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Messages - Wiles

Pages: 1 ... 93 94 [95] 96 97 ... 134
1411
Life Advice / Re: Is it true that Helium can cause your Lungs to bleed?
« on: September 30, 2008, 08:36:21 pm »
Breathing in helium from a pressurized tank is dangerous, you can rupture a lung.

Helium on it's own? I have no idea - I've never heard anything about it.

1412
General Discussion / Re: Disbelief by the Numbers
« on: September 30, 2008, 04:56:25 pm »
My only belief is that I know nothing... :)

Since I'm here, I'd like to ask Hawkfrost something.  I've heard a couple names related to Satanism before, but I don't know if it's your kind of Satanism.  What are your views on Aleister Crowley and his writings?

If that question seems a bit offensive, I did not intend it as such.  You've just been very obscure when talking about your beliefs, so I don't really know what the tenets of your faith are.

And remember, I am an atheist.  To me, all other beliefs are equally unbelievable.  So I really wouldn't be able to tell the difference between Real Satanism and Garden Variety Satanism.

I don't know a lot about Crowley, but I don't think he was a satanist. He was a freemason and part of the Hermetic order of the golden dawn, or something like that. Founded his own religion too, I think.

1413
DF Modding / Re: So why can't these guys embark with axes?
« on: September 30, 2008, 11:04:58 am »
Also - I'm not even sure you will be able to make wooden weapons (other than ranged) in fortress mode. I don't think that functionality has been added in yet.

1414
DF Modding / Re: So why can't these guys embark with axes?
« on: September 30, 2008, 10:45:59 am »
I just tried adding wood pref to a race and they were able embark with wooden axes, I'm not sure why yours won't work. Were you able to pick other wooden weapons?

1415
DF Modding / Re: So why can't these guys embark with axes?
« on: September 30, 2008, 10:29:49 am »
wood_pref was my thought too- but I haven't played around with wood pref in playable civs.

I'm not sure if wood_pref and metal_pref would play nicely together.

1416
DF Modding / Re: Minor question
« on: September 30, 2008, 09:40:11 am »
http://dffd.wimbli.com/file.php?id=57 has a standalone exe

I don't know if it will work with the current version or not.

1417
DF General Discussion / Re: The forum is changing in a bad way?
« on: September 29, 2008, 10:24:47 am »
You are all wrong and have bad hair.

...apparently on this forum I have hair!  Woot!

No one said anything about hair on your head.   :P

1418
DF Modding / Re: Age of Shadows mod
« on: September 29, 2008, 10:12:09 am »
Small update, added some new creatures and fixed a reaction problem, see first post for details.

1419
DF General Discussion / Re: Only three worlds?
« on: September 28, 2008, 10:06:14 pm »
If you have a save on a world you can't start a new game in it. Have you tried the continue game option instead?

1420
DF Modding / Re: Reaction no longer working
« on: September 27, 2008, 09:55:38 pm »
Unfortunately NONE doesn't work either.

Thanks for the help folks. Looks like I'll just have to settle with doing it differently :)

1421
DF Modding / Re: Reaction no longer working
« on: September 27, 2008, 08:53:56 pm »
I have no problem getting it to work by changing it to

[REACTION:SPIDERSILK_LAYERING]
[NAME:layer spidersilk]
[SMELTER]
[REAGENT:10:CLOTH:NO_SUBTYPE:SILK:SPIDER_CAVE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SPIDERLAYER]

I can work around it, but I was hoping to find a way that worked similar to how it did before. (being able to mix and match silk in a reaction)

1422
DF Modding / Re: Reaction no longer working
« on: September 27, 2008, 07:16:03 pm »
[REACTION:SPIDERSILK_LAYERING]
[NAME:layer spidersilk]
[SMELTER]
[REAGENT:10:CLOTH:NO_SUBTYPE:SILK:NO_MATGLOSS]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SPIDERLAYER]

was the full reaction

Removing no matgloss and leaving it just :NO_SUBTYPE:SILK] doesn't work, I don't get an error but when I try it they create the bars out of thin air. If I add in STANDARD, it just shows up in the errorlog.

If it isn't possible to make one all encompassing reaction I can always make one for each silk bearing creature in my mod. It's not a perfect fix though since I won't be able to mix and match different silks.

Any ideas?

1423
DF Modding / Re: Reaction no longer working
« on: September 27, 2008, 06:52:49 pm »
Thank you Jaybud, I'll play around with those.

The silk is being used to make silk "bars" so they can be used in armour making.

1424
DF Modding / Re: Reaction no longer working
« on: September 27, 2008, 06:43:23 pm »
The problem is that before the smelter was able to use a combination of different silks.

I could use 7 giant cave spider silk, and 3 cave spider silk. I don't think I can do that anymore.

1425
DF Modding / Reaction no longer working
« on: September 27, 2008, 06:29:51 pm »
In older versions this worked fine in reactions:

[REAGENT:10:CLOTH:NO_SUBTYPE:SILK:NO_MATGLOSS]

When in a reaction in the newest df version I get the error:

Unrecognized Silk Token: NO_MATGLOSS

Anyone have any idea how to fix the line?

I can get it to work with a specific creature, ie if I put in:

[REAGENT:10:CLOTH:NO_SUBTYPE:SILK:SPIDER_CAVE]

It works. But I'd like to be able to use any kind of silk like I was able to in previous versions.


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