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Messages - ancusohm

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DF Modding / Evil Weather Everywhere
« on: August 30, 2013, 12:05:36 pm »
Hi

I was thinking it would be fun to build a fortress in an area with evil weather.

Does anyone know how I could mod the game to allow evil weather to appear in any type of biome? 

Is there some way to make sure that every space has some weather? Ideally, I would like several types of weather to appear in each area.


2
Hi

This mod is amazing.  I think it's the first time I've seen someone mod DF pathfinding. 

Quick question.  How feasible would it be to change the pathfinding for your own dwarves?  Specifically, would it be possible to change the dwarves' pathfinding so that they will path through water (assuming they can breathe water)? 

3
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 26, 2013, 02:46:50 pm »
This is probably a stupid question.  But does anyone know where can I find the code for the trueTransformation hack? 

4
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 13, 2013, 11:59:31 am »
Random question, but is there any way to have a syndrome alter a creature's body tokens? 

Like, could you have a syndrome that applies the [breathe] token to a specific body part?


5
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 07, 2013, 02:18:29 pm »
Is there any way to run a script that will cause a dwarf to be punished as if they had committed a crime?

I think it would be cool if you could run a hack that would have someone beaten to improve production.  Like, one dwarf gets beaten by the hammerer, and then every other dwarf gets an increase to their self_discipline or achievement_striving.

It would also be satisfying just to be able to sentence some particularly annoying dwarves to be beaten.

6
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: April 10, 2013, 02:57:16 pm »
Hi

I've run into a strange problem in my game.  I have all this scrap metal ore, but, for some reason, I can't seem to smelt it into usable metal bars. 

I think I'm doing everything right.  I process salvage logs, and I get some scrap metal ore (or whatever the output is called).  However, when I go to a smelter and try to select the option to smelt scrap metal ore, the option is colored red, and it won't let me assign that job. 

I've only tried this with a regular wood powered smelter.  Do I need to use a prismatic smelter or something?  I know the smelter is working, because it lets me do other reactions.

Am I missing a step somewhere?

I haven't tried this in the new version, so maybe it will work with that.  I just want to make sure I'm not failing to do some step of the processing.

7
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 24, 2013, 12:52:20 pm »
I think it would be cool to be able to make new murky pool tiles so that you could build your own rain collectors.  I believe there's a filetype dfhack command that can change tiles into murkypools,   and I know there are ways to run dfhack commands from inside dwarf fortress.   Would it be possible to mod constructions in such a way that dwarves could make murky pools?

On a related note: could you mod constructions so that dwarves made natural walls that would not deconstruct on collapse?

I know I could do it through the dfhack terminal.  I just think it would be cool to be able to do it all within Dwarf Fortress itself

8
DF Modding / Re: Example for running dfhack scripts from workshops.
« on: March 24, 2013, 12:38:25 pm »
Transformation doesnt work, because dude picks up item, transforms, drops all items. So I could do "dwarf picks up cursed item, transforms into werewolf forever", but I cant do "dwarf picks up badge of the legion, transformes into legionnaire, till he unequips badge, becomes normal dwarf again". Like I siad, doesnt really matter, its because dwarves drop things when they transform.

So, I'm new to the whole modding thing, and I'm extremely new to DFhack, but I have an idea that might let you make an item that transforms dwarves (or whatever).  There's a dfhack command called "forceequip" that I believe forces every item in a creature's tile into that creature's inventory.  So, if you could make the item run the forceequip command immediately after transforming the dwarf, then I think the dwarf would end up holding the object.    Would that work?

9
DF Dwarf Mode Discussion / Using magma to reach the ocean floor?
« on: January 20, 2013, 11:18:01 am »
Hi

I've been trying to think of different ways to build a fort on the floor of the ocean, and I think I've come up with a particularly dwarfy technique, but I'm not sure it's actually possible.  So, I have to ask.  If I dropped a lot of magma onto a specific part of the ocean, would the magma form obsidian?  And then would that obsidian pile up until it reached the ocean's surface, so dwarves could hollow out the obsidian and build a fort inside it?

Bonus question:  would there be any way to collapse the top of the obsidian spire, leaving the dwarves inside the spire's base completely unconnected from the surface?

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