Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 80 81 [82] 83 84 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065281 times)

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1215 on: April 04, 2012, 08:02:33 am »

But then, a metal bin needs 3 metal bar. There must be a place where it is indicated, right? I don't get what you say, you mean it is hardcoded?

Furniture items (including cages and bins) are hard-coded.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1216 on: April 04, 2012, 08:07:05 am »

I want to bve absolutely sure there is nothing wrong with this..
So.. any hints of what could be wrong or missing?

It's not clear what you are trying to do.  If you want to add a new metal to the game, you can do it one of two ways.  IF you want a metal that can be made from mixing or processing some existing raw materials (like how steel or bronze is make) you would create the metal in the inorganic raws, and then add reactions to make that metal from the raw materials.  You'll need to add the reaction to each entity which you want to be able to make that metal.  Alternately, to make a metal that can be smelted directly from an ore, you'll need to create two new materials:  the metal, and the ore which it is smelted from, and then add METAL_ORE:whatever to the ore definition.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

RadHazard

  • Bay Watcher
  • Beware their adorable guns!
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1217 on: April 04, 2012, 08:08:08 am »

But then, a metal bin needs 3 metal bar. There must be a place where it is indicated, right? I don't get what you say, you mean it is hardcoded?

Yes, these items are hardcoded, rather than in the raws, although if they were the [MATERIAL_SIZE:##] token would control this.  You could make a custom reaction that produced a cage and required whatever items you wanted, but I don't believe there is an easy way to disable the default cage-making reaction.
Logged
To make magma-proof, set melting/boiling temperature higher than 12000. To make magma proof, set magma to be brewable.

Custom transformations got you down?
Here, have some ‼Science‼

Ultimuh

  • Bay Watcher
  • BOOM! Avatar gone! (for now)
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1218 on: April 04, 2012, 08:19:23 am »

I want to bve absolutely sure there is nothing wrong with this..
So.. any hints of what could be wrong or missing?

Alternately, to make a metal that can be smelted directly from an ore, you'll need to create two new materials:  the metal, and the ore which it is smelted from, and then add METAL_ORE:whatever to the ore definition.

This is what I wanted to do, make a metal that could be mined and smelted into bars.
Now what raws should I cange to make this ore?
Logged

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1219 on: April 04, 2012, 09:13:56 am »

This is what I wanted to do, make a metal that could be mined and smelted into bars.
Now what raws should I cange to make this ore?

First, you need to make a new stone.  You can look at the examples in inorganic_stone_mineral to see how the existing ones are defined.  Something like this:

Code: [Select]
[INORGANIC:TEST_METAL_ORE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:test metal ore]
[DISPLAY_COLOR:6:7:1]
[TILE:156]
[ENVIRONMENT:SEDIMENTARY:VEIN:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:TEST_METAL:100]
[IS_STONE]

You can add that to inorganic_stone_mineral, or make a new inorganic file just for your ore.

Then, you can create the metal [INORGANIC:TEST_METAL], or whatever you want to call it, with the appropriate material properties.  Note that you do not add ENVIRONMENT or METAL_ORE to the metal, those go on the ore material instead.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Ultimuh

  • Bay Watcher
  • BOOM! Avatar gone! (for now)
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1220 on: April 04, 2012, 09:15:47 am »

This is what I wanted to do, make a metal that could be mined and smelted into bars.
Now what raws should I cange to make this ore?

First, you need to make a new stone.  You can look at the examples in inorganic_stone_mineral to see how the existing ones are defined.  Something like this:

Code: [Select]
[INORGANIC:TEST_METAL_ORE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:test metal ore]
[DISPLAY_COLOR:6:7:1]
[TILE:156]
[ENVIRONMENT:SEDIMENTARY:VEIN:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:TEST_METAL:100]
[IS_STONE]

You can add that to inorganic_stone_mineral, or make a new inorganic file just for your ore.

Then, you can create the metal [INORGANIC:TEST_METAL], or whatever you want to call it, with the appropriate material properties.  Note that you do not add ENVIRONMENT or METAL_ORE to the metal, those go on the ore material instead.

Ah, thank you for clearing this up.
Logged

Old Greg

  • Bay Watcher
  • It was evitable.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1221 on: April 04, 2012, 11:31:30 pm »

Does anyone know how [MISCHIEVOUS] works with a creature that's a pet/part of your civ? If they're "friendly," will they still muck up your levers?

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1222 on: April 05, 2012, 12:20:36 am »

Does anyone know how [MISCHIEVOUS] works with a creature that's a pet/part of your civ? If they're "friendly," will they still muck up your levers?
No
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?

blake77

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1223 on: April 05, 2012, 03:35:25 am »

Are these modifications correct?

First are three inorganic materials:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Next, the reaction to create inorganic:Deathbane

Spoiler (click to show/hide)

Then the line [PERMITTED_REACTION:MAKE_DEATHBANE] is added to the mountain entity.

Three new reactions were also added

The intent of the first reaction is to revert dwarves back from vampire status.
Spoiler (click to show/hide)

The intent of the second reaction is to prevent corpses from being raised
Spoiler (click to show/hide)

This one is a material emission with syndrome attached
Spoiler (click to show/hide)

Next are creatures, two creatures that are supposed to act as turrets

The first one is also supposed to reduce the temperature around it. 
Spoiler (click to show/hide)

Spoiler (click to show/hide)

The next creature is an intelligent dog caste called Foo dog
Spoiler (click to show/hide)
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1224 on: April 05, 2012, 04:00:59 am »

Problems with first creature:

Code: [Select]
     [TISSUE:STEEL]
         [TISSUE_NAME:silver:silver]
            [TISSUE_MATERIAL:INORGANIC:SILVER]
            [MUSCULAR]
            [FUNCTIONAL]
            [STRUCTURAL]
            [RELATIVE_THICKNESS:3]
            [CONNECTS]
            [TISSUE_SHAPE:LAYER]
      [TISSUE_LAYER:BY_CATEGORY:ALL:SILVER]

Should be

Code: [Select]
     IMPORTANT-->[TISSUE:SILVER]<--IMPORTANT
         [TISSUE_NAME:silver:silver]
            [TISSUE_MATERIAL:INORGANIC:SILVER]
            [MUSCULAR]
            [FUNCTIONAL]
            [STRUCTURAL]
            [RELATIVE_THICKNESS:3]
            [CONNECTS]
            [TISSUE_SHAPE:LAYER]
      [TISSUE_LAYER:BY_CATEGORY:ALL:SILVER]

Also, it's arctic, not artic :P

For the foo dog, 5000 is the max that attributes go, unless interactions are done to increase them. Also, why is the foo dog only able to learn combat skills?

blake77

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1225 on: April 05, 2012, 04:21:58 am »

If I changed this
Spoiler (click to show/hide)

to this
Spoiler (click to show/hide)
would it be okay, because while testing in the arena, I found out that using silver for tissue allows it to be severed easily.

The reason that I limited the Foo dog to combat skills is to prevent "foo dog weaponsmith", "foo dog farmer" or etc from occurring.
Logged

Fishybang

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1226 on: April 05, 2012, 04:56:24 am »

Is it possable to make it so a Intellagent creature doesnt need to have clothes?
Logged
Quote from: AustralianWinter
Rakust finished her design - a skirt called "Clambreaks". I am not touching the woman, ever. And I'm not talking to her either.

blake77

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1227 on: April 05, 2012, 08:49:18 am »

Tested the modifications in the arena. Not one of these reactions activated.
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

This was recorded in the error log

*** Error(s) found in the file "raw/objects/creature_tropical_new_dfmm.txt"
GUARDIAN:Unrecognized Creature Token: COLDDAM_POINT
GUARDIAN:Unrecognized Creature Token: HEATDAM_POINT
GUARDIAN:Unrecognized Creature Token: IGNITE_POINT
GUARDIAN:Unrecognized Creature Token: IF_EXISTS_SET_MELTING_POINT
GUARDIAN:Unrecognized Creature Token: IF_EXISTS_SET_BOILING_POINT

even though the same tags was used in arctic wind, here are the raws for both Guardian and Arctic Wind

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Logged

HD23

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1228 on: April 05, 2012, 10:18:13 am »

What is the minimum clothes required for 34.06+ ?

I used to disallow races to use clothes in entity_default.txt,
I would usually disallow everything to reduce clutter and dwarves couldn't equip them anyway.

Now I obviously cannot do it like that.
Dwarves get bad thoughts for "no shoes", "no shirt" and "uncovered".

So I'm asking is it safe to disallow everything except shoes, shirt and trousers?
I'm about to experiment, but I'm asking first in the case someone alredy did some science on this,
and this combination backfires on me later.
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1229 on: April 05, 2012, 01:42:04 pm »

The minimum required clothes for a dwarf is a covering for the feet, one for the lower body, and one for the upper body. Everything else could potentially be disabled.
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.
Pages: 1 ... 80 81 [82] 83 84 ... 544