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646
DF General Discussion / Re: Future of the Fortress
« on: July 07, 2015, 02:32:14 pm »
You've mentioned that drunkenness is related to bodysize, but that suggests that humans will be less likely to be drunk than dwarves, which sounds backwards. Especially since alcohol functions like water in dwarven biology (otherwise they would not suffer slowness when drinking only water). Will there be a method by which dwarves are less susceptible to drunkeness? 

He also said that drunkenness will be counteracted by disease resistance. If dwarven disease resistance is sufficiently high relative to human disease resistance, it would balance out their relative sizes.

Additionally, it was my impression that Toady is removing the negative effects of sobriety as part of this next release.

647
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: July 07, 2015, 02:25:43 pm »
I downloaded the Gemset pack, but the graphics aren't there, it is default.

The graphics are not included in these packs - they are merely raws compatible with the graphics sets. To use, you should install the GemSet raws, and then install the GemSet Modest Mod variation of your choosing over it.

Come to think of it, I should really update the GemSet raws to the most recent version of GemSet. The package as it currently exists doesn't include any plant data.

648
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: July 06, 2015, 12:18:39 pm »
Is it mostly the leaves existing or their falling from trees that reduces FPS? If the latter then maybe you could make all trees effectively evergreen.

It's mostly the existing part. DF does a lot of iterating over things - iterating over each kind of material, iterating over each kind of growth, etc. It's just not as noticeable because it's always on, so we factor it in to the baseline slowness of the game; whereas growths falling off create a spike.

649
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: July 06, 2015, 10:02:10 am »
Since leaves are removed, would it be possible to make tree branches and tree twigs green? Even if they never change color, I'd rather have the tops of my trees be green than brown. At least I can pretend they are evergreens that way.

Only if you make the trunks green as well.

650
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 02, 2015, 09:32:46 am »
According to the billion coins I minted to offer to the home caravan for lulz, my dwarves hail from the magical mountain nation known as New Zealand. Why? Because my dorfs' country has  a pair of Kiwi for thier symbol.

Humans came and went, and amidst the extra brew, I managed to secure a partisan for a migrant who dreams of becoming a legendary warrior. He must be a big son of a bitch, because he was able to use the thing one-handed.

Wait what? What size is a partisan in your mod? I'd assume it would be the size of a pike, that would indicate that the can vs can't wield bug has been fixed. Is this the case?

[TWO_HANDED:50000]
[MINIMUM_SIZE:30000]

Given that soldiers all seem to properly arrive with or without a shield depending on the weapon (I've stopped seeing idiot humans armed with greatswords trying to use them one-handed for example,) it might have been fixed. It says the dwarf is average in size, but I find it hard to believe.

Dwarves can't make the things on thier own and I was fully expecting him to not be able to take a shield. I was pleasantly surprised, but it may be due to mis-sizing on Stal's part.

Yeeah, the average dwarf is size 60,000. The majority of your dorfs should be able to one-hand those partisans.

651
Is there any way to reduce tree growth speed in the raws?

You might try increasing [TRUNK_PERIOD] and/or [TRUNK_WIDTH_PERIOD]. They'll certainly slow tree growth after it's done being a sapling, but I'm not sure if they'll slow sapling-to-tree growth.


652
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 01, 2015, 10:59:41 am »
According to the billion coins I minted to offer to the home caravan for lulz, my dwarves hail from the magical mountain nation known as New Zealand. Why? Because my dorfs' country has  a pair of Kiwi for thier symbol.

Humans came and went, and amidst the extra brew, I managed to secure a partisan for a migrant who dreams of becoming a legendary warrior. He must be a big son of a bitch, because he was able to use the thing one-handed.

Wait what? What size is a partisan in your mod? I'd assume it would be the size of a pike, that would indicate that the can vs can't wield bug has been fixed. Is this the case?

653
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 29, 2015, 09:26:39 pm »
Hey omgalof,

Your problem isn't Modest Mod-related. You accidentally turned off wood hauling :). You can change it back by going to the (o)rders menu, and toggling (w) to make Dwarves gather wood.

654
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 29, 2015, 09:09:48 am »
I am experiencing the following error:

*** Error(s) found in the file "raw/objects/reaction_modest_plants.txt"
Unrecognized Skill Token: PROCESSPLANT

because PROCESSPLANT misses an "s".
It should be PROCESSPLANTS!

Yes it should. This isn't a game-breaker - you'll just find that all of your dwarves may do this reaction, and they won't gain any skill for it. It will be fixed in the next release.

here https://dl.dropboxusercontent.com/u/36690916/region2.zip

Thanks, I'll take a look tonight.

655
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 27, 2015, 02:07:09 pm »
i'm using accelerated and for some reason is impossible to stockpile wood, the dwarfs will simple not carry the wood to the pile.

Would you mind uploading & linking a save, please?

656
Unconcius victim=practice dummy

Why don't chickens need to eat?

They scratch up vermin to eat!

Why don't tigers need to eat?

657
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 24, 2015, 04:30:40 pm »
Not sure if we'll be getting control of this for modded reactions or just the generated ones for the new instruments.

First pass on the instrument generator is done, finally. Lots of variables, components made of various materials (though they work like item improvements on the final product), some large instruments placed as little buildings, generated reactions to build them and their parts... reactions can now be categorized within shop menus and they can provide information during job selection to stop it all from being overwhelming. This is another of our experiments with just how much generated content can be used and what sorts of problems arise as you try to become immersed in your dwarves' culture.
Emphasis mine.

Glee!!

658
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 24, 2015, 09:44:33 am »
The reactions are copied from the vanilla brewing (reaction_other) so it is multiplying the number of plants in the stack by 5 like it should. Your examples would produce 25 and 50 units of booze (well actually the fruit would wind up being 30 and a stack of 4 fruit leftover)

Sorry, I misspoke. I meant the 5 to 5 would be if you changed it to use 5 fruit for 5 booze. Which isn't what you have there, it was what you were asking about earlier in the post. :)

659
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 23, 2015, 11:26:52 pm »
Do you guys want an "every possible permutation explicitly labeled" mod for absolute control without having to get finnicky about stockpiles, or a "simple commands" mod?

I wish all the workshops worked like the smelter/forge, so yes, more reactions!

Keep in mind, nested menus like the forge has aren't possible for modded reactions. You'll only get a long, spammy list.

So I'm doing something wrong. Not quite getting the material token correct, since they work, but they work the same as the generic plant brewing. So in other words, I give the order for rum but they are using everything but sweet pods.

I'm not 100% sure - I pretty much never make reactions which require a specific plant - but you might need to specify LOCAL_PLANT_MAT:STRUCTURAL for the last two tokens of your reagent.

Quote
I'm also tempted to up it to 5, but I have a feeling that would be 5 stacks instead of 5 plants.

5 would mean at least 5 plants, divided across however many stacks it takes. So if they pick up a 4 stack, they may go get another 4 stack, leaving 3 sweet pods left over.

For tree fruits, which can be gathered into stacks of more than 5, you might pick up a 4 stack and then a 6 stack, and then since 10 is a multiple of 5, you'd use up all 10 for a double batch.

Quote
Also not sure if that means I up the output to 25 and seeds to 5 or leave them as they are (since they already multiply source right?). My reasoning being that another aggravation I've noticed is multiple barrels with 5 units clogging up space. Same for sugar, dye, etc.

Actually, the reactions you have here will take 5 plants and produce 5 units of booze from those 5 plants. If you had a 10-stack of a plant (which can happen with tree fruits, due to Toady's herbalism overhauls), you would produce 10 units of booze from those 10 plants.

Any good mod merging utilities around?

I know a version of lnp had it, but im not too sure about now.

Yeah, what PeridexisErrant said.

I'm slowly working on something that I flatter myself will be better ;), but it's not working yet.

660
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 23, 2015, 05:03:02 pm »
Oops, I'll change the votey thing to just glazes for now, then.

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