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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065247 times)

samanato

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8055 on: July 02, 2014, 03:02:11 pm »

Ah, gotcha yea was getting it backwards for some reason.

Interesting how the animal men work, so is it not possible to do integrated civilizations with multiple races present at once without babysnatchers?

Civs initially start out with only one race, though over time, even dwarven civs might have a few elves or humans that have taken dwarven names and adopted their culture.

You could also make a creature with multiple castes to get an effect like multiple races, and even assign positions to specific castes, though it's not quite the same (any one of those castes could be born from a breeding pair)
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8056 on: July 03, 2014, 05:23:25 am »

Ah, gotcha yea was getting it backwards for some reason.

Interesting how the animal men work, so is it not possible to do integrated civilizations with multiple races present at once without babysnatchers?

Possible, wars leave prisoners that join other civs. And there is the occasional demon taking over important positions.
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sal880612m

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8057 on: July 03, 2014, 11:17:59 am »

The when do I need to generate a new world thread seems to imply it so I am just looking for confirmation that adding [DIVE_HUNTS_VERMIN] or [HUNTS_VERMIN] to an already existing creature will be effective if added to a save post world-gen.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8058 on: July 03, 2014, 11:51:37 am »

I have a question.

Can I somehow create hiveable-vermin in a reaction? I know that vermin can be created, and I think I can even put them into animal traps, but I think I remember that the beekeeper would be too stupid to use them.

Should work like this:
 - Buy bees
 - Get bee-item or live bee vermin in animal trap/container
 - Set up hive
 - Have beekeeper plant the bees into the hive.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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FallenAngel

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8059 on: July 03, 2014, 11:53:35 am »

Here's a question.
If a creature has two pairs of parts that enable flight with [FLIER], does it stop being able to fly if one is damaged?

Teneb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8060 on: July 03, 2014, 11:57:19 am »

I have a question.

Can I somehow create hiveable-vermin in a reaction? I know that vermin can be created, and I think I can even put them into animal traps, but I think I remember that the beekeeper would be too stupid to use them.

Should work like this:
 - Buy bees
 - Get bee-item or live bee vermin in animal trap/container
 - Set up hive
 - Have beekeeper plant the bees into the hive.
I think no one knows the answer to that. Maybe you should test it.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8061 on: July 03, 2014, 12:41:32 pm »

I tried making caged vermin, which works, but the beekeeper is too stupid to use them. I think I would have to use a script to plant a new silk-moth colony with dfhack.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Blastbeard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8062 on: July 03, 2014, 12:53:26 pm »

This was the first night troll I made, but something went horribly wrong and they started acting like normal wildlife. I only managed to get them to behave like normal night trolls once without changing the raws at all. I went over it many times before mothballing a couple of months ago. I just remembered it, and figured I'd share it. Can someone give me another pair of eyes to see what I did wrong?

Spoiler (click to show/hide)

I'm pretty sure having only one converter caste and one converted caste wasn't good for its survival. The night troll I made after this reflects this with a very situational record, sometimes it would survive and start a family, some times it wouldn't, others an instance of the converted caste would be created without a converter ever existing in the first place. Next time I do this, I'll make multiple converted and converter castes for maximum effectiveness.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8063 on: July 03, 2014, 12:56:43 pm »

[LARGE_ROAMING] is probably doing it

Blastbeard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8064 on: July 03, 2014, 01:30:26 pm »

Well, I feel retarded. While I'm here, I may as well share this because I can't find any sort of material depository on this board.

I originally created this as a cloth material that would be resistant to cutting attacks. Didn't realize that's more of a property of the clothing than its material at the time and ended up with this. It can cut through adamantine and even slade like butter, but blunt weapons made of it can be deflected by everything, even simple cloth. I've seen many a shield bash be deflected by sheep wool clothing.
Spoiler (click to show/hide)
It's an amazing weapons material, helping me take down things even adamantine would have had trouble with. I once sliced a full grown dragon in half with this. I'm more than pleased with the result, but I never understood why it bounces off of everything when but can still slice through. I don't remember what if any thought process went into making this, so how did I accomplish that?
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I don't know how it all works, I just throw molten science at the wall and see what ignites.

scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8065 on: July 03, 2014, 01:39:29 pm »

IMPACT_YIELD:100 and 1000 respectively (you got it in there twice). When it's used as a bludgeon, it bends like a reed even against bare skin.
« Last Edit: July 03, 2014, 01:41:39 pm by scamtank »
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GavJ

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8066 on: July 03, 2014, 01:42:10 pm »

Several related questions:
1) Does anybody know if the annoying seed limit is being made customizable or being changed with the new plant types in the upcoming release?
2) Is there any reason to suspect much lag from, say, 5,000 farm tiles growing at once? I did a test game with 850 and it still ran quite quickly, but making a whole mature fortress for a better test is tedious so if anybody just knows already, that'd be nice.
3) If #1 is not happening, is there any other way to get around the seed cap?
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8067 on: July 03, 2014, 01:54:16 pm »

Does anyone know if any of the currently unused skills are going to be used in vanilla in the next version?
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8068 on: July 03, 2014, 01:55:41 pm »

Tracker is certainly going to be. I don't put as much faith in Military Tactics or the more high-brow ones.
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Blastbeard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8069 on: July 03, 2014, 01:55:59 pm »

IMPACT_YIELD:100 and 1000 respectively (you got it in there twice). When it's used as a bludgeon, it bends like a reed even against bare skin.
I wouldn't go so far as to say that, I've seen nudists get messed up by this material. But that has to be it, the clothing materials have an impact yield of 10000. I still like it the way it is, though. Citizens cover every part of their body with at least one layer of clothing, and if this stuff can't bash through that, it's perfect for non-lethal hammering. Thanks for enlightening me, all of you feel free to use this stuff.
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I don't know how it all works, I just throw molten science at the wall and see what ignites.
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