Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 458 459 [460] 461 462 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1041550 times)

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6885 on: January 03, 2014, 10:11:52 am »

Maybe? I havent tested ^^

EDIT: A question myself:

1. I put gold dust into a large granite pot. It is now called: "Gold Dust Pot (granite, large)"
2. I put gold dust into a granite jug. It is now called: "granite jug".

What the heck. Does anyone know what triggers this behaviour of adding the extra name bits? Its a lot easier to handle if players can see whats in a jug, without having to look into the jug first.

The difference in the raws is that pots have [TOOL_USE:FOOD_STORAGE]. Presumably this causes them to be used like barrels and pick up the barrel naming convention.

Solymr

  • Bay Watcher
  • BEEP BOP READ SOLDIERMON
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6886 on: January 03, 2014, 05:54:10 pm »

Is there a way to make a custom reaction class?
Logged

milo christiansen

  • Bay Watcher
  • Something generic here
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6887 on: January 03, 2014, 06:02:54 pm »

[REACTION_CLASS:WHATEVER_YOU_WANT] on a material. Simple.
Logged
Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

Solymr

  • Bay Watcher
  • BEEP BOP READ SOLDIERMON
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6888 on: January 03, 2014, 06:04:48 pm »

Wow easier than I thought. Thanks.
Logged

milo christiansen

  • Bay Watcher
  • Something generic here
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6889 on: January 03, 2014, 06:21:30 pm »

Easier than I thought when I started modding :) With DF modding either it is very easy or impossible.
Logged
Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

CBlackrose

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6890 on: January 03, 2014, 07:06:47 pm »

I'd like allow dwarves to make armor that human adventurers can wear, is there any way to do this? Searching with google isn't turning up any relevant info.
Logged

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6891 on: January 03, 2014, 07:13:24 pm »

I'd like allow dwarves to make armor that human adventurers can wear, is there any way to do this? Searching with google isn't turning up any relevant info.

To do that you would either have to change dwarves to make them human sized or change humans to make them dwarf sized.

Armour size is dependant on the creature that created it.
Logged

CBlackrose

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6892 on: January 03, 2014, 07:38:56 pm »

To do that you would either have to change dwarves to make them human sized or change humans to make them dwarf sized.

Armour size is dependant on the creature that created it.

Damn, I guess I'll just have to settle for Dwarf adventurers. I was just partial to humans because I could name them Cid Blackrose with their language :P
Logged

TheOnlySolitaire

  • Bay Watcher
  • [BRAG_ON_KILL]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6893 on: January 03, 2014, 07:51:04 pm »

Hi guys,

I've made a new civ, that features various castes. But I seem to be getting some of the creatures showing up as ''nothing swordsman'', or ''nothing lasher'' etc..

I think it's because I don't have [caste_name:blahblah] at the beginning of the entry under creature name - but when I did have it in, there were about 4 or 6 different versions of the same basic creature, which was confusing and a tad annoying.

The civ works fine otherwise, but would be nice to fix the ''nothing'' issue basically.
Logged

4maskwolf

  • Bay Watcher
  • 4mask always angle, do figure theirs!
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6894 on: January 03, 2014, 08:02:38 pm »

Well, you could put the caste name under each caste, with a different name to each, to differentiate them.

TheOnlySolitaire

  • Bay Watcher
  • [BRAG_ON_KILL]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6895 on: January 03, 2014, 08:18:24 pm »

Well, you could put the caste name under each caste, with a different name to each, to differentiate them.

Sorry I should have put more detail: I have done that, all the castes have different caste names, and they show up correctly - the castes and their specific names themselves are working more or less as intended.
But there is still a nebulous bunch of ''nothing'' caste creatures that appear from time to time. It's not a massive bother, but it's kind of jarring.
Logged

4maskwolf

  • Bay Watcher
  • 4mask always angle, do figure theirs!
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6896 on: January 03, 2014, 08:36:10 pm »

Hmm... Make sure that ALL of them are given caste names.  There is a slight possibility one is missing.

slynths

  • Escaped Lunatic
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6897 on: January 03, 2014, 09:37:03 pm »

Quote
purge undead is not a legitimite effect token.

Whoops I must have put what I was hoping to name the interaction as the interaction type.

Quote
Also, are you trying to get paladins to appear in world generation?

That was my hope, though I do believe it was mentioned earlier here that interaction types based off of necromancers will not build towers unless they either have set amount of followers/zombies.

Thanks for the help!
Logged

4maskwolf

  • Bay Watcher
  • 4mask always angle, do figure theirs!
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6898 on: January 03, 2014, 09:59:18 pm »

Heh.  It's funny, because your post inspired me to make an entire mod.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6899 on: January 04, 2014, 03:03:25 am »

Hmm... Make sure that ALL of them are given caste names.  There is a slight possibility one is missing.

It looks more like the NAME is missing.
Pages: 1 ... 458 459 [460] 461 462 ... 544