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Topics - Ghostpaw

Pages: [1] 2 3 4
1
DF Modding / Matgloss Token Meanings: Metal;Stone_gem, mineral, soil
« on: June 04, 2008, 06:14:00 pm »
On the wiki site I can only find the meanings for the tokens in the matgloss_plant file.  I can not however find the meanings of the tokens of the above matgloss files.  I am wondering if anyone can point me to where these tokens are explained.  Here is a list of tokens I do not understand "fully".  In case anyone is wondering, I am a very careful, diligent person who will only half ass things in rare circumstances.  I have not found anyone who can match my attention to detail.  Maybe one day I'll get around to drawing pictures of my artifacts.

1) matgloss_metal file;

[MATGLOSS_METAL:(something goes here)]
- specifically what goes after the MATGLOSS and what replaces the (something goes here).

[SOLID_DENSITY:(number)]
[BLOCK_PERC:(number)]
[DAMAGE_PERC:(number)]
[SPEC_HEAT:(number)]
[BRITTLE]
[DEEP]

2) matgloss_stone_gem file; (This one took a while to go through fully.)

- O how interesting.  Toady One sure has done his homework.  I'm especially impressed with the grossular entry.
- Interesting.  I wonder why Toady One has given Demantoid and Red Beryl such a low value.
- Nice catch where Toady One notices that Diamond may be the only gem that could ignite at such low temperatures.
- I find it questionable of what goes into the semi-precious, precious, and rare category.  Though to give him credit it is questionable in the real world market I'll have to do "extensive" further research before I can make a suggestion on the changes.  The hours I've committed already is not enough.  We are talking weeks, maybe months, here.

[MATGLOSS_STONE:(something)]
- Especially concerned with what goes after the MATGLOSS and what replaces the (something)

[GEM:(assuming to be name. assuming to be singular):(assuming to be name. assuming to be plural)]
- Some appear to have the word STP after what I assume to be what the singular form of what is to be created should be called.  Not sure what that is.  Also I do not know what the 'GEM' does to the material in question.

[ENVIRONMENT:(seems to be some sort of stone layer):CLUSTER_SMALL:(number)]
- I am especially concerned with what CLUSTER_SMALL and the number after it does.

[BASIC_COLOR:(number1):(number2)]
- I am concerned with how it is different from [COLOR:(number):(number):(number)] and why it only has two number categories.  Also I am concerned with how all of them have '7' for number1 and '0' for number2. Exclude the '.

[GLASS]
- I'm assuming it is the tag that allows the material to be made into glass but it's unusual in that I have only found it in [MATGLOSS_STONE:CRYSTAL_ROCK] that I figured I should mention it in case there are any other special properties to it.

[MELTING_POINT:NONE], [BOILING_POINT:(number)], & [IGNITE_POINT:(number)]
- Mostly the difference between the two, what unique effects each produces, and what the 'NONE' on the [MELTING_POINT:(something)] does.  I'm assuming there must be a default value for the [MELTING_POINT:(something)] token to make, what I assume to be, the affects of 'NONE' necessary and would like to know what that is.

[SOLID_DENSITY:(number)]
- Was mentioned before in the matgloss_metal file  but decided to mention it again because not many materials in the matgloss_stone_gem file have this token.

[SPEC_HEAT:(number)]
- Again, it was mentioned in the matgloss_metal file but mentioned it again for the same reasons as the former token.

[ENVIRONMENT_SPEC:(something.  Appears to not be a type of stone layer but something different): CLUSTER_SMALL:(number)]
- Specifically I want to know how the 'SPEC' makes this token different from the [ENVIRONMENT:(seems to be some sort of stone layer):CLUSTER_SMALL:(number)] token.

3) matgloss_stone_layer file;

[MATGLOSS_STONE:(something)]
- Same reasons as what was mentioned in the matgloss_stone_gem file.

[SOLID_DENSITY:(number)]
- mentioned before but I'll just mention it again.  I just feel uncomfortable not mentioning it.
[AQUIFER]
[LAVA]
[SHARP]
[SEDIMENTARY]
[SEDIMENTARY_OCEAN_SHALLOW]
[SEDIMENTARY_OCEAN_DEEP]
[IGNEOUS_INTRUSIVE]
[IGNEOUS_EXTRUSIVE]
[METAMORPHIC]


[REACTION_CLASS:(something)]
- Namely what replaces the (something) and what unique effects this token gives the material.

[BASIC_COLOR:(number1):(number2)]
- there's that interesting token again.  And as before it only has 7 for (number1) and 0 for (number2)

4) matgloss_stone_mineral file;

[ENVIRONMENT:(appears to be some sort of stone layer):VEIN:100]
- specifically what goes after 'ENVIRONMENT' and what effects 'VEIN' creates that is different from 'CLUSTER_SMALL' that saw in the matgloss_stone_gem file.

[METAL_ORE:(something.  Appears to be some sort metal):(number)]

[ENVIRONMENT_SPEC:(something.  Appears to not be a type of stone layer but something different): VEIN:(number)]
- Appeared in the matgloss_stone_gem file except instead of 'CLUSTER_SMALL' there is 'VEIN'.  Same reasons and I want to know how 'VEIN' is different from 'CLUSTER_SMALL'.

[AQUIFER]

[MELTING_POINT:(number)] & [BOILING_POINT:(number)]
- The effects they create and how they are different.


[ENVIRONMENT_SPEC:(something.  Appears to not be a type of stone layer but something different): CLUSTER:(number)]
- mostly on how 'CLUSTER' is different from 'VEIN' and 'CLUSTER_SMALL' as previously mentioned.

[ENVIRONMENT:(something.  Appears to be some sort stone layer):CLUSTER:(number)]
- mostly on how 'CLUSTER' is different from 'VEIN' and 'CLUSTER_SMALL' as previously mentioned.

[ENVIRONMENT_SPEC:(something.  Appears to not be a type of stone layer but something different): CLUSTER_ONE:(number)]
- Mostly on how 'CLUSTER_ONE' is different from 'CLUSTER', 'CLUSTER_SMALL', and 'VEIN' as previously mentioned.

5) matgloss_stone_soil file;

[AQUIFER]
[SOIL_OCEAN]
[SOIL]
[SOIL_SAND]

6) matgloss_wood file;

[SAPLING]
[SOLID_DENSITY:(number)]


2
DF Modding / Multiple Entities concerning Sieging, Ambushing, Stealin
« on: June 04, 2008, 12:22:00 am »
On my last thread I was told that only one Entity with [ENTITY_GROUPING:EVIL]can siege my fortress even if both entities have the [SIEGE] token on them.  But I have some other questions related to this but I would rather have them all answered here rather than make separate threads for them.

1.  Is it possible to have two entities siege the fortress of both entities have the [SIEGE] token but one entity has the [ENTITY_GROUPING:EVIL] token while the other has the [ENTITY_GROUPING:NUISANCE] tag.

2.  Is it possible to have more than one entity kidnap the babies and children of the fortress?

2b.  If so do they have to have different [ENTITY_GROUPING:alignment] tokens?

3.  Is it possible to have more than one entity ambush a fortress?

3b.  If so do they have to have different [ENTITY_GROUPING:alignment] tokens?

4.  Is it possible to have more than one entity send thieves to steal stuff from a fortress?

4b. If so do they have to have different [ENTITY_GROUPING:alignment] tokens?

That's all I can think of at the moment.


3
DF Modding / Multiple Sieging Entities
« on: June 02, 2008, 07:26:00 pm »
Is it possible to have more than 1 entities that will siege you?

4
DF Modding / Children and Babies
« on: May 31, 2008, 11:40:00 pm »
Are the size of Children and Babies depend on the size of their parents?  Also are their attacks less effective than their adult version?  Is there a way to modify the child's size specifically?

5
DF Modding / Metal Goblins
« on: May 31, 2008, 11:00:00 pm »
I've read about people making goblins out of metal.  How would you go about doing that?

6
DF Modding / COLOR and FRIENDLY_COLOR
« on: May 26, 2008, 12:50:00 am »
What is the difference between the COLOR tab and the FRIENDLY_COLOR tab?

7
DF Modding / Ice stones
« on: May 25, 2008, 09:18:00 pm »
As I've read on the wiki specializing in Dwarf Fortress, Ice walls that are mined out leave ice boulders called water.  In Dwarf Fortress they are considered stones but I can't locate it in the raw files.  Does anyone know its location?  Maybe I'm not looking hard enough?

8
DF Modding / ART_FACET_MODIFIER and ART_IMAGE_ELEMENT_MODIFIER
« on: May 24, 2008, 11:45:00 am »
What does the [ART_FACET_MODIFIER] tag and the [ART_IMAGE_ELEMENT_MODIFIER] tag for entities do?

9
DF Modding / Pet Tag on Civ_Controllable race
« on: May 23, 2008, 11:37:00 pm »
Does the pet tag on a Civ_controllable race cause you to be unable to specify the labor of that particular creature? Because I've created a new civilization with a pet tag and where labor should be I get the assign animal to be butchered or not that is normally shown on the tame animals in a regular fortress.

10
DF Modding / [LEADER_TYPE: ] and [SITE_LEADER_TYPE: ]
« on: June 09, 2008, 12:00:00 am »
How does the [LEADER_TYPE: ] and [SITE_LEADER_TYPE: ] tokens work and how do the different professions affect the game and the leader?

11
DF Modding / Dwarf and Elf Sieging. Human trading
« on: May 22, 2008, 12:52:00 am »
Ok so I want to make a new civ controllable entity that dwarves and elves will siege but humans will just trade with.  How would I do this?  Also when I checked the raw folder and went to the Entity_default file I found this starting from the top of the file to the bottom.
entity_default

[OBJECT:ENTITY]

[ENTITY:MOUNTAIN]
   [CIV_CONTROLLABLE]
   [CREATURE :DWARF]
What does the [OBJECT:ENTITY] do?
What does the [ENTITY:MOUNTAIN] do?
Any help will be appreciated.

[ May 22, 2008: Message edited by: Ghostpaw ]


12
DF Modding / Starting 7. How to control each exact personality
« on: May 21, 2008, 11:16:00 pm »
How do I make the starting 7 dwarves have exactly the type of personality I want them to have?

13
DF Modding / How To Mod
« on: May 21, 2008, 07:40:00 pm »
So I've been reading a lot of references in this site about modding things. So I want to mod into the game for Bronze Colossus to start sieging my fortress starting with the first winter, for spirit of fires to sneak into my fortress and steal stuff like kobolds, and for frog demons to attempt to kidnap dwarven children. How would I go about doing this?  Would I need to download certain programs?  If so where can I find these programs?

14
DF Dwarf Mode Discussion / Screw Pump WaterWheel Power
« on: April 26, 2008, 05:29:00 pm »
I've been reading the wiki but it is very frustrating to figure out what I am supposed to do to power a screw pump that is adjacent to a waterwheel.  Will the waterwheel automatically power the screw pump once water runs under it or do I have to add axles or gear assemblies?  Currently I'm having trouble finding out the difference between an axle and a gear assembly too.

15
DF Dwarf Mode Discussion / Funny/Awesome Squad Names
« on: June 08, 2008, 02:56:00 am »
I haven't seen this topic before so let's see if we can't get some interesting submissions.  Post your funny/awesome squad names.

Here is a squad name I find awesome

"The Hammers of Ice"

I find that name so awesome.


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