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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1066466 times)

Visus Draconis

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7560 on: April 17, 2014, 09:33:33 am »

So I've modded the game a bit, and the Elves are now showing up at my depot with fig wine filling their cloth bins.

What did I do wrong?
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"Armok, I would like a set of ☼adamantine socks☼ for the winter holiday."

Syndrome-causing cloud of creeping mist appears at the edge of the map.

"I'll take that as a no."

Dirst

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7561 on: April 17, 2014, 09:41:12 am »

So I've modded the game a bit, and the Elves are now showing up at my depot with fig wine filling their cloth bins.

What did I do wrong?
That's... impressive.

Can your dwarves drink the wine after you seize/purchase it?  For  mod-testing forts, no need to be diplomatic...
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Visus Draconis

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7562 on: April 17, 2014, 10:30:45 am »

That's... impressive.

Can your dwarves drink the wine after you seize/purchase it?  For  mod-testing forts, no need to be diplomatic...

I got this same error once before, but much worse: then, the Elves were naked save for a smear of fig wine, and their bins were completely filled with wine instead of being a combination of wine and cloth. When my dwarves took the bins, the wine was left behind.

Yeah, it's as ridiculous as it sounds.
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"Armok, I would like a set of ☼adamantine socks☼ for the winter holiday."

Syndrome-causing cloud of creeping mist appears at the edge of the map.

"I'll take that as a no."

Grey Goo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7563 on: April 17, 2014, 11:31:03 am »

>Visus Draconis

Uh, sounds like duplication syndrome. Very strange ones, check error log...

Also, kinky...
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Visus Draconis

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7564 on: April 17, 2014, 12:16:53 pm »

>Visus Draconis

Uh, sounds like duplication syndrome. Very strange ones, check error log...

Also, kinky...

Aside from the game not recognizing the "untoward" words (anus, crotch, etc.) I have three duplicates in my raws. But the difference is that in the most recent game the glitch occurred in, the elves wore clothes and brought the liquor in barrels. So to have them regress is kind of surprising.

Also, I think it takes a certain kind of dwarf to think of the kinkiness in that situation. A very specific kind of dwarf.
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"Armok, I would like a set of ☼adamantine socks☼ for the winter holiday."

Syndrome-causing cloud of creeping mist appears at the edge of the map.

"I'll take that as a no."

Grey Goo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7565 on: April 17, 2014, 02:28:16 pm »

>Visus Draconis

Hehe.. someone is doing almost same as me, except I like more term "nutsack". Language or bodyparts?

Also I am no dwarf! *Stab!*

Anyway, got question. Want mod-in porridges. Having already bread and least reaction shows in list. Probably edible too for dwarven bread anyway. Dwarven porridge should be next. Also I like to know where from find ideas for custom dwarven titles. Knowing right file and tokens do nothing without those behind them. And one thing more, for now. Skin for giant dwarf-eating slugs...

Hm, I am writing too shorty tonight?...
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Larix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7566 on: April 17, 2014, 06:02:28 pm »

Another question from a rank newbie:

I wanted to get me a dog mayor. Added CAN_SPEAK and CAN_LEARN to dogs, as well as NO_EAT and NO_DRINK. They spend all their time guarding the trading goods stockpile, socialising and taking a nap from time to time. Most of them have all-around legendary skills. All who were born in the fort have names, and any who get imported by dwarfs and humans have professions (stray dog cook etc.).

But they don't get elected. When election time came, a dwarf with expert-to-accomplished social skills was chosen, while ~30 legendary-skilled dogs were ignored.

I didn't change any other tokens apart from the name. Anyone has an idea what makes them unable to gain office? I did not re-generate the world with the changed raws, in case that matters.

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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7567 on: April 17, 2014, 06:24:15 pm »

Strange, they should be able to become mayor if they have high social skills.

Are they proper historical figures? Non-historical figures cannot take positions or join the military, IIRC.
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Larix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7568 on: April 17, 2014, 09:20:21 pm »

They're all filed under pets, and they don't show up in legends - i.e. they aren't historical persons. They're properly intelligent (need sleep to stay sane, would need food and drink to survive; civilians refuse to wear dog leather clothes). The vast majority of them flash colour to show they're legendaries.

Is there something i must do to turn non-dwarfs into recognised persons, apart from just making them intelligent? Assign to a civilisation, remove one of the "animal" tokens, re-generate world?
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7569 on: April 17, 2014, 09:43:55 pm »

They're all filed under pets, and they don't show up in legends - i.e. they aren't historical persons. They're properly intelligent (need sleep to stay sane, would need food and drink to survive; civilians refuse to wear dog leather clothes). The vast majority of them flash colour to show they're legendaries.

Is there something i must do to turn non-dwarfs into recognised persons, apart from just making them intelligent? Assign to a civilisation, remove one of the "animal" tokens, re-generate world?

I know that creating a masterwork item can make a creature historical. But that isn't possible in this situation, as the dogs are not dwarves, and thus cannot do jobs.

You can try having them kill some creatures. Try and get some to attack goblins when the next siege comes. Ones that get kills may become proper historical figures.
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Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7570 on: April 17, 2014, 10:00:26 pm »

I don't think you can make a non-civ member a noble.
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7571 on: April 17, 2014, 10:38:34 pm »

I don't think you can make a non-civ member a noble.

Elected positions such as the mayor can be a non-dwarf though.
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Grey Goo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7572 on: April 18, 2014, 08:18:22 am »

Oh, now I remember my vital questions...

1. I am right that if you have for example permitted reaction for steel making, this entity will always have steel? Even if they don't have any other metals? Because I like to make entity which have only few selected metals. I assume cheat-reactions also gives those materials for them?

2. Where is dwarven sweat word mod/files? Original if possible. Self-made words don't have The Feeling...

3. Duh, what was again interaction for self-transmutation?...

Duh...
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7573 on: April 18, 2014, 02:34:02 pm »

Oh, now I remember my vital questions...

1. I am right that if you have for example permitted reaction for steel making, this entity will always have steel? Even if they don't have any other metals? Because I like to make entity which have only few selected metals. I assume cheat-reactions also gives those materials for them?

2. Where is dwarven sweat word mod/files? Original if possible. Self-made words don't have The Feeling...

3. Duh, what was again interaction for self-transmutation?...

1. Yes, a reaction that can supply a civ with certain materials will mean that they will always have access to it. This is why a dwarven civ will always have access to steel, even if they do not have access to iron.

2. Words are located in the language text files in the raws. The dwarven word for sweat is sined.

3. I can give an example of what it might look like.

Code: (interaction) [Select]
[INTERACTION:SAMPLE_TRANSFORMATION]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_AFFECTED_CREATURE:CREATURE:CASTE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:TRANSFORMED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:TRANSFORMED]
[CE_BODY_TRANSFORMATION:START:0:END:18400]
  [CE:CREATURE:CREATURE:CASTE]

Code: (creature interaction) [Select]
[CAN_DO_INTERACTION:MUERTA_HEAL]
[CDI:ADV_NAME:Transform]
[CDI:TARGET:A:SELF_ONLY]
        [CDI:USAGE_HINT:FLEEING]
[CDI:TARGET_RANGE:A:1]

What it will really look like will depend on what you want to use the transformation for.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7574 on: April 18, 2014, 03:18:28 pm »

Spoiler (click to show/hide)

Think we meant "swear*" words since "r" and "t" are right next to each other. I think the best way to find the "old" ones it to try and get your hands on a 40d version (before the new military and hospital) and rip the old naughty words out of the lang files that blackflyme mentioned

Speaking of these files, is it possible to tell the entity to use only one set of symbols for names?
like if I made a bunch of words and their translations like Bob, Jim, Jeremy, Hugo, David, Joseph, Abe, etc. and had them in a symbol set NAMES. can I make it so only those are used for people names?
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