Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Should humans get several civs, based on RL civs? (Asian/Western/Arabic/etc) Only one would be active by default, but players can chose to enable more or play as different ones.

Yes, please give us Vikings and Ninjas and Knights.
Yes, but only if it doesnt take too much work.
Maybe better to only make one civ, as close to vanilla DF humans as possible.
Maybe better to only make one civ, as close to MDF humans as possible.
No, I dont like it because it doesnt fit a procedually generated fantasy world.
No, I dont like it, because... (please post the reasons)

Pages: 1 ... 44 45 [46] 47 48 ... 66

Author Topic: ☼Humans☼ - Everything Human Mode  (Read 157939 times)

slay_mithos

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #675 on: September 25, 2014, 01:08:54 am »

You do need to generate a new world for it to work, just as an FYI.
Logged
For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
DFHack tips and tricks for your everyday tasks

foxtrot

  • Bay Watcher
  • Strike true
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #676 on: September 26, 2014, 03:18:26 pm »

Quick Question

In the masterwork settings i've set the population cap to 150, yet my fortress is now 175 humans.
Is it because the population cap only works with dwarf fortresses?
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #677 on: September 26, 2014, 03:44:00 pm »

No, it should work in all modes, but it's a "soft" cap (only prevents future migrations)

foxtrot

  • Bay Watcher
  • Strike true
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #678 on: September 26, 2014, 04:26:45 pm »

So its those kids.

Ok thanks for the help.
Logged

SammyLiimex

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #679 on: September 26, 2014, 07:48:47 pm »

You do need to generate a new world for it to work, just as an FYI.

=(

I guess ill just use dfhack to cheat some in, I have like 200 bones and ash made
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #680 on: September 26, 2014, 07:55:50 pm »

If you replace an existing reaction, without changing its reaction id, you shouldn't need a regen.

so if you keep the lines

[REACTION:CREATE_ARTIFICIAL_EMERALD]
   [BUILDING:ALCHEMISTS_CHAMBERS:CUSTOM_SHIFT_R]
   [BUILDING:ALCHEMISTS_CHAMBERS_FOOCCUBUS:CUSTOM_SHIFT_R]
   [BUILDING:GUILD_HEALER_E:CUSTOM_SHIFT_E]

(or any other reaction that you don't mind changing) but only change its NAME, REAGENTS, and PRODUCTS i think that you might be able to do it without a regen.

slay_mithos

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #681 on: September 26, 2014, 08:10:40 pm »

You'd need to change it in the save too (not just the default raws), but it's worth a try.
Logged
For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
DFHack tips and tricks for your everyday tasks

SammyLiimex

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #682 on: September 27, 2014, 10:21:58 pm »

Okay, on these strings in the reaction_masterwork file, what should I change to make it work?

Code: [Select]
[REACTION:MAKE_IRONBONE]
   [NAME:Transmute ash and bones to ironbone]
   [BUILDING:ALCHEMISTS_CHAMBERS:CUSTOM_SHIFT_I]
[BUILDING:ALCHEMISTS_CHAMBERS_FOOCCUBUS:CUSTOM_SHIFT_I]
[REAGENT:h:300:BAR:NONE:ASH:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:2:BAR:NONE:INORGANIC:RHENAYAS_DARKLIGHT_IRON][PRODUCT_DIMENSION:150]
[SKILL:POTASH_MAKING]

[REACTION:MAKE_BLOODSTEEL]
   [NAME:Transmute ironbone and blood to bloodsteel]
   [BUILDING:ALCHEMISTS_CHAMBERS:CUSTOM_SHIFT_B]
[BUILDING:ALCHEMISTS_CHAMBERS_FOOCCUBUS:CUSTOM_SHIFT_B]
[REAGENT:blood:750:NONE:NONE:NONE:NONE]   
[REACTION_CLASS:BLOOD]        [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:blood barrel:1:NONE:NONE:NONE:NONE][FOOD_STORAGE_CONTAINER]
   [PRESERVE_REAGENT]
        [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[CONTAINS:blood]
[REAGENT:a:150:BAR:NONE:INORGANIC:RHENAYAS_DARKLIGHT_IRON][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:h:150:BAR:NONE:ASH:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:BAR:NONE:INORGANIC:STEEL_DROW][PRODUCT_DIMENSION:150]
[SKILL:POTASH_MAKING]

Looking at the above posts, it looks liek the only difference is the addition of the line [BUILDING:GUILD_HEALER_E:CUSTOM_SHIFT_E], so Im guessing thats the line I add. Ill try this.
Logged

SammyLiimex

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #683 on: September 27, 2014, 10:28:43 pm »

« Last Edit: September 27, 2014, 10:31:59 pm by SammyLiimex »
Logged

Zeronet

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #684 on: September 29, 2014, 06:03:04 pm »

Something i've mentioned briefly before, but a suggestion i have for human mode is earthworks. Some sort of workshop that can convert stone or gather soil in order to build dirt walls and ramps. With humans modifying the surface so much if its possible, it could be cool so that people can easily create a castle on a hill without needing to find a perfect hill in the game. Or just build earth walls for star forts etc.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #685 on: September 29, 2014, 06:37:25 pm »

Something i've mentioned briefly before, but a suggestion i have for human mode is earthworks. Some sort of workshop that can convert stone or gather soil in order to build dirt walls and ramps. With humans modifying the surface so much if its possible, it could be cool so that people can easily create a castle on a hill without needing to find a perfect hill in the game. Or just build earth walls for star forts etc.
You can already do that, just build a clay oven and queue "collect clay/dirt/peat" jobs at some soil area.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Zeronet

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #686 on: September 29, 2014, 07:21:04 pm »

Oh yes, i am sorry for repeating myself i had forgotten about that solution  :-[.

EDIT: Though it does make clay block walls rather than natural looking clay, i guess i was a little unclear, i was wondering if it was possible to make natural dirt/clay walls.
« Last Edit: September 30, 2014, 12:55:29 am by Zeronet »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #687 on: September 30, 2014, 04:45:01 am »

No, thats impossible, except if you cheat with dhack. See the dfhack readme for tile painting.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

fedobear

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #688 on: September 30, 2014, 05:43:26 pm »

how do I make a stockpile only for trade crates?
from stocks screen I can work out they're bars of some kind but I can't find the material.

Is there any generalized way to look at a certain material with perhaps dfhack to find out what material its made of / stockpile it goes in?
Logged

denspb

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #689 on: October 01, 2014, 05:12:46 am »

how do I make a stockpile only for trade crates?
from stocks screen I can work out they're bars of some kind but I can't find the material.
Technically crates are bars of soap (made from tallow of non-existent creatures).

Is there any generalized way to look at a certain material with perhaps dfhack to find out what material its made of / stockpile it goes in?
Reading RAWs might help.

I believe this is the good example of information that should exist in manual - glossary of new items with stockpile category and hint about way to obtain/ use them.
Good candidates:
 - trade stuff (crates, wagons)
 - library stuff (paper, ink, glue, books, journals, researches)
 - magic stuff (spell tomes, magic wands, skins)
 - tavern stuff (pipes, tobacco, instruments, fireplaces)
 - new metallurgy stuff (slag, processed ores)
 - souls, megabeast souls
 - tree growing (sapplings)
 - gunpowder production (glycerol, black powder, dynamite)
 - fossils/relics/treasures
 - animal armor
 - steampunk stuff : coin dies/precision tools/etc.
 - gnome stuff : capacitors/magnets/etc.
 - candles/torches

Logged
Pages: 1 ... 44 45 [46] 47 48 ... 66