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Poll

Vampire scum!

Kill it! Kill it to death!
- 4 (66.7%)
Let it live, it hasn't hurt anybody!
- 0 (0%)
Trial by water!
- 2 (33.3%)
Bury it alive, Mebuy style!
- 0 (0%)
The poll was confusing.
- 0 (0%)

Total Members Voted: 6


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Author Topic: Murderfarmed, A Farming Village Succession Fort (Overseers Needed)  (Read 82341 times)

Nerjin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #150 on: June 11, 2012, 05:17:53 pm »

I say we work a bit on potash. That's entirely farm related AND fun for all ages.
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AustralianWinter

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #151 on: June 11, 2012, 05:29:46 pm »

How many sheep do we have?
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Nerjin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #152 on: June 11, 2012, 05:40:26 pm »

4. Two rams, a ewe, and a lamb.
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Dustylou2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #153 on: June 11, 2012, 06:08:22 pm »

Oh god, so my dorf died? Guess I'll have to pull an Andreus on a migrant. Did the save get posted? I looked, but I couldn't find it.

As for what to mod in, I suggest bacon because bacon is the best meat ever. Would we be able to add it as a reaction at a kitchen or something without having to regen the world?

InfinityWEAPON

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #154 on: June 11, 2012, 06:17:13 pm »

We should be able to drop it in without having to regen. I think, anyway. Maybe.  :-\
We can add a reaction to turn [Creature] meat into [Creature] bacon, yes.

Also, I think we should bring the mods we want to use for our reigns into the conversations here. Both so we know what all is going to happen, and also so we can make sure that they work (I've had some viscious mod backfires before).

Also, just a side note, I would VASTLY prefer that my dwarf be a guy, but if the choice is between a chick with crossbow experience and a guy with none, I'd just take the girl.
« Last Edit: June 11, 2012, 06:25:55 pm by InfinityWEAPON »
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #155 on: June 11, 2012, 06:33:39 pm »

Oh god, so my dorf died? Guess I'll have to pull an Andreus on a migrant. Did the save get posted? I looked, but I couldn't find it.

As for what to mod in, I suggest bacon because bacon is the best meat ever. Would we be able to add it as a reaction at a kitchen or something without having to regen the world?
http://dffd.wimbli.com/file.php?id=6479

I've been thinking and we should be able add a CAN_BACON or something (I don't know the syntax) tag to meat and replace the smelt adamantine reaction (or anything furnace related since there's no reason to buy ore from traders) with a reaction that turns meat into bacon. As long as we replace a reaction rather than adding a new one we should be able to do new things without regening.
« Last Edit: June 11, 2012, 06:37:43 pm by Broseph Stalin »
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InfinityWEAPON

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #156 on: June 11, 2012, 07:09:48 pm »

I think reactions are fair game in the system, though I'm not totally sure.
But adding new creatures and plants would definitely require worldgen (because that's the only way they can spawn).

Also, The Genesis mod has a working bread reaction. If anyone wants to add that in on their turn I could be convinced to steal their work...

(I suppose I should add to that by saying that it's goddamn complicated)
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emeralis00

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #157 on: June 11, 2012, 07:11:45 pm »

I've been thinking and we should be able add a CAN_BACON or something (I don't know the syntax) tag to meat and replace the smelt adamantine reaction (or anything furnace related since there's no reason to buy ore from traders)

Hehehe, forge the bacon!
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #158 on: June 11, 2012, 07:13:16 pm »

I think reactions are fair game in the system, though I'm not totally sure.
But adding new creatures and plants would definitely require worldgen (because that's the only way they can spawn).

Also, The Genesis mod has a working bread reaction. If anyone wants to add that in on their turn I could be convinced to steal their work...

(I suppose I should add to that by saying that it's goddamn complicated)

No, you can add in reactions but you won't be able to use them. To do any reaction your civ needs [PERMITTED REACTION:WORDS_WORDS] and you can't modify an existing civilization via Entity_Default. 

edit: Actually all you would have to do is take the bread information from cave wheat and attach it to our altered cave wheat then add replace a smelter reaction with the Bake Bread reaction.


Hehehe, forge the bacon!
As awesome as that would be we only need the reaction [SMELT_ADAMANTINE] to stay the same we can make it take place at the kitchen.
« Last Edit: June 11, 2012, 07:17:18 pm by Broseph Stalin »
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InfinityWEAPON

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #159 on: June 11, 2012, 07:19:30 pm »

I think reactions are fair game in the system, though I'm not totally sure.
But adding new creatures and plants would definitely require worldgen (because that's the only way they can spawn).

Also, The Genesis mod has a working bread reaction. If anyone wants to add that in on their turn I could be convinced to steal their work...

No, you can add in reactions but you won't be able to use them. To do any reaction your civ needs [PERMITTED REACTION:WORDS_WORDS] and you can't modify an existing civilization via Entity_Default. 
Oh. Damn, I forgot about that.
Well, that makes the whole bread thing waaaay more complicated....
(Ugh, ninja'd)

Does cave wheat actually have bread information? I don't remember being able to make bread in DF before.
And besides, it'd already have it there if it is on cave wheat. I pretty much just copy-pasted the entry  ;D
« Last Edit: June 11, 2012, 07:21:43 pm by InfinityWEAPON »
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #160 on: June 11, 2012, 07:22:39 pm »

Oh. Damn, I forgot about that.
Well, that makes the whole bread thing waaaay more complicated....
(Ugh, ninja'd)

Does cave wheat actually have bread information? I don't remember being able to make bread in DF before.
And besides, it'd already have it there if it is on cave wheat. I pretty much just copy-pasted the entry  ;D


Not really, the way I see it basically ever single smelter reaction is worthless to us we can just replace one every time we want to mod in a new feature. Bread making would be one of the simpler ones, just paste the genesis data over a furnace reaction and add in material_template:bread.


Edit: The data for bread should just be an addendum in Genesis to MILL under WHEAT_CAVE that classes the flour as a reagent for breadmaking. The actual reaction is pretty simple once that and the material template for bread are thrown in.
« Last Edit: June 11, 2012, 07:25:07 pm by Broseph Stalin »
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InfinityWEAPON

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #161 on: June 11, 2012, 08:07:42 pm »

Blarg, yeah. I know where most of the important stuff for the bread is (I tried to get it working once before), I just can't seem to get it to work. Hence, if anyone wants it, I'll try again (unless someone else wants to?)
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #162 on: June 11, 2012, 08:11:00 pm »

Blarg, yeah. I know where most of the important stuff for the bread is (I tried to get it working once before), I just can't seem to get it to work. Hence, if anyone wants it, I'll try again (unless someone else wants to?)
I actually got it working. You probably missed the single line in cave_wheat that isn't with the Bread block that allows wheat flour to be used as a bread making material that's what stumped me. Made a magical wheat generating reaction to test it and it works fine.


InfinityWEAPON

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #163 on: June 11, 2012, 08:15:46 pm »

Yay, I don't have to do any work!

You have no idea how little I get to say that with things like this O.o
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #164 on: June 11, 2012, 08:19:49 pm »

Starting work on bacon now. How does the thread want bacon to work? Should it be practical or just for flavor?
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