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Editing User:Teres Draconis

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=== in game ===
 
=== in game ===
Not really the new version, since the new new one came out, well, a while ago.
 
  
Added in some new workshops.
 
<br />SHRINE - for making sacrafices to Amok. Currently has reactions for burning vermin corpses, useless corpsepieces (or whole corpses, if I'm not careful). There is a benefit to taking whole corpses - it will take entity and pet corpses, as well, which negates any negative thoughts from rotting. On the other hand, it can also take corpses that were destined for the butcher shop, or pieces made at same shop, thus reducing available stock for food, leather, and craft production. There's a reason this reaction isn't automated (anymore).
 
<br />RECYCLE - a place that turns wooden or stone furnature, tools, etc back into base components. Next project, remove improvements!
 
<br />CST_STONEWORKS - custom stoneworks, in combination with [reaction_class:junk],[reaction_class:tool] and [reaction_class:block] tag on certain stones, allows me to turn some kinds of stone into blocks, others into furnature, tools or crafts.... all without worrying about what my current "worthless stone" settings are... Thus allowing regular shops to work on one set of stones, and the custom shop to work on another. Also makes stone beds!
 
<br />SPINNINGWHEEL - used in the automation of plant and animal thread production. The shop works. Wish the reactions did.
 
 
Added some new reactions, (besides those listed above)
 
 
a whole slew of recycling reactions, for tools, furnature, mechanisms, traction benches, even ballista and trap parts.
 
<br />buy_soap turns coins into rare soaps
 
<br />split_lye takes stacks of 10 lye and fills 10 buckets with individual servings there-of. Currently only works with stacks of 10, but since that's what the traders bring, that's ok with me. Bug work-around.
 
<br />there is a set of reactions to take individual or small stacks of plants and turn them into bigger stacks. More useful back when I cared how many barrels my booze was taking up.
 
<br />bedroom_set requires that I play with the raws each time, but lets me designate a prefered stone and then makes a whole set of furnature out of that type.... makes cheering up pretentious nobles slightly easier, since prefered materials adds to personal assessment of value.
 
<br />uniform_ranged and uniform_melee makes one complete set of equipment for the indicated military type, from boots to cap, weapon and ammo... all in one go.
 
 
Added some new creatures.
 
 
Flybiter is a relatively cheap, common domestic bird. It hunts vermin. In the next version it will have some gobble_vermin tags, mostly for annoying fly-type insects, but my current version doesn't allow for that yet. (I can put the tags in, but then the error log says that it's not a valid tag.)
 
 
lavender snails are verminous simi-aquatic snails who's shells can (supposedly) be crushed into dye.
 
<br />Giant snails are large (growth rates and size based on dogs) grassland and near-water grazers. Their shells can also (supposedly) be ground into dye. I haven't figured out how to give snails and slugs negative reactions to salt, but I'm working on it. (I figure it's add a creature class, but I can't edit the salt entry, so I'm not sure if I should bother.) I say supposedly on the dyes because I have yet to actually encounter one in a fort, and I don't play adventure mode.
 
 
Caticorn is a creature I added at the specific request, and, as best as I could, to the specifications of my niece. A mix between a cat and a unicorn, these extremely rare creatures live thousands of years, and spend several hundred as "kitticorns". Ranging in size from (at birth) half the size of a newborn domestic cat, to (when both fully grown and at the large end of the size range) twice the size of the average tiger, these shy beings are magical and mysterious. My niece insists that their prefered diet is of bad dreams and darkness, but I don't see how to code that in, so we'll leave it as assumed, for now.
 
 
Added "fae-" and "hell-" to my creature templates. Fae creatures are verminous, light-emitting, winged versions of normal creatures, that live in either good or savage (or both) places. Many have "dusts" that cause various syndroms. (I wish I could make a syndrom that increases the chance of moods, but... sadly, not to be.) Fae creatures also occasionally leave gem figurines behind instead of corpses. Hell-creatures tend to be bigger, meaner, faster, evil (of course), and often either breathe fire or burst into flames when killed. Sometimes both!            --[[Special:Contributions/98.207.234.98|98.207.234.98]] 09:07, 12 December 2012 (UTC)
 
 
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With the new version, I've scrapped my old "Crash Landed" version and am building anew. I  learned a lot, but there's a lot of changes to be made, and it seems like it'll be easier just to start from scratch.  - [[User:Teres Draconis|jaz]]  1 March 2011
 
With the new version, I've scrapped my old "Crash Landed" version and am building anew. I  learned a lot, but there's a lot of changes to be made, and it seems like it'll be easier just to start from scratch.  - [[User:Teres Draconis|jaz]]  1 March 2011
  
I still wish I could "polute" the water sources. Sometimes you get a salt water aquifer or salt water rivers and such, too... wish you could have other polutants. Or specify that certain buildings need to be built near water the way that a magma smelter can only be build over magma... And then specify that they polute the water source when used.  
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I still wish I could "polute" the water sources. Sometimes you get a salt water aquifer. Wish you could have salt water rivers and such, too... or other polutants. Or specify that certain buildings need to be built near water the way that a magma smelter can only be build over magma... And then specify that they polute the water source when used.
  
 
::I'm told I can edit the saved games and make the waters be salty. - [[User:Teres Draconis|jaz]]  1 March 2011
 
::I'm told I can edit the saved games and make the waters be salty. - [[User:Teres Draconis|jaz]]  1 March 2011

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