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Messages - evictedSaint

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4876
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: February 06, 2013, 11:28:34 am »
Update on my amputation job:

After switching bodies and attempting to force surgery on my dwarf without his explicit consent, I went through a number of companions all of whom died from mysterious face-stabbing related injuries.

Clearly, I had grown too powerful for my own good.

I kept my adventurer up for three days straight, dehydrated and starved to near-death, then took an unsuspecting companion with me to a nice quiet deserted patch of wilderness.  I removed my adventurers trusty sword and armor and had him lie prone on the ground.  Then, after switching bodies with my companion, I calmly strangled my dworf until he passed out, and then, with the utmost surgical precision, swung a blunt copper ax at his head.  The ear flew off into the sunset, dripping pus as it "sailed off in an arc!" 

I then waited for the strangling anesthesia to wear off and, after making sure my companion was a fair distance away, switched back into my dworf and redressed. 

Sadly, due to some friend/foe loyalty mumbo jumbo, my companion was killed as he attempted to perform other unwarranted surgeries over various parts of my body.  But now Urist McOneear is alive and well, and resuming his campaign to rid the world of all various unsavory beasts.

tl;dr, yeah it worked.

If they're your companion, you can use adv-bodyswap.  If not, use "adv-bodyswap force."  You can continue playing after your adventurers death, but be careful that you switch into the body of a historical figure.  Becoming some unknown peasant/random animal can cause complications.

4877
I had some reports about people "fixing" it by building the workshop closer, stockpiling the materials next to it, or deconstructing/rebuilding the workshop. I dont really know what else could be done.

How is your poison-gland coming along? Does everything work as intended? I wanted to offer something similar in my mod, but I used milking for it. Instead of butchering your snakes/scoprions/spiders, you milk them once a month. Dont know if thats of interest to you...

Out of curiosity, how do you deal with milking?  Did you just add the milkable tag to the critters and give "scorpion milk" a syndrome?

4878
DF Adventure Mode Discussion / Re: Good mods for Adventure Mode?
« on: February 05, 2013, 10:33:36 am »
Well, I'm looking for a mod that will improve Adventure Mode, not a crafting mod for adv mode.

Well, okay, what exactly are you looking for in Adventure Mode then?

4879
Utilities and 3rd Party Applications / Re: [SUGGESTIONS] for DFhack plugins
« on: February 05, 2013, 12:56:42 am »
I would appreciate the ability to turn off ghosts.

4880
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: February 04, 2013, 04:14:13 pm »
So I was messing around in Adventure Mode when my dwarf went and got himself stabbed in the ear. 

Naturally, I chopped off the goblins arm and beat him to death with it.

Later, I noticed that my ear had become infected.  Not wanting to lose my adventurer, I resolved to do the dwarfy thing and amputate it.

I use the Lazy Newb pack and it comes with dfhack, which includes a function called "adv-bodyswap."  If it does what I think it does, then I would switch bodies with my companion, have him strangle me until I pass out, then calmly hack my ear off with a blunt axe.  Upon completion of this medieval surgical procedure, I'd switch back to my adventurer and continue his reign of terror as Urist McOneear.

Thing is, I can't figure out how to use "adv-bodyswap" properly.  What's more is that I can't find any real instructions anywhere else.  Can anyone tell me how to switch bodies in Adventure Mode?

EDIT: Never mind, I figured it out.  You go to (l)ook, then view the unit details of a unit you want to swap with, then use adv-bodyswap.

4881
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 30, 2013, 11:10:34 am »
Unless I'm mistaken, you can also set up each creature up for adoption.  With an owner, the dwarf will (usually) automatically feed them before they starve to death.

4882
What about making them [MILKABLE], assigning the syndrome to their milk and setting the milk to a boiling temperature?

That's the thing, though; the reaction would occur at a farmers workshop when the job "Milk a Creature" was selected, and only after all my cows and sheep and goats were milked would they get to the dogs and cause the reaction.

For one, this would probably cause all kinds of weird stuff in game (caravan showing up carrying "dog milk," promptly vanishing in a violent explosion of syndrome-laced milk-dust), and two it's not quite what I'm looking for. 

What I want is a way to create a reaction that functions essentially the same as milking:  bringing a pastured animal to the workshop for some task.  Thing is, I'm not sure if it's possible to do that, especially since the PET tags in reactions are still broken and deals with weird vermin animals.

I SUPPOSE a work around would be to manually pasture a dog in the workshop, then keep the dog from being a reagent in the reaction, but it would be so much nicer if I could have my dwarf haul them there automatically for each reaction.

4883
So let's say you've built a mod that allows you to take a war dog to your forge and replace it's skin with steel.

What exactly are the tokens you would need to have your dwarf lead that animal there? 
The way the mod would work would be to create a reaction that produces a cloud using STONE_VAPOR_TEMPLATE in a customized inorganics text file, with the tags

   [SYNDROME]
      [SYN_NAME:steely wardogs]
      [SYN_INJECTED]
      [SYN_CONTACT]
      [SYN_INHALED]
      [SYN_INGESTED]
      [SYN_AFFECTED_CREATURE:DOG:ALL]
      [CE_BODY_TRANSFORMATION:START:0]
      [CE:CREATURE:DOG_OF_STEEL:DEFAULT]

which actually transforms the dog into another animal (which would be created in a separate text file).  I've got it worked out to where if the dog is standing nearby and gets caught in the cloud it transforms; however, what I want is for the dwarf to carry the dog there, the way he would if he were going to shear or milk a creature.  Does anyone know how to make a reaction require a living animal?

4884
Hey!  Just recently found your mod, and I love it! 

I was poking around the raws and I was having trouble figuring out how the utility spiders come into being.  They don't breed, and unless I'm mistaken (I'm still somewhat new to your mod, only been playing around with it for a few days) you can't build any more.  The only way you can get more, it seems, is if you import them from the mountain homes.

Am I mistaken?  My fortresses are usually bathed in blood and pus and other foul liquids, and a pet that goes about cleaning things is perfect, if I could mass-produce it.

4885
DF General Discussion / Re: Future of the Fortress
« on: December 06, 2012, 05:36:39 pm »
How will the the location of your dwarves be affected by retirement/unretirement of fortresses? Presumably dwarves will be meandering around the fort; if I haven't tunneled into the first cavern, can I expect to find them underground anyways?  What if I were to order my entire population into a room and then build a wall around the exit, blocking them in right before I retire?  Will an adventurer come by later to find the fort mysteriously vanished, save a muffled pounding from behind the wall?  Would retirement/unretirement result in dwarves in impossible locations?

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