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Messages - Tarsius

Pages: [1] 2
1
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: March 07, 2017, 05:53:13 am »
is there a way to make tree growths other than fruit harvestable?
if the answer is no, is there a way to make trees drop its growths in addition to logs when cut?

2
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 17, 2017, 09:51:46 am »
so, I managed to mod in a new creature with new tissue and material, able to spawn it in the arena, and able to look at it without causing the game to crash, but i still got some error messages in the errorlog.txt
Spoiler: raws (click to show/hide)

and the errorlog.txt:
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_other.txt"
SLIME Color Mod Ending With (GRAY,1) Was Not Used
*** Error(s) finalizing the creature SLIME
undefined local creature material set to default: SLIME SLIME_MATERIAL
SLIME:FEMALE:body, layer 1: Tissue SLIME_TISSUE was not found, using first tissue instead
SLIME:MALE:body, layer 1: Tissue SLIME_TISSUE was not found, using first tissue instead

so, what those error messages mean? what are the causes and how can I fix it?

thanks a lot in advance....

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 16, 2017, 04:27:22 am »
so, to get the speed i want, i just copy and paste the numbers listed in raw/examples and notes/gaits.txt?

but what if I don't use those numbers, but use entirely different numbers, will it break the game?

thanks

4
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 15, 2017, 05:52:12 pm »
1) in creature raw, in the end of APPLY_CREATURE VARIATION:STANDARD_<movement type>_GAITS tokens, there are 6 numbers separated by colon, what those numbers mean...?

2) in c_variation_default.txt, in the [CREATURE_VARIATION:STANDARD_<movement type>_GAITS], what !ARG4, !ARG3, etc. mean?

thanks....

5
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: February 12, 2017, 03:39:23 am »
is it possible to mod in a workshop/reaction which does not require a dwarf to be present in the building, but the reaction is still going? so the dwarf just drops the materials, dwarf do something else while the reaction is going, then after some time dwarf picks up the end result. preferably without any DFhack involved

thanks....

6
DF Gameplay Questions / no goblin civ in my worldgen
« on: April 20, 2016, 11:59:25 pm »
does anyone know why this worldgen parameter never spawn goblin civs?
all the wiki says about goblin civ is that they need evil tiles... which i have... and I never get it....

Code: [Select]
[WORLD_GEN]
[TITLE:TARSIUS]
[DIM:65:65]
[EMBARK_POINTS:10000]
[END_YEAR:25]
[BEAST_END_YEAR:100:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:50:350:800:800]
[RAINFALL:10:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:90:101:101]
[VOLCANISM:40:100:3200:3200]
[SAVAGERY:0:0:0:0]
[ELEVATION_FREQUENCY:1:1:2:2:2:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NORTH_AND_OR_SOUTH]
[MINERAL_SCARCITY:2500]
[MEGABEAST_CAP:0]
[SEMIMEGABEAST_CAP:0]
[TITAN_NUMBER:0]
[TITAN_ATTACK_TRIGGER:0:0:0]
[DEMON_NUMBER:0]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:0]
[WEREBEAST_NUMBER:0]
[SECRET_NUMBER:0]
[REGIONAL_INTERACTION_NUMBER:0]
[DISTURBANCE_INTERACTION_NUMBER:0]
[EVIL_CLOUD_NUMBER:0]
[EVIL_RAIN_NUMBER:0]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:100:100:100]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:100]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:20:20]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:10]
[NON_MOUNTAIN_CAVE_MIN:25]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:136:272:136]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

thank you

7
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: April 10, 2016, 08:26:06 am »
1) what token does the kobold civ has that makes it invisible in the neighbor tab in the embark screen?
2) what is the use of ponds actually? since I never use it in my forts... I'm afraid that I'm missing something important and/or useful there....

8
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 21, 2016, 08:54:20 am »
is there a way to generate a world that is guaranteed to only have dwarves, kobolds, and goblins without having to rely on random generation?

9
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: March 11, 2016, 11:28:44 am »
trying to make goat shearable, i have copied
Code: [Select]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]
from sheep's raw to goat's, but it is still unshearable, what did i do wrong? and how can I fix it

thanks!

10
DF Dwarf Mode Discussion / Re: DF v0.42.02+ Worldgen Cookbook Thread!
« on: March 08, 2016, 12:38:46 am »
thanks for the worldgen param, vjek!

but I have one question, which parameter should I change if I want to have more wide rivers? the one that you gave me generates small rivers (less than 5 tiles wide), and i want extra wide river to test my bridge construction skills

thanks!

11
DF Dwarf Mode Discussion / Re: DF v0.42.02+ Worldgen Cookbook Thread!
« on: March 06, 2016, 11:03:03 am »
can I have a embark with
- sand, clay, and soil
- river or lake
- fair amount of vegetation
- neutral surroundings
- no enemies (i.e. no other civs, no megabeast, etc.)
- OK climate
- no aquifer

bonus points for:
- having volcano or easily accessible magma source
- located in valley, canyon, or any other awesome geographical feature
- having waterfall or 2 bodies of water in different z level
- shallow and deep metal
- smaller than 5x5 embark size
- no wereanimal/vampire

the point is, I want to push dwarven industry to its limit without having to consider large or any military

thanks!

12
General Discussion / Re: Delurk Thread
« on: November 01, 2013, 03:45:57 am »
not my first post... just post to de-lurk...

ok... back to lurking....

13
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 14, 2013, 05:27:34 am »
2)can anyone explain what "handling dangerous creature" warning means

Not sure about #1.  #2 relates to them dragging your cow/sheep/whatever to somewhere, usually for milking or shearing.
so... if I get that warning when I order my dwarves to shear an animal... do I get the wool or not?

14
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 14, 2013, 03:32:51 am »
1)how can I be at peace with goblins? (I want their caravan to come)

2)can anyone explain what "handling dangerous creature" warning means

thanks for the info

15
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 30, 2012, 02:20:17 am »
is it possible to have a naturally-formed oasis?
if it's not possible, is there a chance to be implemented?

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