Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 175 176 [177] 178 179 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065816 times)

MCipher

  • Bay Watcher
  • The worlding of the words is AMARANTH.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2640 on: September 15, 2012, 06:05:55 pm »

Is it possible to make a creature (Or interaction) that swaps gender (or in the case of Interaction, swaps the Creature that learned the ability's gender) at will, and also be able to use said "Gender Swap" on another creature?
« Last Edit: September 15, 2012, 06:26:17 pm by MCipher »
Logged
No longer at critical sig mass!
Quote
OOC: Hans Panda: Everyone's going to die. That's how they usually end.
OOC: Hans Panda: I try not to run them that way.
OOC: Hans Panda: But apparently when I'm the villain, I'm too efficient.
OOC: Hans Panda: Even when I monologue.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2641 on: September 15, 2012, 06:27:48 pm »

No. Genders are castes.

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2642 on: September 15, 2012, 06:31:56 pm »

You could just transform them into the same creature, but a different caste, right?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2643 on: September 15, 2012, 06:32:59 pm »

You would have to make a different interaction for every creature and caste in the game if you were to do that. Since the body transformation requires both creature AND caste, it's most likely impossible.

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2644 on: September 15, 2012, 06:54:05 pm »

Not really impossible, just dreadfully tedious.

MCipher

  • Bay Watcher
  • The worlding of the words is AMARANTH.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2645 on: September 15, 2012, 07:06:21 pm »

Ok, thanks for the information.
Logged
No longer at critical sig mass!
Quote
OOC: Hans Panda: Everyone's going to die. That's how they usually end.
OOC: Hans Panda: I try not to run them that way.
OOC: Hans Panda: But apparently when I'm the villain, I'm too efficient.
OOC: Hans Panda: Even when I monologue.

Blackdutchie

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2646 on: September 16, 2012, 07:21:45 am »

I've been editing Civ+ Antmen to suit my style and image of antmen better, which has been going pretty well so far, but every time i gen up a world and select the Antmen to play, the civ list tells me there will be 'no trade' with the homeland! I've made sure there's nobles who can do trade, diplomacy and colony trade agreements, so what's going wrong?
Logged
Quote from: Bauglir
Quote from: Flying Carcass
Quote from: Urist Imiknorris
The first lesson taught by DF is patience.
The second: Madness.
The third: Magma, properly applied, solves all problems.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2647 on: September 16, 2012, 11:17:55 am »

Can they speak?

Blackdutchie

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2648 on: September 16, 2012, 11:27:03 am »

They have Can_Speak and Can_Learn.
I may as well paste their raws here.

Entity:
Spoiler (click to show/hide)

Creature:
Spoiler (click to show/hide)
Logged
Quote from: Bauglir
Quote from: Flying Carcass
Quote from: Urist Imiknorris
The first lesson taught by DF is patience.
The second: Madness.
The third: Magma, properly applied, solves all problems.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2649 on: September 16, 2012, 12:39:58 pm »

You need to add [COMMON_DOMESTIC_PET] and [COMMON_DOMESTIC_PACK] to the entity to allow them to have animals to carry their trade goods. Oh and just as future reference instead of putting [CAN_SPEAK][CAN_LEARN] you can always just use [INTELLIGENT] instead.
Logged
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.

Blackdutchie

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2650 on: September 16, 2012, 12:50:08 pm »

Thanks a lot! adding those fixed the issue.
The can_speak can_learn were carried over from the unedited raws that originally came with the mod.
Logged
Quote from: Bauglir
Quote from: Flying Carcass
Quote from: Urist Imiknorris
The first lesson taught by DF is patience.
The second: Madness.
The third: Magma, properly applied, solves all problems.

krisslanza

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2651 on: September 16, 2012, 01:12:28 pm »

Is it possible to have a reaction call out only for a specific type of plant? This is my attempt at it, but I'm not too sure if it'll work... so I turn to the internet! Muhahahhaahah!
Spoiler (click to show/hide)

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2652 on: September 16, 2012, 01:15:29 pm »

You probably want PLANT_MAT:TURNIP:STRUCTURAL. Other than that, it looks good.

krisslanza

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2653 on: September 16, 2012, 01:38:32 pm »

You probably want PLANT_MAT:TURNIP:STRUCTURAL. Other than that, it looks good.

Thanks! Any particular reason why?
Working on this mod has made me step out of the "comfort" zone I'm used to, so a lot of new ideas and I've mostly been trying to reference an old version of Genesis I have laying around...

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2654 on: September 16, 2012, 01:40:00 pm »

Because PLANT probably isn't a valid material under TURNIP.

PLANT_MAT:plant:material is how that works.
Pages: 1 ... 175 176 [177] 178 179 ... 544