Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 402 403 [404] 405 406 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1041807 times)

TheDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6045 on: September 15, 2013, 11:01:22 am »

How would I go about removing the standard night creatures? I'm looking for some other way than advanced world gen. I can't find their files anywhere :/

Also, is it possible to remove semi-/megabeasts?

Edit:
On an unrelated note: How do I make my custom plants show up during embark? I can't bring any of them with me :/
« Last Edit: September 15, 2013, 11:25:04 am by TheDorf »
Logged
I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6046 on: September 15, 2013, 11:24:23 am »

Their raws are embedded in the executable. You can only get rid of them by generating a world which specifically doesn't have them.

Titans and forgotten beasts are the same as above, you can only get rid of them by setting their number to zero in advanced worldgen. Most other terrestrial things like bronze colossuses and minotaurs and dragons should be in creature_standard.txt.
Logged

Indigo_Surprise

  • Bay Watcher
  • Scruffy Gentleman.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6047 on: September 15, 2013, 12:21:37 pm »

There was a bit of discussion on this in the first pages, but I found nothing concrete related to my question. We all know we can transform creatures into other creatures, but can you transform a dwarf into a domestic animal and have them show up on the livestock screen?
Logged

TheDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6048 on: September 16, 2013, 03:11:42 am »

Their raws are embedded in the executable. You can only get rid of them by generating a world which specifically doesn't have them.

Titans and forgotten beasts are the same as above, you can only get rid of them by setting their number to zero in advanced worldgen. Most other terrestrial things like bronze colossuses and minotaurs and dragons should be in creature_standard.txt.

Thanks for the info. That's a bummer. :/

Anyways, do you know how to make plants available on embark?
Logged
I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6049 on: September 16, 2013, 05:59:31 am »

Plants are available at embark if your home-civ has access to them. dwarves embark on mountains, so its mostly underground plants. Just copy plump helmet biomes, seasons and depth, thats a simple way to get a plant you can buy.
Logged
::: ☼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 :::

TheDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6050 on: September 16, 2013, 06:52:12 am »

Plants are available at embark if your home-civ has access to them. dwarves embark on mountains, so its mostly underground plants. Just copy plump helmet biomes, seasons and depth, thats a simple way to get a plant you can buy.

Thanks, didn't even notice the plant depth. Works now :)
Logged
I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6051 on: September 17, 2013, 10:42:17 am »

I still have the open question about using MAT instead of number:number:number as a color in buildings. It seems to create graphical glitches...
Logged
::: ☼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 :::

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6052 on: September 17, 2013, 11:11:28 am »

Doesn't for me. No idea what's wrong with your stuff.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6053 on: September 17, 2013, 11:14:22 am »

Could you post a raw-example? I am trying this on 1 tile workshops, it doesnt show any errorlogs, but doesnt work either. The buildmats are custom tools and furniture, dont know if it has to be a boulder to work?

My init settings are [PRINT_MODE:2D] , maybe it has to do with that.

Logged
::: ☼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 :::

TheDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6054 on: September 17, 2013, 11:48:16 am »

No idea about using MAT as a color, sorry. Haven't done a lot of workshop stuff yet :/

Is it possible to make rock unmineable? For the time being, I simply removed pickaxes, but I think I would like to be able to mine out soil tiles.
Logged
I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6055 on: September 17, 2013, 11:53:24 am »

Simply add [UNDIGGABLE] to the rock in question. If you want  that to be all rocks, add it to the stone template.
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6056 on: September 17, 2013, 01:26:12 pm »

Could you post a raw-example? I am trying this on 1 tile workshops, it doesnt show any errorlogs, but doesnt work either. The buildmats are custom tools and furniture, dont know if it has to be a boulder to work?

My init settings are [PRINT_MODE:2D] , maybe it has to do with that.

Code: [Select]
[BUILDING_WORKSHOP:hitech__GADGET_SHOP]
[NAME:Gadget Shop]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:MECHANIC]
[BUILD_KEY:CUSTOM_G]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BLOCK:1:0:0:1]
[BLOCK:2:1:0:1]
[BLOCK:3:1:0:0]
[TILE:0:1:' ':' ':128]
[TILE:0:2:' ':' ':'/']
[TILE:0:3:'-':' ':' ']
[COLOR:0:1:0:0:0:0:0:0:6:0:0]
[COLOR:0:2:0:0:0:0:0:0:6:0:0]
[COLOR:0:3:6:0:0:0:0:0:0:0:0]
[TILE:1:1:' ':' ':235]
[TILE:1:2:' ':128:' ']
[TILE:1:3:178:' ':210]
[COLOR:1:1:0:0:0:0:0:0:7:0:0]
[COLOR:1:2:0:0:0:7:0:0:0:0:0]
[COLOR:1:3:MAT:0:0:0:MAT]
[TILE:2:1:' ':' ':235]
[TILE:2:2:128:' ':178]
[TILE:2:3:178:210:' ']
[COLOR:2:1:0:0:0:0:0:0:7:0:0]
[COLOR:2:2:7:0:0:0:0:0:MAT]
[COLOR:2:3:MAT:MAT:0:0:0]
[TILE:3:1:128:235:178]
[TILE:3:2:178:' ':178]
[TILE:3:3:178:210:210]
[COLOR:3:1:7:0:0:7:0:0:MAT]
[COLOR:3:2:MAT:0:0:0:MAT]
[COLOR:3:3:MAT:MAT:MAT]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:TRAPPARTS:NO_SUBTYPE:NONE:NONE][CAN_USE_ARTIFACT]
Logged

Snaake

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6057 on: September 17, 2013, 01:27:58 pm »

I changed 2h swords, great axes, mauls etc. to be MINIMUM_SIZE:60000 but kept them as TWO_HANDED:77500. This should let dwarves use them, but still require 77500 size to use them one-handed.

I just got a goblin ambush squad leader who's using a two-handed sword in her right hand and a shield in the left. Apparently the TWO-HANDED size is only checked for dwarves equipping weapons, not invaders. Was this known?

Story: got an ambush and a minotaur at the same time at the same map edge; the minotaur actually discovered the ambush. It wrestled broken both knees and an elbow from one of the macegoblins, then started strangling it, while not being hit/only got bruised by the other goblins, until the two-handed sword-wielding squad leader got lucky and cut off the minotaur's head. That prompted me to check the goblin's inventory (I had had great weapon -wielding goblins in sieges earlier, but didn't check if they also had shields).
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6058 on: September 17, 2013, 03:33:56 pm »

It could just be a particularly large goblin.

The largest a goblin can be is 93750. Not inconceivable that they can two-hand a 77500 sword!

Of course, the goblin has to be (I think) ~2.4 deviations from the mean in two different categories to be that big.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6059 on: September 17, 2013, 05:35:21 pm »

Thank you, I will test your gadget shop, see if it has the same problem or not.
Logged
::: ☼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 :::
Pages: 1 ... 402 403 [404] 405 406 ... 544