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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 409422 times)

Hydrall

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2550 on: April 03, 2011, 09:46:07 am »

Hmm, my race still can't trade with itself, and I remain unable to figure out what I'm doing wrong...

Code: [Select]
[ENTITY:SKY]
[CIV_CONTROLLABLE]
[ADVENTURE_TIER:4]
[CREATURE:KASIYU]
[TRANSLATION:HUMAN]
[BIOME_SUPPORT:ANY_FOREST:4]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_RIVER:1]
[LIKES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[PROGRESS_TRIGGER_POPULATION:1]
  [PROGRESS_TRIGGER_PRODUCTION:1]
    [PROGRESS_TRIGGER_TRADE:0]
[ACTIVE_SEASON:SUMMER]
[START_BIOME:ANY_TROPICAL_FOREST]
[START_GROUP_NUMBER:12]
[MAX_POP_NUMBER:8500]
[MAX_SITE_POP_NUMBER: 115]
[MAX_STARTING_CIV_NUMBER:100]
[DEFAULT_SITE_TYPE:CITY]
[SIEGER]
[MERCHANT_BODYGUARDS]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[VARIABLE_POSITIONS:ALL]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:TREES]
[RELIGION_SPHERE:JEWELS]
[RELIGION_SPHERE:TRAVELERS]
[RELIGION_SPHERE:SKY]
[RELIGION_SPHERE:THUNDER]
[RELIGION_SPHERE:MIST]
[RELIGION_SPHERE:MOON]
[GEM_PREF]
[METAL_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[USE_ANIMAL_PRODUCTS]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[CURRENCY:BRONZE:4]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[DIGGER:ITEM_WEAPON_PICK]
[ARMOR:ITEM_ARMOR_BREASTPLATE:RARE]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[HELM:ITEM_HELM_HELM:UNCOMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:UNCOMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:RARE]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[SHOES:ITEM_SHOES_SHOES:RARE]
[SHOES:ITEM_SHOES_BOOTS:UNCOMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:UNCOMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
[SHOES:ITEM_SHOES_SOCKS:UNCOMMON]
[PANTS:ITEM_PANTS_PANTS:UNCOMMON]
[PANTS:ITEM_PANTS_GREAVES:UNCOMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:UNCOMMON]
[PANTS:ITEM_PANTS_THONG:COMMON]
[PANTS:ITEM_PANTS_SKIRT:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:UNCOMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_BUCKLER]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[CLOTHING]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:NATURE]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[CULL_SYMBOL:ALL:NEGATOR]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:ITEM:32]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:384]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_NEUTRAL:ONLY_IF_SANCTIONED]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:TORTURE_FOR_INFORMATION:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PERSONAL_MATTER]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:MISGUIDED]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_OTHER:SHUN]
[ETHIC:EAT_SAPIENT_KILL:MISGUIDED]
[ETHIC:MAKE_TROPHY_SAME_RACE:APPALLING]
[ETHIC:MAKE_TROPHY_SAPIENT:SHUN]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[WORLD_CONSTRUCTION:WALL]
[WILL_ACCEPT_TRIBUTE]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BANDITRY:8]
Logged
After seven days and seven nights, God said "Screw this!" and abandoned the fortress.

Uristmcfisherdwarf cancels fish: Interrupted by harmless minnow

Dwarfu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2551 on: April 03, 2011, 10:20:39 am »

Hmm, my race still can't trade with itself, and I remain unable to figure out what I'm doing wrong...

Try defining a liaison type position that has [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS].
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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2552 on: April 03, 2011, 04:00:57 pm »

Hmm, my race still can't trade with itself, and I remain unable to figure out what I'm doing wrong...
From the look of it, they have no access to common_domestic animals, and thus no easy access to wagon_pullers and pack_animals, and I don't think there are many in tropical forests. If the lack of common domestic animals is intended, you could try adding such a creature to the tropical forests and giving it the ubiquitous tag to make sure they are in all those.
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Hydrall

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2553 on: April 03, 2011, 07:41:23 pm »

Aha! That last one fixed it, thank you.
Logged
After seven days and seven nights, God said "Screw this!" and abandoned the fortress.

Uristmcfisherdwarf cancels fish: Interrupted by harmless minnow

Minnakht

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2554 on: April 04, 2011, 01:43:21 pm »

Can I have a tutorial on implementing reactions? Just the general method, I'll try to work with the samples you give me instead of bringing my sloppy work here...

You see, I'm trying to mill rock at a millstone or a quern to obtain ground rock, which goes in a bag. I took the gypsum plaster-making reaction for this and just changed some parts...

Then, I want to use three bags of milled rock at a smelter to create a bar of iron, but preserving the bags, and this reaction also has another boulder as a preserved reagent, in a catalyst-like fashion.

How would you write such reactions?


Nevermind, forgot to let dwarves perform the reaction at all. I have to modify entity_default for that...

Disregard me, I'm new
« Last Edit: April 05, 2011, 12:05:54 am by Minnakht »
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Will_Tuna

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2555 on: April 04, 2011, 02:45:54 pm »

How to mod out all vermins? rats/toads/flies of al sorts

honnybees and ants can stay because there not really annoiance
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Chaoseed

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2556 on: April 04, 2011, 05:16:44 pm »

Can dwarves be made milkable?  Or, let's say I mod my game to have intelligent cows as a playable race, and I make a Cow Fortress. Can I milk my female Carpenter Cows, for example?
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2557 on: April 04, 2011, 06:44:53 pm »

Sure, but careful with who gets the milking jobs. For shearing, if a creature is looking for an animal to shear and finds itself, it will lay on the floor in an agony of indecision until the job is cancelled. I would expect milking to be the same way.
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Spectre Incarnate

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2558 on: April 05, 2011, 01:32:46 am »


Moving this and deleting the other one, cause I don't think Farce saw this. If there's anything I'm very wrong about or doesn't need to be changed cause it won't affect anything, let me know, as I'm still learning myself. :)

What am I doing wrong?
Make sure you check for an errorlog in the DF main folder.

Quote
entity_orc - it's in a separate entity file, not under entity_default.  That's not the problem, is it?
You can have separate files as long as they're labeled right, and it looks like yours is fine. I do it too, and it's a good habit so things don't get confusing and you can easily transfer them to new versions.

Okay, looking at the raws...

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Good luck!!

« Last Edit: April 05, 2011, 01:35:28 am by Spectre Incarnate »
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Jeoshua

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2559 on: April 05, 2011, 04:58:37 am »

First step, DF goes through ALL files and assigns the objects to their proper places.  Then it processes them.  There should be no problems with moving entities or items or whatever out of files into their own area.

Personally I want to experiment with [OBJECT] tags.  Would they work if you had:

Code: [Select]
combo_testor

[OBJECT:CREATURE]
  [CREATURE:TESTOR]
    yadda yadda

[OBJECT:ENTITY]
  [ENTITY:TEST]
    [CREATURE:TESTOR]
    yadda yadda


Seems like it might but requires more science.

Right now I'm trying to replace the racial tags of Deon's Nords and Osmen with [CREATURE:HUMAN] all, to see if I can make a multi cultural race.  I know that using multiple [CREATURE] tags picks one at random, but what about using one creature for multiple entities? I've never seen it done but I think it begs a try.
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I like fortresses because they are still underground.

Spectre Incarnate

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2560 on: April 05, 2011, 05:28:51 am »


Personally I want to experiment with [OBJECT] tags.  Would they work if you had:
<code>
File names need to start with "creature" or "entity" or "body"...etc to determine what type of object file it is.

Quote
...but what about using one creature for multiple entities? I've never seen it done but I think it begs a try.
If you want different attributes, innate skills, population ratio, appearance, and stuff like that, you can just make separate castes for each culture, but keep in mind genetics don't exist, so they'll interbreed and make random children. If you want each caste to have different weapons/clothing/ethics but still be the same entity... I have no clue, but I'm interested in hearing what you find out.

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Jeoshua

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2561 on: April 05, 2011, 05:32:07 am »

Oh no.  I wasn't thinking about using multiple castes.  Maybe for general types like "Strong" or "Smart" or "Useless" or whatever, but basically I'd like, for example, Nordic immigrants to be able to breed with Osmen.  Their children would be members of whatever civilization they became a part of, not just outsiders who can only breed with their own kind.

Aaaand it works.  You can have multiple entities with the same creature type.  Once immigrating to a site, the people breed as normal.  In my case, the only unintended side effect was that the cities are now called "Human Town of Blahdeeblah" instead of "Nord town of Blah".

In Legends mode, it appears that my civs, who have very different ethics, are actually going to war with each other.  I have never seen humans warring with other humans before, so this must be the different civs fighting.  I can tell they are separate since they're using different LAnguage files (one is english, the other finnish).

So, I guess that's a mission accomplished, eh?  Now I just need to make MANY human civs with different ethics, weapons, and languages.  They'll all report as human but they will be beholden to civs with different ethics.

YAY SCIENCE!
« Last Edit: April 05, 2011, 07:05:01 am by Jeoshua »
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I like fortresses because they are still underground.

TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2562 on: April 05, 2011, 07:16:08 am »

accessing the "flame" material - how?
also: any ideas on making a flamethrower with this (well, a plasma gun really :D) without it burning the user?
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just do whatevery tolyK and blame it as a bastard mod
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Jeoshua

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2563 on: April 05, 2011, 07:30:27 am »

Quick question:

If I told you there was a race of people who lived exclusively in the desert, would you think they were elves? Or humans?
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I like fortresses because they are still underground.

Will_Tuna

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2564 on: April 05, 2011, 08:01:20 am »

humans
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