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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 83434 times)

hops

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #345 on: June 29, 2012, 12:38:37 am »

Oh no I just had a terrible terrible thought.

Vampire Bee Keeper =



And then neotemplar was bees.
Okay I'm DEFINITELY incorporating that joke if you survive to my rule.
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DeKaFu

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #346 on: June 29, 2012, 12:51:31 am »

Would it even be possible to add the wicker stuff without a regen though?

I kind of like the idea of multiple wood blocks per log or multiple bricks per clay. That's a bit more making things easier than straight flavour though, so I'll see what other people say.

I tend to be pretty conservative about modding my own games because I feel like it doesn't take much to make stuff feel like "cheating"... So if I add anything on my turn it'll be pretty minor and cosmetic. I was thinking maybe a new dye colour, but again I'm not sure that'd be possible without regen. Maybe if it was added to an existing plant? :-\
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #347 on: June 29, 2012, 07:10:32 am »

Would it even be possible to add the wicker stuff without a regen though?

I kind of like the idea of multiple wood blocks per log or multiple bricks per clay. That's a bit more making things easier than straight flavour though, so I'll see what other people say.

I tend to be pretty conservative about modding my own games because I feel like it doesn't take much to make stuff feel like "cheating"... So if I add anything on my turn it'll be pretty minor and cosmetic. I was thinking maybe a new dye colour, but again I'm not sure that'd be possible without regen. Maybe if it was added to an existing plant? :-\

Shouldn't be hard to make a reaction that takes a plant and makes it into a block made out of that plant. We could increase the output of wood blocks but we'd have to do it at the craftsdwarfs workshop.

Gulf

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #348 on: June 29, 2012, 07:53:53 am »

We should construct a fortress for our dwarfs to flee to when times get tough. Give it ample supplies to last for a year or two, a courtyard to grow trees, and an extensive hospital.
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mebuysword

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #349 on: June 29, 2012, 10:42:34 am »

what if for the wicker blocks we added them as a product of milling wheat? Or would that require world gen?
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Nerjin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #350 on: June 29, 2012, 11:05:02 am »

As long as we're modding wooden blocks, can we mod them to be "Wooden Planks"?
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UristMcWanderer

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #351 on: June 29, 2012, 11:15:34 am »

As long as we're modding wooden blocks, can we mod them to be "Wooden Planks"?
You can re-name a reaction to "Make wooden planks" but they'll still be called "<insert wood name here> blocks" by the game
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #352 on: June 29, 2012, 11:18:56 am »

As long as we're modding wooden blocks, can we mod them to be "Wooden Planks"?
You can re-name a reaction to "Make wooden planks" but they'll still be called "<insert wood name here> blocks" by the game
Unless they weren't made out of wood. We could create an inorganic material with the data from wood with BLOCK_NAME:wooden planks

UristMcWanderer

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #353 on: June 29, 2012, 11:23:18 am »

As long as we're modding wooden blocks, can we mod them to be "Wooden Planks"?
You can re-name a reaction to "Make wooden planks" but they'll still be called "<insert wood name here> blocks" by the game
Unless they weren't made out of wood. We could create an inorganic material with the data from wood with BLOCK_NAME:wooden planks
Or this, although I've never tried it before
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hops

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #354 on: June 29, 2012, 10:06:50 pm »

If you want to make exotic plants you can just temporarily mod hens to lay their seeds and then immediately change them back to laying eggs.
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DeKaFu

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #355 on: June 30, 2012, 10:40:34 am »

My recent experiments in modding have led me to believe it's not possible to add new materials to an existing save. I tried adding a new stone, and even when it was literally copy-pasted from an existing stone with the name changed (so everything should have worked) the game produced "magma" instead.

I don't know how that works for things like plants and animal materials though. Apparently it worked for the bacon mod, but I'm not sure how.  :/
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #356 on: June 30, 2012, 11:09:32 am »

My recent experiments in modding have led me to believe it's not possible to add new materials to an existing save. I tried adding a new stone, and even when it was literally copy-pasted from an existing stone with the name changed (so everything should have worked) the game produced "magma" instead.

I don't know how that works for things like plants and animal materials though. Apparently it worked for the bacon mod, but I'm not sure how.  :/
I only had to deal with MATERIAL_TEMPLATE and B_DETAIL_PLAN fiddling with INORGANIC may be a different ballgame.
I've had success incorporating it by altering the existing data for porcelain which is another material the fortress will probably never see.

Sprin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #357 on: July 01, 2012, 01:30:24 pm »

no chance dorfs are still available
name- Maddog "The Stranguler" mcfin
gender- male
ocupatipn-wrestler
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #358 on: July 01, 2012, 01:40:38 pm »

Wicker, blocks... that sounds pretty useful, if a little Sanity warping once we Start making constructions. I have been using masterwork for awhile, but have never noticed them, how are they made? Can we use our soon to be plentiful fields of wheat?
In masterwork you bundle wheat bladeweed or longland grass into wicker at the thatchery then make it into furniture, crafts, or blocks you can build with.

Haven't heard from you in a while paintbrush when can we expect an update?

Paintbrushturkey

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #359 on: July 02, 2012, 12:30:51 pm »

still trying to work out how to survive certain events..... we also got a caravan with the ambush :-S update should be incomming soon
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