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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1042470 times)

TomiTapio

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2580 on: September 02, 2012, 12:23:28 pm »

It works fine, but a new problem appeared. A naked Dwarf easily beat this creature to death.
What can I do to make the Durza tougher without changing them too much?
When I want to boost a big beast, I put    [SELECT_TISSUE:SKIN][RELATIVE_THICKNESS:5] --boost its toughness.
And here's a handy template for the beastly skills:
Spoiler (click to show/hide)

And if you play Adventure mode, put this to the civilized races' creatures:
Spoiler (click to show/hide)
« Last Edit: September 02, 2012, 12:25:07 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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IamanElfCollaborator

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2581 on: September 03, 2012, 04:55:01 am »

Would this work? I'm trying to create a secret where the learner would have the ability to summon an 'Alexander', essentially a giant mobile castle, as well as gain a spell.

Code: [Select]
[INTERACTION:SUMMONER_ALEXANDER]
    [I_SOURCE:SECRET]
        [IS_NAME:the power to summon Alexander]
        [IS_SPHERE:MAGIC]
        [IS_SECRET_GOAL:IMMORTALITY]
        [IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
        [IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
        [IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
        [IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_summon.txt]
    [I_TARGET:A:CREATURE]
        [IT_LOCATION:CONTEXT_CREATURE]
        [IT_REQUIRES:MORTAL]
        [IT_REQUIRES:CAN_LEARN]
        [IT_REQUIRES:CAN_SPEAK]
    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A]
        [IE_IMMEDIATE]
        [IE_ARENA_NAME:Disciple of Alexander]
        [SYNDROME]
            [CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
            [CE_DISPLAY_NAME:NAME:disciple of Alexander:disciples of Alexander:NA:START:0]
            [CE_CAN_DO_INTERACTION:START:0]
                [CDI:ADV_NAME:Summon Alexander]
                [CDI:INTERACTION:SUMMON_A]
                [CDI:TARGET:A:LINE_OF_SIGHT]
                [CDI:TARGET_RANGE:A:10]
                [CDI:VERB:gesture:gestures:NA]
                [CDI:TARGET_VERB:shudder and glow white:shudders and glow white]
                [CDI:WAIT_PERIOD:10]
            [CAN_DO_INTERACTION:MATERIAL_EMISSION:START:0]
                [CDI:ADV_NAME:Ultima]
                [CDI:USAGE_HINT:ATTACK]
                [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
                [CDI:VERB:use Ultima:uses Ultima:NA]
                [CDI:MATERIAL:CREATURE_MAT:ALEXANDER_FF:ULTIMA:TRAILING_DUST_FLOW]
                [CDI:TARGET:C:LINE_OF_SIGHT]
                [CDI:TARGET_RANGE:C:15]
                [CDI:MAX_TARGET_NUMBER:C:2]
                [CDI:WAIT_PERIOD:30]

[INTERACTION:SUMMON_A]
    [I_TARGET:A:CREATURE]
        [IT_LOCATION:CONTEXT_ITEM]
        [IT_AFFECTED_CLASS:GENERAL_POISON]
        [IT_REQUIRES:FIT_FOR_ANIMATION]
        [IT_FORBIDDEN:NOT_LIVING]
        [IT_MANUAL_INPUT:creatures]
    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A]
        [IE_IMMEDIATE]
        [IE_ARENA_NAME:Alexander]
        [SYNDROME]
        [CE_BODY_TRANSFORMATION:START:0:END:2000]
        [CE:CREATURE:ALEXANDER_FF:GENERIC]

Archmonk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2582 on: September 04, 2012, 06:02:08 pm »

I've modded an entity/civilization to use the following:

Code: [Select]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]

My questions: anyone know why...
-the civilization never has picks available?
-at the embark menu, when I go to 'add' a digging implement, it shows bows rather than picks? It also shows bows where picks usually appear in the list of standard items.
-at the embark menu, when I go to 'add' a weapon, it shows maces, mauls, scourges, and blowguns?
-at the embark menu, when I go to 'add' a training weapon, it shows <woodtype> training sword and <woodtype> training spear as expected, but also shows "<woodtype> weapons"?  Weapons?

I removed some underground-specific tags, like underground farming and underground wood use. Might that be a problem?
Thanks for any help.
« Last Edit: September 04, 2012, 06:06:07 pm by Archmonk »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2583 on: September 04, 2012, 06:06:18 pm »

Sounds like duped raws.

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2584 on: September 04, 2012, 06:07:33 pm »

Yeah, have you added any new content and then forgot to change the [CREATURE:XXX] (or it's equivalent)?

Also check the errorlog and see if it is giving you anything.
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Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

IamanElfCollaborator

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2585 on: September 05, 2012, 02:13:53 am »

Also, check the civ. Is it showing up as something weird?
Embark and see if your race is showing up as ostriches or something.

CrzyMonkeyNinja

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2586 on: September 05, 2012, 01:03:21 pm »

I'm quite new to Dwarf Fortress modding' so I decided that the best way to teach myself would be to mod in early firearms that can be made from their own workshop. I have managed to get my weapons working along with two of my reactions, but the other reactions are giving me a bit of trouble. The way I would like it to work is that you first make the gunpowder and bullets, then you "combine" them to get "ammunition" which is what the matchlock fires. The two working reactions are gunpowder making and constructing a matchlock. The only problem with the matchlock is that I would prefer to be able to use bronze, steel or iron. So far, I can only figure out how to make it use one type of metal, but I'll probably just make multiple reactions for that. The two that don't work are bullet making and the "combining" to make the ammunition. At the moment, bullet making seems to just make 7500 of a random ammo type. I haven't tested making the ammo recently, but it probably does the same. My many attempts to fix these problems have probably mangled those two reactions into being unintelligible sludge, but here they are anyway:

Spoiler (click to show/hide)

I'll also throw in my gunpowder and matchlock reactions, just for fun:

Spoiler (click to show/hide)

Also, all of my reactions happen instantly. I'd like to fix that as well. Oh, and I haven't had any luck in creating the "GUNSMITH" job or profession, if adding a new profession is even possible.

Oh, I should probably just include the raws for the weapons, ammo, and gunpowder too:

Spoiler (click to show/hide)

I have no idea what most of the stuff in the gunpowder raw means, but it seems to work pretty well...

Any help would be greatly appriciated. Thanks in advance.
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2587 on: September 05, 2012, 02:22:06 pm »

Here are the fixed reactions, with the various changes outlined below so you can understand exactly what I changed and why.
Code: [Select]
[REACTION:MAKE_AMMUNITIONS]
[NAME:prepare ammunition]
[BUILDING:GUNSMITHERY:CUSTOM_A]
[REAGENT:A:50:AMMO:ITEM_AMMO_BULLETS:INORGANIC:LEAD]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_AMMUNITIONS:INORGANIC:LEAD]
[SKILL:BOWYER]

[REACTION:MAKE_BULLETS]
[NAME:make bullets]
[BUILDING:GUNSMITHERY:CUSTOM_B]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:LEAD]
[PRODUCT:100:50:AMMO:ITEM_AMMO:BULLETS:INORGANIC:LEAD]
[SKILL:BOWYER]
[FUEL]

[REACTION:MAKE_GUNPOWDER]
[NAME:make gunpowder]
[BUILDING:GUNSMITHERY:CUSTOM_G]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:SALTPETER]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[REAGENT:C:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[REAGENT:D:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:D]
[SKILL:BOWYER]

[REACTION:CONSTRUCT_MATCHLOCK]
[NAME:construct matchlock]
[BUILDING:GUNSMITHERY:CUSTOM_M]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:IRON]
[REAGENT:B:1:TRAPPARTS:NO_SUBTYPE:INORGANIC:IRON]
[REAGENT:C:1000:THREAD:NO_SUBTYPE:ANY_PLANT_MATERIAL:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:D:1:WOOD:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MATCHLOCK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BOWYER]
[FUEL]

And here is a new gunpowder entry that might work a little better for you
Code: [Select]
[INORGANIC:GUNPOWDER]
   [USE_MATERIAL_TEMPLATE:PLANT_POWDER_TEMPLATE]
   [STATE_NAME_ADJ:ALL:gunpowder]
   [DISPLAY_COLOR:0:0:1][TILE:'#']
   [SOLID_DENSITY:600]
   [MATERIAL_VALUE:20]

First thing you need to do is fix the item subtypes for your bullets. It should end with INORGANIC:LEAD, not LEAD:BULLET. You also have an extra NO_SUBTYPE in there on your ammo reagent.
Spoiler: like this (click to show/hide)
The next thing you need to do is increase the reagent number to 150 for the gunpowder in your make ammunitions reaction and the bar in your make bullets reaction. This is because it is a powder and you have set it's [PRODUCT_DIMENSION:150] (this is right, but when you work with powder or bars you need to increase the reagent amount as well.
Spoiler: like this (click to show/hide)
You will also need to increase these reagent amounts for your bar reagents in both your make gunpowder and construct matchlock reactions as well.
Spoiler (click to show/hide)
Also since you don't want anyone making a million guns because they have a big piece of cloth, you probably want to add [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] to that. You don't need to worry about the other three reagents since they will never come naturally in a stack greater then 1.
Spoiler (click to show/hide)
You are also missing your bag for your gunpowder making reaction. You have the TO_CONTAINER bit right, but you don't specify the container in your reaction.
Spoiler (click to show/hide)
Lastly you can't make new professions, so you will have to make do with old ones. This will also fix your instant reaction problem, as it will be an actual skill used. I suggest using the bowyer skill, so [SKILL:BOWYER], in your reactions as it is the most similar.

There were also a few typos here and there that I took the liberty of fixing. Note that your current gunpowder template will be stored in "food" stockpiles under the powder category.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Archmonk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2588 on: September 05, 2012, 04:06:01 pm »

Thanks for the help! Sure enough, noob modder mistake: I had duped an item in the raws and the error log showed that.

Now that I know about the error log, life should get a lot better. :P
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CrzyMonkeyNinja

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2589 on: September 05, 2012, 06:59:56 pm »

Thank you so very much for the help. Everything works brilliantly except, when I look at the reagents in the workshop, the "MAKE_AMMUNITIONS" reaction is only asking for only one bullet instead of a stack of 50. I made sure that it called for 50 in the raws, so I'm not quite sure what's wrong. I'm going to try a few things and see if they help. Thanks again.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2590 on: September 05, 2012, 07:03:09 pm »

Stacks are FUBAR as of now.

IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2591 on: September 06, 2012, 12:10:35 am »

I've been trying to make a reaction to turn creatures with metal body parts into usable bars of standard metals (iron, copper, etc).  Making a new body material is fine, as is creating a custom reaction (it's supposed to be a race secret), but I want to make it so that larger (older) creatures yield more bars when slaughtered, to give incentive for letting them grow up before slaughtering.  I can do this by giving the body material BUTCHER_SPECIAL:STONE:NONE and then creating a reaction that turns stones of the material into bars of metal, which gives a reasonable creature/bar ratio, but the material always comes out as a stack.  Granted that anything involving stacks is a mess, is there some type of method that will allow me to do this properly?

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2592 on: September 06, 2012, 12:20:52 am »

Not that I know of, other then just making the special butcher object be the various bars of metal that is.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2593 on: September 06, 2012, 02:36:27 pm »

Actually it turns out that if a product has a PRODUCT_DIMENSION the reaction splits the stack quite well.  I wonder if this could be used to resolve other stack issues?

Zivilin

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2594 on: September 07, 2012, 03:08:08 pm »

Hi all.

I've been testing different types of crossbow ammunition in the Object Testing Arena and I can't seem to find bone bolts in the ammo list.

Is there a simple way to edit to raws so that bone bolts (I assume that bone bolts from different animals have the same properties) are available for equipping in the Arena?
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