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Author Topic: ☼Gnomes☼ - Everything Gnome Mode  (Read 80350 times)

Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #45 on: June 02, 2014, 06:01:26 pm »

Ok, I will write a graphics file for them then and add them in the next update. None of the sprites are original content, they are all just copied, made grey, and got red eyes. ;)

Edit: Here, for testers:

Code: [Select]
graphics_gnome_constructs

[OBJECT:GRAPHICS]

[TILE_PAGE:GNOME_CONSTRUCTS]
[FILE:gnome_constructs.png]
[TILE_DIM:16:400]
[PAGE_DIM:1:25]

[CREATURE_GRAPHICS:CLOCKWORK_BEETLE_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:0:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_SCORPION_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:1:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_MOUSE_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:2:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_CUCKOO_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:3:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_CANARY_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:4:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_CHICKEN_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:5:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_CAT_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:6:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_RACCOON_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:7:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_TORTOISE_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:8:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_MONKEY_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:9:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_FALCON_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:10:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_BADGER_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:11:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_DOG_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:12:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_CARP_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:13:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_SHEEP_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:14:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_PANTHER_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:15:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_GORILLA_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:16:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_SHARK_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:17:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_SPIDERTANK_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:18:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_HORSE_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:19:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_BEAR_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:20:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_CROCODILE_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:21:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_BULL_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:22:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_ELEPHANT_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:23:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_DRAGON_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:24:ADD_COLOR:DEFAULT]

And:
« Last Edit: June 02, 2014, 06:06:38 pm by Meph »
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IndigoFenix

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #46 on: June 03, 2014, 12:16:33 am »

I'll check.
Oh, that reminds me.  Can you add the ghost/zombie/skeleton graphics to the gnome file?  They're in the graphics image already (next to the miner, near the top left) but I wasn't able to get them to work.

Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #47 on: June 03, 2014, 06:17:45 am »

Ghost is just one sprite, zombie/skeleton doesnt exist anymore, the wiki is outdated. But there is one "animated" sprite for each, so I will have a look. Shouldnt be too hard. :)

Your profession sprites look very similar, I think the gnome sprites could be improved a bit. I mean the blue and brown lines, with copy/paste gnomes. I assume they need different tools in their hands, or other outfits. I might try my hand on these as well.. I wanted to do human graphics today anyway.
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::: ☼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 :::

Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #48 on: June 03, 2014, 06:51:23 pm »

I tested the 25 pet sprites, they work fine.

I did not do anything on the gnome ghosts/animated ones.

And I still have this error in dfhack, when it starts up:

Code: [Select]
\Dwarf Fortress\hack\scripts/construct-creature.lua:563: attempt to get length of global 'args' (a nil value)
stack traceback:
        ...\Dwarf Fortress\hack\scripts/construct-creature.lua:563: in main chunk
        (...tail calls...)

[DFHack]#
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::: ☼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 :::

Corundum

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #49 on: June 07, 2014, 02:39:05 pm »

Deleted by OP because irrelevant.
« Last Edit: June 07, 2014, 03:02:30 pm by Corundum »
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palu

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #50 on: June 07, 2014, 03:03:01 pm »

There's no wind there, mabye try building them somewhere else, but wind might be the same the whole embark.
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omniclasm

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #51 on: June 07, 2014, 05:31:36 pm »

Do any of the special armors work?

Just tried rocket boots and couldn't tell a difference.
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Corundum

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #52 on: June 07, 2014, 05:43:07 pm »

I guessed that was the reason why they didn't work. I've never encountered no wind before on any of my previous embarks so I was a bit puzzled.

I noticed that nature really, really hates me (-39,000 at one point). Could it be because I caged so many creatures? Had a gnome die?

Related to this, when I went to release some creatures into the wild to help my rating, I assigned them to a pasture on the Nature Shrine. After the gnome released them, another gnome came along and put the animal back on the pasture again, despite it being a wild animal at this point.

This isn't the worst part.

When I tried to unassigned the creatures to the pasture while the gnome was leading it there, the gnome started spamming "cant do X, handing dangerous creature.". I had to make some cages for them to put the wild animals in for them to stop spamming error messages, then build the cages, connect to a lever and release them that way. This only happened if the gnome hadn't put the animal on the pasture yet and I unassigned the animal to the pasture.

Also, large glass pistons cant be used for the seismic telegraph.
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zach123b

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #53 on: June 07, 2014, 08:27:47 pm »

is it just me or is starting up a metal industry with just a pick a tad difficult? i can't find a way to purify the ores, resulting in 20% or so chance of getting the metal..
i'm ending up with a whole lot of slag just to get enough metal for pipes and a sawblade..

and is there any vermin hunters the gnomes get? i never seem to find them in the list
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Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #54 on: June 07, 2014, 08:30:22 pm »

The Arc furnace does purify ore...

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::: ☼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 :::

omniclasm

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #55 on: June 07, 2014, 08:31:42 pm »

The problem is that it takes a lot of ore to even make an arc furnace...so you're basically just smelting for a 10% gain until that point.
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zach123b

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #56 on: June 07, 2014, 08:38:17 pm »

sorry, i meant before the arc furnace.  it's a long grind to get up to it, i wrote the pipes and sawblade thinking about getting the blocks to make walls within the first year
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Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #57 on: June 07, 2014, 08:48:54 pm »

In that case you have to wait for IndigoFenix to say something. Its probably intended.
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::: ☼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 :::

greycat

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #58 on: June 07, 2014, 10:03:46 pm »

OK, this seismic telegraph thing has me stumped.

In the Clawedgears tutorial fortress, the narrator mentions using "a few of the mechanisms" to build a seismic telegraph.  How?

In the Gnome Manual that ships with MWDF, the *Buildings* page says it requires "1 Metal bar, 4 Mechanisms, 8 Gears".  I can't figure out how to make gears, either.

If you actually try to build one in-game (b w Alt-q) it says "Needs heavy rock piston".  I've looked through most of the workshops I can make for an option to make a rock piston, and can't find one.
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omniclasm

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #59 on: June 07, 2014, 10:31:15 pm »

Metalsmith's forge, under trap components (I think)
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