gonna go to bed now. Tomorrow I won't be coming home, so I won't be able to work on this until Saturday evening.

11
I seem to have solved the worldgen rejection. Well, I solved it by giving all the crops to everyone, actually. I'm still not sure how it works.

*Delighted squeeing*

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Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 08, 2015, 09:39:32 pm »
From the looks of it, it shouldn't mess up the current version, it should technically run without a hitch.
With the new fruits I Have come to realize that most of my plants and plant processes are obsolete, and I need to find time to rework that at least, I have a couple of chill days at work next week that may have to suffice.

So I guess this means you're planning on removing the apple tree building since it's been rendered obsolete by the advent of apple (and other fruit) trees that produce apples (and other fruits) that can be picked in the core game.
Though there still isn’t a way in game to plant your own orchards yet… I think. But that’ll probably come when it comes. (Possibly not for a long time but whatever)

Honestly, I don't think it would be too much of a stretch to give us apple orchards. Just make raw apples part of the 'build' requirement. Or mod apples themselves to be plantable and have apple 'trees' growing in farm plots. We could still make apple stuff work, it just needs finagled a little bit. You can make the 'trees' take a long time to mature(a year?) and have their yield be really high. ...I'm honestly not sure how much of this can be modded; I know grow time can, but I dunno if yeild can... I'm sure there's a way to make an apple orchard work out with the current modding abilities.

From patch notes for version 0.40.24:
Quote
Stopped certain situations where you could be stuck in the air above certain tiles.
Well, this one is a win for this mod. Hopefully.

I saw this and I cheered internally. As a temporary fix to that problem, I've actually clipped the entities' wings by removing the [FLIER] tag, and just gave them their flight speed as move speed. So they're still faster than non-fliers, but they don't get stuck up trees or straight up in mid air. I lost my alicorn weaponsmith because she decided 'midair' was where she should stay until she dehydrated and fell out of the sky. There was no reason for her to even be up there because I'd chopped down all the trees several seasons ago :|

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Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 07, 2015, 03:01:07 am »


They're getting a lot of unhappy thoughts, and they're upset and going to talk to the leader and stuff. They're just not tantrumming. I've left this fort without food, drink, beds, corpse cleanup, dining room or anything and I keep getting migrants before everyone can starve. Some of them are starving to death, one got killed by a ghost, but I'm not even getting single tantrums, let alone ponies straight going insane.

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Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 05, 2015, 02:40:21 am »
So I know this might be a bit odd but... Well. I'm trying to cause a tantrum spiral. Small problem. I can't. I know ponies are friendship, love, and harmony... But...

Well when you're hanging out over the corpses of starved companions rotting in the dining hall, and you're in the mason's shop making coffins for all the dead while standing on top the prior mason assigned to the task that is rotting away beneath you... And you're just unhappy, not freaking out. Well, I think some tuning needs done somewhere.

But seriously the mental image of a gloss-eyed unicorn carefully shaving down stone with horn magic while a dead earth pony is draped half-inside a mostly finished coffin.... Only in Dwarf Fortress, man.

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Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 03, 2013, 01:02:45 pm »
*Appears out of the woodwork* Woohoo! New update!!

One small thing(and I just did a quick test of it to make sure it hadn't changed). As for the bonemeal reaction, there is a long-outstanding bug in DF that custom reactions involving bones do not honor stack size. IE, I just slaughtered two bighorners, two dogs, and two cats, and got a whopping three bonemeal out of it, despite there being 10-28 units of bone in each stack. There is a workaround to this, but it does add a central step that increases the need of ponypower. The reaction of making bone ammunition honors stack size, and ammo can be used as a reagent in reactions. It's pretty simple to change the reaction for bonemeal itself to require 10 units of bone ammunition, instead of the bones themselves.

I fudged this reaction into working for Valikdu's mod about six months ago(I meant it when I said it's a long-outstanding bug, it wasn't new then, either) for bone construction materials from information here.

The modified reaction would simply change:
Code: [Select]
[REACTION:BONE_GRINDING]
[NAME:grind (2) bones to bonemeal (flux)]
[BUILDING:GRINDER:CUSTOM_B]
[REAGENT:A:2:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:BONEMEAL]
[SKILL:MASONRY]
to
Code: [Select]
[REACTION:BONE_GRINDING]
[NAME:grind (10) bone ammunition to bonemeal (flux)]
[BUILDING:GRINDER:CUSTOM_B]
  [REAGENT:A:10:AMMO:ITEM_AMMO_BOLTS:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:BONEMEAL]
[SKILL:MASONRY]

This will make it so the reaction uses two bones, as intended, instead of two stacks of bones due to the bug. If you wanted to make it take more bones, simply take the number of bones you'd want it to use and multiply by 5.

For those who use bone pellets for training, it might get annoyingly micromanage-y but I'm unaware of any other work around, and careful stockpile use should be able to fix that. Set ammo stockpile to only accept lower quality ammo, and have a dedicated grinder take from there to grind bonemeal, and leave the higher quality stuff to be used by ponies for use, or some such similar thing.

Also, if I remember correctly, it doesn't require a world regen after changing the reaction in the raws.


Anyway, if I find anything else not working as intended in there, I'll be sure to pop in with what I find. I'm usually a pretty quiet tester until I find something I can identify the root problem of, so unless something big and obvious breaks, I probably won't be the most help there.

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