Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 20 21 [22] 23 24 ... 37

Author Topic: 30 Days of Modding - Day 30 - Done!  (Read 70085 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #315 on: July 05, 2014, 08:28:37 am »

Quote
Exotic Woodworker

is that the name of the strip club?
yes
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 :::

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #316 on: July 05, 2014, 08:44:47 am »

Hey Meph, when did the 'evil' human/dwarf/elf/drow get removed? Kinda need them to play orc mode - their building unlocks are great.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #317 on: July 05, 2014, 08:45:42 am »

Hey Meph, when did the 'evil' human/dwarf/elf/drow get removed? Kinda need them to play orc mode - their building unlocks are great.
omg, there were race-specific buildings in there?

Which workshops cant you build anymore? I can fix that easily, but I need to know which ones are affected.
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 :::

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #318 on: July 05, 2014, 08:49:56 am »

Legion Auxilla Outpost
Rogue Tavern
Ashland Glassblower
Underdark Nethermill

From the manual.

jaxy15

  • Bay Watcher
  • Adept Modder
    • View Profile
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #319 on: July 05, 2014, 09:15:56 am »

So, is there a "free coins" reaction somewhere in the test release to try out some of the new things? Because if there isn't one, there should be.
Logged
Dwarf Fortress: Threats of metabolism.

Endovior

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #320 on: July 05, 2014, 09:22:48 am »

So, is there a "free coins" reaction somewhere in the test release to try out some of the new things? Because if there isn't one, there should be.

If you need coins, try dfhack createitem COIN GOLD 500. ;)
Logged

jaxy15

  • Bay Watcher
  • Adept Modder
    • View Profile
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #321 on: July 05, 2014, 09:24:56 am »

So, is there a "free coins" reaction somewhere in the test release to try out some of the new things? Because if there isn't one, there should be.

If you need coins, try dfhack createitem COIN GOLD 500. ;)
Fuck, I must be blind or something.
Logged
Dwarf Fortress: Threats of metabolism.

palu

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #322 on: July 05, 2014, 09:59:53 am »

Is there a way to exchange coins?
Logged
Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #323 on: July 05, 2014, 10:09:02 am »

Yes, the moneychanger, which is the eastern (second) guild extension of the merchants guild. Hindsight tells me that it will be hard to get the 15000 gold to upgrade it that far, if the basic workshops give you virtually useless copper/silver coins for stuff you sell. 
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 :::

palu

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #324 on: July 05, 2014, 11:08:19 am »

Also, the council only has a reaction to upgrade to the council of war.
Logged
Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #325 on: July 05, 2014, 11:10:27 am »

Intended, the diplomats are not needed, they arrive every time you call caravans, and the caravan calling is not part of the merchants guild.
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 :::

Renwa

  • Escaped Lunatic
    • View Profile
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #326 on: July 06, 2014, 05:02:11 am »

Would it be possible to set Illuminations to assist with cave adaptation?
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #327 on: July 06, 2014, 05:15:48 am »

Not with the Rendermax light, but I want to make torch-items. I can add a reaction to the illumintions as well, but it would only affect the worker and would be a lot of work. And it makes no sense.

"build brazier on surface"
"run reaction - unit is now temporarily immune"
"unit goes underground, brazier is still on surface"

The only way I can do this is with creatures. A 1 tile immobile creature, "torchbearer statue" or something like that. That would work like the pylons in Warlock mode.
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 :::

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #328 on: July 06, 2014, 06:06:27 am »

You could have "pickaxe & lantern" or similar item you get through trading with kobolds or some1 else which gives miners immunity but detiriorates. Torches could detiriorate as kobold shovels as well, so you would have to keep a steady supply to keep your warriors cave-proof.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Endovior

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #329 on: July 06, 2014, 07:53:16 am »

Hmm... if the only way you can implement the underground light thing is with creatures, would it make sense to do so by making any arbitrary creature who is holding a torch radiate 'light' like a pylon?  With, like, item syndrome or whatever?  That seems like a better model of lighting, and it'd make up for any really inconvenient tradeoffs that might occur like 'torches rapidly deteriorate'.
Logged
Pages: 1 ... 20 21 [22] 23 24 ... 37