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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054498 times)

TomiTapio

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2610 on: September 10, 2012, 08:10:19 pm »

What's the best way to make a slow creature leave a trail of slime wherever it travels? Without too much FPS impact?
(I think I'd have the slime be nausea-inducing, maybe some swelling. )
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Vherid

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2611 on: September 11, 2012, 08:07:58 am »

What's the best way to make a slow creature leave a trail of slime wherever it travels? Without too much FPS impact?
(I think I'd have the slime be nausea-inducing, maybe some swelling. )

Is there a way to make it evaporate?

Revanchist

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2612 on: September 11, 2012, 10:29:52 am »

Perhaps you could have the slime boil at the room temperature, and have the [SPEC_HEAT:x] at a high number.
That way it will eventually evaporate, but depending on those two tags, you can decide when.

A question of my own: if I make an entity, will it cause problems if they can be tamed?
Something like tameable humans, elves or that same idea?

EDIT: Didn't answer your question... A tag along the lines of [SECRETION:material:bodypart] where material is the material you select, and bodypart is where it comes from. For example, [SECRETION:VENOM:TEETH] might cause the creatures teeth to excrete a predefined venom. Theres also a link at the wiki, under "creature token" or "syndrome".
« Last Edit: September 11, 2012, 11:41:24 am by Revanchist »
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omg_scout

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2613 on: September 11, 2012, 04:59:51 pm »

Hey guys;

I've started a fort with lots of gold and lead. Would it be possible to start making lead/gold bolts? Or should I gen new world with some raws changed?
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Pyro627

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2614 on: September 11, 2012, 06:44:25 pm »

Cross-posting this here:

I've historically done poorly in adventure mode, and in order to make things interesting, I want to play as a Dragon. I've tried going into the creature raws and adding [ADVENTURE_TIER:4] and [INDIV_CONTROLLABLE] in order to do this, but it doesn't seem to work; when I start adventure mode I only get options for dwarves, humans, and elves.

This is my first ever attempt at modding, so does anyone have any idea what I'm doing wrong?

Anyone able to help?
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Here's a tip, though... Use Russian characters in your WPA5 passphrase. If your spontaneous AI is anything like my spontaneous AI (not as aggressive as yours, good conversation, but actually worse than me at chess*), it can't handle any character outside of the CODEPAGE 437 list.

*I hope. It could just be lulling me into a false sense of security.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2615 on: September 11, 2012, 06:49:33 pm »

You're putting entity tokens into a creature.

Pyro627

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2616 on: September 12, 2012, 09:40:24 am »

Yeah, someone else was able to help me with the issue.

Also, I'm frankly astonished at the flexibility of these raws. Normally, when I miss an important line break, the code just crashes.
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Here's a tip, though... Use Russian characters in your WPA5 passphrase. If your spontaneous AI is anything like my spontaneous AI (not as aggressive as yours, good conversation, but actually worse than me at chess*), it can't handle any character outside of the CODEPAGE 437 list.

*I hope. It could just be lulling me into a false sense of security.

GuardianTempest

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2617 on: September 12, 2012, 09:50:10 am »

[User is sleep-deprived]
Code: [Select]
[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:WOOD:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
   [SKILL:WOODCRAFT]

[REACTION:MAKEQUIVER_STONE]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_S]
   [REAGENT:STONE:1:NONE:NONE:NONE]
   [PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:STONE:NONE]
   [SKILL:STONECRAFT]

[REACTION:MAKEQUIVER_METAL]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_M]
   [REAGENT:METAL:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:METAL:NONE]
   [SKILL:METALCRAFT]

Why isn't it working? Made a ranged-weapon based civ, failed really hard as to why they're not shooting.
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Alido

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2618 on: September 12, 2012, 11:00:14 am »

I have a question that searched didn't find an answer for.

Is it possible to have a civilization to have it's embark sites be underground?
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darklord92

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2619 on: September 12, 2012, 12:03:42 pm »

I have a question that searched didn't find an answer for.

Is it possible to have a civilization to have it's embark sites be underground?

As far as i understand embark sites cannot be underground, you will however be able to set civs live like cave creatures (snake men and such )
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2620 on: September 12, 2012, 04:54:29 pm »

[User is sleep-deprived]
Code: [Select]
[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:WOOD:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
   [SKILL:WOODCRAFT]

[REACTION:MAKEQUIVER_STONE]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_S]
   [REAGENT:STONE:1:NONE:NONE:NONE]
   [PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:STONE:NONE]
   [SKILL:STONECRAFT]

[REACTION:MAKEQUIVER_METAL]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_M]
   [REAGENT:METAL:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:METAL:NONE]
   [SKILL:METALCRAFT]

Why isn't it working? Made a ranged-weapon based civ, failed really hard as to why they're not shooting.

It's not working because you're making the reagents wrong. You confused identifiers and materials.

RadHazard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2621 on: September 13, 2012, 05:56:00 am »

[User is sleep-deprived]
Code: [Select]
[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:WOOD:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
   [SKILL:WOODCRAFT]

[REACTION:MAKEQUIVER_STONE]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_S]
   [REAGENT:STONE:1:NONE:NONE:NONE]
   [PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:STONE:NONE]
   [SKILL:STONECRAFT]

[REACTION:MAKEQUIVER_METAL]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_M]
   [REAGENT:METAL:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:METAL:NONE]
   [SKILL:METALCRAFT]

Why isn't it working? Made a ranged-weapon based civ, failed really hard as to why they're not shooting.

It's not working because you're making the reagents wrong. You confused identifiers and materials.

To expand on what Putnam is saying, you have to change the lines
Code: [Select]
[REAGENT:WOOD:1:NONE:NONE:NONE]
[REAGENT:STONE:1:NONE:NONE:NONE]
[REAGENT:METAL:1:NONE:NONE:NONE]

to something like this:

Code: [Select]
[REAGENT:WOOD:1:WOOD:NONE:NONE:NONE]
[REAGENT:STONE:1:BOULDER:NONE:NONE:NONE]
[REAGENT:METAL:150:BAR:NONE:INORGANIC:NONE] (bars have 150 "parts" to them, so 150 quantity is equal to one bar)

This is because of the way reagent tag works.  It's defined as [REAGENT:<identifier>:<amount>:<item type>:<item subtype>:<material type>:<material subtype>]
The item and material tags are what define what item(s) are accepted by the reaction.  The identifier is simply a tag so that other tags can interact with it.

For example, these two interactions work exactly the same
Code: [Select]
[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:WOOD:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
   [SKILL:WOODCRAFT]

[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:A:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:WOODCRAFT]

Hope this helps  ;)
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GuardianTempest

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2622 on: September 13, 2012, 09:28:41 am »

I managed to fix the wooden one, though thank you very much for the other two. Working on Gun-pick and Gun-axe...actually:

1. Is it possible to combine the axe and the pick into some kind of bladed shovel? (Yo dawg, yeah I know you can only do one at a time but saves embark points. Hell, bonus points if it can shoot.)
2. Can custom quivers be made? I can't find any code here (and in the files) and I have plans on making a civ-exclusive quiver equivalent.
3. How do you edit the 'mountainhomes' speech? Is it possible to give different ones to multiple civs?
4. The civ survives worldgen, the thing is they won't breed as intended though migrants still come. (freshly manufactured from the 'Factoryhomes')
Spoiler (click to show/hide)
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2623 on: September 13, 2012, 09:35:13 am »

1. No.
2. No.
3. Use the weird text file editor. It'll be universal, though.

TomiTapio

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2624 on: September 13, 2012, 10:13:41 am »

1. Is it possible to combine the axe and the pick into some kind of bladed shovel? (Yo dawg, yeah I know you can only do one at a time but saves embark points. Hell, bonus points if it can shoot.)
make stone age axes from stone and wood:
Spoiler (click to show/hide)
and let every semi-content citizen carry one with the woodcutting labor.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884
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