Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 194 195 [196] 197 198 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1042947 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2925 on: October 24, 2012, 02:02:56 am »

Question about transformations:

If I transform a dwarf with skillset X into a dwarf with natural skills in... Y, and the transformation ends after a short time, will the dwarf keep skill Y ? Or will he revert back to X ?
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 :::

Gaybarowner

  • Bay Watcher
  • [SLOW_LEARNER] [VERMIN_HATEABLE]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2926 on: October 24, 2012, 07:51:40 am »

I had an idea for my blademaster adventurer class I am making..
Basically could I make a ability to use a corpse to make a mirror image of myself? That copies the same stats? I know I can use raise corpse rename it and swap the things it has but would this work in some way? Thanks I love you all =3
Logged

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2927 on: October 24, 2012, 09:17:17 am »

Question about transformations:
If I transform a dwarf with skillset X into a dwarf with natural skills in... Y, and the transformation ends after a short time, will the dwarf keep skill Y ? Or will he revert back to X ?
That's a good question. I think they aren't given Y at all due to a doppleganger creature (though the creature had natural skills itself, which could have prevented Y) I created whose skills remained at its default.

I had an idea for my blademaster adventurer class I am making..
Basically could I make a ability to use a corpse to make a mirror image of myself? That copies the same stats? I know I can use raise corpse rename it and swap the things it has but would this work in some way? Thanks I love you all =3
No, it wouldn't. If you turned it into your creature it'd keep its relative stats. What I mean is if you turn an average strength duck into a human it is considered a weak strength human. Average alligators become strong humans, while strong alligators become very strong humans. A giant will probably become at least a strong human regardless of attributes simply because a very weak giant is still much stronger than a human.
Also if you reanimate it permanently into another creature and it collapses the corpse will be of that new creature. I don't remember if they keep that form upon re-raising though :-\
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

Gaybarowner

  • Bay Watcher
  • [SLOW_LEARNER] [VERMIN_HATEABLE]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2928 on: October 24, 2012, 10:47:14 am »

Question about transformations:
If I transform a dwarf with skillset X into a dwarf with natural skills in... Y, and the transformation ends after a short time, will the dwarf keep skill Y ? Or will he revert back to X ?
That's a good question. I think they aren't given Y at all due to a doppleganger creature (though the creature had natural skills itself, which could have prevented Y) I created whose skills remained at its default.

I had an idea for my blademaster adventurer class I am making..
Basically could I make a ability to use a corpse to make a mirror image of myself? That copies the same stats? I know I can use raise corpse rename it and swap the things it has but would this work in some way? Thanks I love you all =3
No, it wouldn't. If you turned it into your creature it'd keep its relative stats. What I mean is if you turn an average strength duck into a human it is considered a weak strength human. Average alligators become strong humans, while strong alligators become very strong humans. A giant will probably become at least a strong human regardless of attributes simply because a very weak giant is still much stronger than a human.
Also if you reanimate it permanently into another creature and it collapses the corpse will be of that new creature. I don't remember if they keep that form upon re-raising though :-\
Hm well in the fear the night addon it has a summoner that reshifts the corpse into a creature wonder if I can work with that.. Well thanks though for the answer :D
Logged

NineFourEightSeven

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2929 on: October 24, 2012, 06:15:46 pm »

Is it possible to make a tree drop stones named after it instead of logs?
Trying to make tiberium crystal "trees".
The dropped stone will be used in a refinery building to produce "credits".
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2930 on: October 24, 2012, 06:53:50 pm »

Sounds very command&conquery, but unfortunately the answer is no. It will always be a "materialnamehere log". Nothing else works. But maybe wait for the next update, with giant mushrooms, multitile trees and fruits. Should allow more space for modders in that direction.
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 :::

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2931 on: October 24, 2012, 07:23:53 pm »

Is there a reason you can't just make them logs? You could probably just do the same thing with them as logs...
Logged
This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2932 on: October 24, 2012, 07:28:35 pm »

Illustrative principles.

NineFourEightSeven

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2933 on: October 25, 2012, 06:09:48 pm »

So a better idea is a green, inedible, ungrowable, plant with the "^" tile?

Okay, so this plant doesn't work, why exactly?
Code: [Select]
plant_tiberium

[OBJCT:PLANT]

[PLANT:GREEN_TIBERIUM]
[NAME:green tiberium][NAME_PLURAL:green tiberium crystals][ADJ:green tiberium]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:10]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:127][PICKED_COLOR:2:1:0]
[DRY][WET][BIOME:ALL]
[SHRUB_TILE:127]
[SHRUB_COLOR:2:1:0]
[PREFIX:NONE]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:15]
[PREFSTRING:green glow]
« Last Edit: October 25, 2012, 06:29:47 pm by NineFourEightSeven »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2934 on: October 25, 2012, 06:33:33 pm »

Try giving it ANY_LAND as a biome instead of ALL.

MCipher

  • Bay Watcher
  • The worlding of the words is AMARANTH.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2935 on: October 25, 2012, 07:22:44 pm »

Well, I am making a new creature, but I am experiencing trouble. I need 4 special castes to fire a syndrome breath attack (similar to dragonfire) that turns a creature into the creature that used the attack. (currently called, due to no other names coming to my head, Doombringers) I know how syndromes work, it's just I dont know how to use the "local material" to make the syndrome. I made a few Injection syndromes before, but no "[TRAILING_VAPOR_FLOW]" syndromes.
Logged
No longer at critical sig mass!
Quote
OOC: Hans Panda: Everyone's going to die. That's how they usually end.
OOC: Hans Panda: I try not to run them that way.
OOC: Hans Panda: But apparently when I'm the villain, I'm too efficient.
OOC: Hans Panda: Even when I monologue.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2936 on: October 25, 2012, 07:44:22 pm »

LOCAL_CREATURE_MAT

NineFourEightSeven

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2937 on: October 25, 2012, 08:26:30 pm »

Adding ANY_LAND didn't work, or at least appear to.

Does having no edible products exclude plants from the plant stockpile list?

Edit:
Found a massive error, It said [OBJCT:PLANT], I spelled OBJECT wrong!

Now how do I go about making a reaction that only accepts tiberium plants?

And what's a good material for credits? metal? plastic? paper?
« Last Edit: October 25, 2012, 09:04:16 pm by NineFourEightSeven »
Logged

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2938 on: October 25, 2012, 10:59:49 pm »

Anyone know what is wrong with these codes?
Spoiler (click to show/hide)

They are made to make furniture, mostly, but instead they build MAGMA. I would have guessed that the furniture part is wrong, but it does say "Build rock (Furniture I am trying to make), so I wanted to check.
Logged
This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2939 on: October 25, 2012, 11:04:24 pm »

INORGANIC:METAL isn't valid. What you want is INORGANIC:NONE.

Also, make sure you have the correct item tokens.
Pages: 1 ... 194 195 [196] 197 198 ... 544