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16
So this is a thing that is happening.

Spoiler (click to show/hide)

Zon Uzolemath is throwing a tantrum. She feels regretful after starting a fist fight. She is frightened after being possessed by the dead.

17
DF Suggestions / Growths replacing growths; also, gathering settings
« on: December 08, 2014, 06:53:36 pm »
So at the moment, growths appear and disappear without reference to each other. Flowers just appear before fruit, and even if you picked them all for some reason, the fruit would still turn up in its appointed season.

The "for some reason" is why I think this would be a good feature. Right now, doing anything with flowers or different stages of growth (e.g. buds vs flowers vs ripe fruit vs unripe fruit, leaf shoots vs full-grown leaves, etc.) is setting yourself up for brokenness really quickly.

Date flowers are edible (in real life), but we can't make them edible in Dwarf Fortress without breaking the game, because the fruit will grow regardless of whether or not you pick the flowers. Similarly, many kinds of flowers could be enhanced for milling into dyes, but a single tree producing a full crop of dye, and then a full crop of fruit, is a little ridiculous.

I think it would add a little tactical complexity if picking a flower prevented fruit from growing on that tile, is what I'm saying.

Of course, this would require an enhancement to plant harvesting zones to allow the player to designate which growths they want picked, a la stockpiles. This would also be really nice. In the early game, I'd really prefer that the herbalists focus on plants that can be brewed, instead of harvesting a bunch of lettuce.

18
DF Modding / Brainstorm: Hard Brewing Mod
« on: November 20, 2014, 12:21:13 pm »
So I had this idea because I was planning out a tea industry. Since the differences between varieties of tea are in how they're prepared, the preparation steps were going to have to be a lot more complex than those for brewing (pick fruit, brew); but then, why would you ever brew tea?

Which is when it hit me: alcohol preparation can be complicated too!

Here are some things I need help with:

  • Aging. Is there a way to transform a plant growth or material into another state only after it's been around for a certain period of time?
  • Effort vs Reward. Some of these brews are going to take years to create. What are some ways to reward the player for creating them, beyond just material values?
  • I'd like to simulate the domestication of tea from wild trees to domesticated bushes. Is it possible for a plant of one type to produce seeds for another type?

Suggestions for anything you'd like to see in a hard brewing mod are of course also very welcome.

19
What the subject line says.

I've seen Titans and Forgotten Beasts; and I accidentally embarked on a Roc nest once; but I haven't had a megabeast visitor yet. And I've been genning worlds with shitloads of megabeasts, so I know they haven't just died out in worldgen.

Is this just bad luck, or is there potentially a bug here?

20
DF Dwarf Mode Discussion / Best material for a flail?
« on: October 08, 2014, 04:08:46 pm »
I just got an immigrant with a preference for flails.

I'm powerleveling his Weaponsmithing now (he had 6 skill in Mining when he came to me, unfortunately).

If he moods, are flails more of a steel weapon or more of a platinum weapon?

21
DF General Discussion / Let's predict the new emotions!
« on: September 30, 2014, 04:39:17 pm »
I'm gonna compile them in this post. Suggest away in the thread below!

Red - Negative (causes a decrease in stability/increase in stress)
White - Neutral/could-go-either-way
Green - Positive (causes an increase in stability/decrease in stress)

Intellectual/"Higher" Emotions (22)
Aesthetic Pleasure
Anticipation
Apprehension
Awe
Charitable Satisfaction
Confidence
Distraction
Dread
Frustration
Guilt
Interest
Loathing
Nostalgia
Optimism
Pessimism
Pride
Regret/Remorse
Shame
Shock
Surprise/Amazement
Thoughtfulness/Pensiveness
Wistfulness

Interpersonal (21)
Acceptance
Admiration
Annoyance
Belonging
Boredom
Compassion
Contempt
Disapproval
Familial Love
Gratitude
Grief
Hatred
Hope
Isolation
Jealousy
Loneliness
Lust
Rejection
Romantic Love
Suspicion
Trust

Insanity/Special Moods (9)
Despair/what's currently called Melancholy
Fey
Fell
Macabre/Brooding
Madness/Psychotic
Possession
Rage/Berserk
Secretive
Slight Insanity

Physical Emotions (9)
Disgust
Gustatory Satisfaction
Hunger
Pain
Relief (at no longer being in pain)
Satiated/Relief at no longer being hungry
Slaked/Relief at no longer being thirsty
Sobriety
Thirst

Uncategorized (18)
Aggression/Belligerence
Ambivalence
Anger
Confusion
Depression
Distress
Ecstasy (Religious or other)
Exhiliration/Excitement
Existential/Mid-Life Crisis
Fear/Terror
Giddiness
Happiness
Helplessness/Powerlessness
Joy
Melancholy
Sadness
Self-righteousness
Serenity

22
DF Modding / Bone stack separation in adventure mode (a solution)
« on: September 17, 2014, 03:06:05 pm »
I've been fretting at bone-based reactions in adventure mode, and I believe I've found a solution.

For those who aren't aware: adventure mode reactions involving bone will create as many of the product as possible from a stack; you need as many stacks as there are individual bones required; and bones are pretty much impossible to unstack. This can be a problem - I really have no use for 100 cyclops bone breastplates. But reactions to unstack bone in place are also problematic, producing "partial remains" items that are no good for anybody.

The solution I found is this new tool:

Spoiler: ITEM_TOOL_BONEGLOB (click to show/hide)

It looks like a bone. It's made of bone. And when you "process bones for crafts"...

Spoiler: SEPARATE_BONES_ADV (click to show/hide)

4 cat bones will produce 4 cat bone (processed).

Then it's just a matter of replacing reactions that would use bones, with reactions that use boneglobs.

Spoiler: BONE_BOLTS_ADV (click to show/hide)

And there you go.

23
DF Dwarf Mode Discussion / Advantage for Drafting Dwarven Women
« on: September 14, 2014, 09:08:23 pm »
From BahFest, a video explains the advantages of wearing infants into battle.

http://io9.com/we-wear-babies-on-our-backs-because-our-ancestors-wore-1634624109

24
DF Adventure Mode Discussion / How do you deal with fire?
« on: September 02, 2014, 11:14:58 am »
So I went to slay a dragon and the little coward ran away from me. Which surprised me, but I guess my adventurer was just that terrifying.

Anyway, I chased him out of his lair - which in retrospect was a terrible idea, as he breathed fire all over the grass, and I couldn't block that. I got to the nearby brook, only to find that it had frozen over, and my burning flesh wasn't melting it. Though in retrospect, since it was a brook I wouldn't have been able to jump in anyway.

I tried pouring water out of my waterskins, but that didn't help.

The odd thing was, it was raining the whole time, and while I burned to death I remained coated in water. In fortress mode, a coating of water would have prevented me from catching on fire in the first place.

Is fire just hilariously overpowered in adventure mode?

25
DF Adventure Mode Discussion / Any way to "stomp" zombie parts?
« on: August 05, 2014, 11:19:56 am »
So, I've dipped my toe into adventure mode for the first time, and am really enjoying it. However, my most recent adventurer was killed by a reanimated head-and-heck from a zombie that I had previously decapitated.

I know butchering a corpse will just let its skin reanimate, and that reanimated skin/hair is practically untargetable - which is why I didn't butcher it when I killed it the first time. Is there any other way to pulp, destroy, or otherwise render un-ressable a corpse piece in adventure mode?

And if not, is that something that you could conceivably mod in an adventurer reaction for?

26
Mod Releases / Expanded Plants (nee Plant Fixes) v 0.40.24.3
« on: July 29, 2014, 11:46:40 am »
A minor/bugfix mod for people who want to play vanilla DF, but without all the broken plants.

This version is appropriate for DF versions 0.40.14-0.40.24 .

Anyone who wants to bundle/incorporate this into their own mod may do so. I'd appreciate it if you'd drop me a line in the thread if you do, so I can feel special.  ;)

http://dffd.wimbli.com/file.php?id=9195

Additions for the most recent version are marked in red.

Bug Fixes
  • All but one of the new (0.40.x) plants are now usable in fortress mode!
  • Fixed double strawberry items
  • Seed pods picked in any mode can now be opened for their seeds.
  • Feather tree eggs are harvestable in fortress mode, and are solid/not drinkable in adventure mode.
  • Tree nuts are harvestable in fortress mode, and there are reactions to hull them in both fortress and adventure mode.
  • Plants with growths that don't drop seeds (e.g. lettuce, onion) can be processed to bag like quarry bushes, making their seeds obtainable. This is now working again.
  • Made the usable part of the plump helmet the helmet, so that they can be picked in adventure mode. As a result, plump helmets are now brewed as fruits. In fortress mode, a plump helmet fungus which has already had its helmets harvested displays as a purple 'broken arrow' graphic.
Remaining Bugs
  • Papyrus is still useless, as paper isn't implemented yet in vanilla DF.

Grain Implementation Changes
  • Grain alcohols and flours are created from seedhead growths, which are usually called 'ears,' 'panicles,' 'heads' or 'spikes.'
  • Brewing or milling seedheads does not produce seeds.
  • Seedhead growths can be threshed to produce plantable seeds. Threshing grain generates 2-3 seeds per plant. Once threshed, the seeds cannot be brewed or milled.
  • Seedhead growths for most plants are currently available only during the autumn harvest season.
  • Cave wheat is now a grain, and dwarven beer a grain alcohol.
  • Longland grass is now a grain, and longland beer a grain alcohol.

New uses for existing plants
  • Grape leaves are now edible cooked.
  • Added cassava flour.
  • Added saguaro wine and oat beer.
  • Flax and blood amaranth plants are now edible.
  • Pig tail stalks and rope reed blades can be spun to thread in adventure mode. Pineapple leaves, cotton bolls, banana leaves, abaca leaves, and kapok seed pods can be spun to thread in both adventure and fortress modes.
  • Added oils, soaps, pastes and press cakes for pine nuts, hazelnuts, candlenuts, kapok seeds, coconut seeds, apricot pits, almonds, and paradise nuts.
  • Added oil, soap and press cakes for avocados.

Growth timing/season changes
  • Adjusted cotton's flowering & crop seasons to match real life values.

Quirks
  • Disabling the hardcoded milling reaction for grain plants had the unintended side effect of preventing grain flours from being available for purchase as trade goods. (You should still be able to export them just fine.)
  • Disabling the hardcoded plant processing reaction for cotton had the unintended side effect of preventing cotton fiber & fabric from being available for purchase as trade goods. Pineapple plant fiber fabric is also affected. (You should still be able to export them just fine.)

Plug-And-Play Tileset Variations Included
  • Default ASCII
  • Phoebus

27
DF Modding / Designating seeds to brew or not brew
« on: July 29, 2014, 09:55:11 am »
Hey,

I've got a plant overhaul minor mod that I'm going to be releasing shortly. Among the changes I've made is making grain alcohols brew from seeds, not to seeds. That's all working just fine, ready to go.

However, I can't seem to find a way to make these seeds show up as brewable in the Kitchen menu. I'm sure everyone would like to be able to designate different kinds of seeds as brewable or not-brewable, since if you use up all of your cave wheat on dwarven beer, you're not going to be able to plant any more.

It seems like for other plant materials, adding [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] to the material is enough to make the plant available for toggling on the kitchen menu; but that hasn't been the case for seeds. Are brewable seeds just not supported in the kitchen menu, or am I missing something?

My overhauled cave wheat, for reference:

Code: [Select]
[PLANT:GRASS_WHEAT_CAVE]
[NAME:cave wheat][NAME_PLURAL:cave wheat][ADJ:cave wheat]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[MATERIAL_REACTION_PRODUCT:GRAIN:LOCAL_PLANT_MAT:SEED] ties in to the threshing reaction
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:'%'][PICKED_COLOR:6:6:1][DEAD_PICKED_TILE:182]
[GROWDUR:500][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven beer]
[STATE_NAME_ADJ:LIQUID:dwarven beer]
[STATE_NAME_ADJ:GAS:boiling dwarven beer]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:dwarven wheat flour]
[STATE_COLOR:ALL_SOLID:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:20]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] moved this down to the seed material
[SEED:cave wheat seed:cave wheat seeds:6:0:0:LOCAL_PLANT_MAT:SEED]
[SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:stalks]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:252]
[DEAD_SHRUB_TILE:252]
[SHRUB_COLOR:6:0:1]
[DEAD_SHRUB_COLOR:6:0:0]

28
DF Dwarf Mode Discussion / Forgotten beasts fight each other!!
« on: July 24, 2014, 07:09:18 pm »
You guys. There's a gigantic eyeless dove and a three-tailed cat duking it out in the caverns. Is this awesome y/y?

29
DF Dwarf Mode Discussion / No liaison, but no monarch either
« on: July 22, 2014, 10:07:16 am »
I was under the impression that liaisons would show up unless your civilization was dead; but if my civilization were dead, I should have a King or Queen at my fort, shouldn't I?

Is there another possible reason for not getting liaisons?

30
DF Dwarf Mode Discussion / Non-Vampire Dwarven Murder
« on: June 18, 2014, 03:59:46 pm »
So, one of my miners was tantrumming and punched another one in the skull, shattering the brain. Even though this happened in front of a ton of other dwarves, and the corpse of the victim has been interred, the murder hasn't shown up on my justice screen. Do murders by non-vampires just not get punished?

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