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Messages - DaSwayza

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1
Hey, has anyone had or fixed the issue with dwarves only wearing chausse on one leg when both are available? My "Command Infantry" are wearing both of their iron chausses, but my "Guard Infantry" are only wearing one of their crucible steel chausses per dwarf. Any ideas on this?

2
How would you use this to add a vampire curse?

3
So I want to make a vampire. I know how to use the code to make creatures, but I don't know how to add a tag for vampirism. I haven't found anything yet on it. Help?

4
I am quite sure I want to reply. I can't seem to get this script to work. I have a cage set up and accessible, I have a non-civ target (using cprobe to get the id), and in the command line I am typing this:

[DFHack]# jailer -nogui -victim 24774 -jailer 13872 -restraint 7904

Yet I am getting the error:

C:\Users\david\Desktop\DF 44.11 64/hack/scripts/jailer.lua:75: Cannot read field world.job_list: not found.
stack traceback:
        [C]: in metamethod '__index'
        C:\Users\david\Desktop\DF 44.11 64/hack/scripts/jailer.lua:75: in global 'getLastJobLink'
        C:\Users\david\Desktop\DF 44.11 64/hack/scripts/jailer.lua:83: in global 'addNewJob'
        C:\Users\david\Desktop\DF 44.11 64/hack/scripts/jailer.lua:112: in global 'jailUnit'
        C:\Users\david\Desktop\DF 44.11 64/hack/scripts/jailer.lua:195: in upvalue 'jail'
        C:\Users\david\Desktop\DF 44.11 64/hack/scripts/jailer.lua:266: in function <C:\Users\david\Desktop\DF 44.11 64/hack/scripts/jailer.lua:200>

Help?

5
DF Dwarf Mode Discussion / Re: Fortress designs
« on: March 22, 2018, 01:20:19 pm »
Typically I like to build on a theme. Sometimes I will go with an outdoor city walled in by a double layer wall, with large buildings on the corners for various purposes. I like building lavish libraries and high tower temples, or for my next project I'm trying to generate a vicious world with extreme temperatures and multiple good and evil biomes, then I will build a huge bastion tower, containing the remnants of study and civilization locked away behind an army constantly vigilant. I'll post screenshots when Armokvision is updated!

6
DF Dwarf Mode Discussion / Extreme World
« on: March 22, 2018, 01:12:17 pm »
I am looking to create a world with temperatures to both extremes, multiple good and evil savage biomes, preferably with one large continent and somewhat livability for civilizations. If anyone can point me in the right direction with the Advanced Parameters, I think I can figure out the rest, I think my problem is with the meshing. Thanks!

7
Utilities and 3rd Party Applications / Re: DFHack 0.44.05-r2
« on: March 13, 2018, 03:28:39 pm »
I know I knew at some point, but I can't get the create-unit script to work. -civId and -localId \\LOCAL is not working

8
DF Modding / Re: On and On and ON About Guns
« on: December 25, 2017, 10:46:41 am »
I have an odd situation: I successfully made a tool item, a wooden rifle stock. But as soon as it is looked at or they attempt to put it in a stockpile, the item disappears without a trace. No idea why

::EDIT::
I have unmade all of my components, requiring one bar, one log, and one mechanism. However none of the tasks are showing up in the metalsmith forge, and I couldn't force them with a manager order. So will I need to build a custom workshop to make it work? or if I design it to just be made with a few metal bars, how can I prevent bronze, copper, and silver arquebuses from existing?

9
DF Modding / Re: On and On and ON About Guns
« on: December 24, 2017, 11:03:16 am »
Alright, I checked the reactions page for what building to make the mechanism in, and I cannot find the Mechanics Workshop listed in the possible tokens. Where can I find the building token I need?

10
DF Modding / Re: On and On and ON About Guns
« on: December 22, 2017, 09:57:53 am »
you just toss that in wherever? I don't see any other profession skills listed

11
DF Modding / Re: On and On and ON About Guns
« on: December 22, 2017, 09:46:25 am »
Well this is embarrassing. How do you change the name of a skill like blowgunning?

12
DF Modding / Re: On and On and ON About Guns
« on: December 21, 2017, 07:06:19 pm »
Oh yes! that's what I'll do. Blowgunners are obsolete anyway

13
DF Modding / Re: On and On and ON About Guns
« on: December 21, 2017, 06:57:05 pm »
So would I not be able to differentiate between crossbow dwarves and rifledwarves like Masterwork can?

14
DF Modding / Re: [MODDING] 0.44.x questions thread [GUNS]
« on: December 21, 2017, 06:12:09 pm »
I'm sure i'm pretty late to this party but: I'm not interested in creating some long drawn out gun industry, but here's what I would like to add to my game: I would like to make a barrel out of an iron/steel bar at a metalsmiths forge using metalcrafting, a set of shot made from an iron/steel/lead? bar, saltpeter, brimstone, and charcoal also at a metalsmith forge using metalcrafting, a stock out of wood at a craftwarfs shop using woodcrafting, and for the stock and barrel to come together as an arquebus at a metalsmith forge using weaponmaking skill. I would like a skill of rifledwarf, and not add any additional buildings for this task.

I know how to make the weapons raws, what I'm not sure of is how to make sure they are made at those specific workshops with those specific skills.

Optionally I would like to play with the idea of using booze and charcoal to create shot, and would like to try the idea of making a munitions pouch for shot instead of a quiver. Both of these are absolutely optional, more important is to add an entity reaction so I can trade for shot or the materials needed.

Advice?

15
DF Modding / On and On and ON About Guns
« on: December 21, 2017, 05:53:40 pm »
Hi ladies and beards, I'm not interested in creating some long drawn out gun industry, but here's what I would like to add to my game: I would like to make a barrel out of an iron/steel bar at a metalsmiths forge using metalcrafting, a set of shot made from an iron/steel/lead? bar, saltpeter, brimstone, and charcoal also at a metalsmith forge using metalcrafting, and a stock out of wood at a craftwarfs shop using woodcrafting. I would like a skill of rifledwarf, and not add any additional buildings for this task.

Optionally I would like to play with the idea of using booze and charcoal to create shot, and would like to try the idea of making a munitions pouch for shot instead of a quiver. Both of these are absolutely optional, more important is to add an entity reaction so I can trade for shot or the materials needed.

Advice?

*EDIT* btw I know how to make the raws, the one thing I don't know (besides the optional bits there) is how to make them able to be made at the proper workshops

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