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Author Topic: 30 Days of Modding - Day 30 - Done!  (Read 71127 times)

Meph

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #330 on: July 06, 2014, 07:58:04 am »

I can tie it to items.
I can tie it to creatures.
I cant use AoE from workshops. There needs to be a creature doing an interaction for that.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Samarkand

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #331 on: July 06, 2014, 09:21:14 am »

I can tie it to items.
I can tie it to creatures.
I cant use AoE from workshops. There needs to be a creature doing an interaction for that.
What about a purchased thing from kobolds, "kobold torchbearer." Can pasture to give immunity in an area, or assign to miners/military to keep a group safe.
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Endovior

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #332 on: July 06, 2014, 10:05:58 am »

...wow.

Yeah, that's hilarious and adorable, and it should absolutely be the way to keep miners and soldiers safe underground.
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Jaso11111

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #333 on: July 06, 2014, 11:47:57 am »

Is the god praying system running? And if so what the hell does a god of sacrifice and generosity do?
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Meph

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #334 on: July 06, 2014, 11:48:29 am »

Its running, and you have to find out yourself.
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::: ☼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 :::

Jaso11111

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #335 on: July 06, 2014, 11:56:02 am »

Its running, and you have to find out yourself.
Will i get a message or something? Otherwise it could get confusing.
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Meph

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #336 on: July 06, 2014, 12:06:40 pm »

I dont know.
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::: ☼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 :::

Jaso11111

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #337 on: July 06, 2014, 12:13:17 pm »

My... ahh... Fort just became a Barony... at autumn year 1.
I din't trade or craft anything of value yet. Is this suppose to happen?
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Pwnzerfaust

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #338 on: July 06, 2014, 01:08:22 pm »

Similar thing happened to me. I had a population of 22 and gross exports of a whopping 290, and was made a barony.

Also: I can't seem to plant longland grass. I want to, so I can make grain-based food, but there's no option in the farm plots to plant it. And yes, I am sure I have seeds.
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Meph

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #339 on: July 06, 2014, 01:36:13 pm »

You need a longland grass plant to unlock it for the farm plot.

And my testfort also became a barony first autumn.  :o
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::: ☼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 :::

Pwnzerfaust

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #340 on: July 06, 2014, 01:47:41 pm »

You need a longland grass plant to unlock it for the farm plot.

But in the embark, there was no longland grass in the plant tab. Only in the seeds tab was there anything longland...

Edit: To test, I used dfhack to create some longland grass. However, even when I did, there was no option in the farm plot to plant it.
« Last Edit: July 06, 2014, 01:59:45 pm by Pwnzerfaust »
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Give an elf a fire and he's warm for a night. Drop an elf in magma and he's warm for the rest of his life.

Jaso11111

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #341 on: July 06, 2014, 02:04:31 pm »

You need a longland grass plant to unlock it for the farm plot.

But in the embark, there was no longland grass in the plant tab. Only in the seeds tab was there anything longland...

Edit: To test, I used dfhack to create some longland grass. However, even when I did, there was no option in the farm plot to plant it.
DWORF PARADOX!
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greycat

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #342 on: July 06, 2014, 02:17:16 pm »

Longland grass only grows in [BIOME:GRASSLAND_TEMPERATE].  So, not only do you have to have the seeds; not only do you have to have an adult plant (due to the vanilla bug); you ALSO have to be in one of the relatively few places in the world that are just right for growing it.

If the plants aren't available from your civ, it's because your civ's area of influence does not include such a place.
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Jaso11111

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #343 on: July 06, 2014, 03:04:25 pm »

Yea getting the gold necessary for the money exchange building is near-high impossible when combined with the human's weakness at mining.   
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Splint

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #344 on: July 06, 2014, 04:11:50 pm »

Yea getting the gold necessary for the money exchange building is near-high impossible when combined with the human's weakness at mining.   

Open air strip mining, but then again for those of us who prefer not having vast swaths of ground torn up for whatever reason, strip mining leaves imports as the only option.

'Course I'm also of the opinion that reverse cave adaptation is more of an annoying arbitrary decision (what with a single day passing exceedingly quickly in fort mode, never mind a week or more) to force you to stay on the surface and makes even doing shaft mining, even just to figure out what exactly you have without ripping up tons of shit you don't want, extremely difficult/impossible.

I may give this version a go to see about that for myself, but I'm not liking the forced strip mining stuff that seems to be required and is painfully inefficient even by human standards. Then again I'm also against strip mining period because it often results in unnecessary map clutter that takes forever to get rid of/make any kind of use of.
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