Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 197 198 [199] 200 201 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1076739 times)

MCipher

  • Bay Watcher
  • The worlding of the words is AMARANTH.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2970 on: October 26, 2012, 09:31:32 pm »

Spoiler (click to show/hide)
I mean a word that in syntax conveys an action.
Crud.

...I understand that. How do you want this verb to appear in the context of engravings that will be using this symbol?
Nevermind, I found a solution. Put verbs in instead of adjectives, while still using the [ADJ:x] token.
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 #2971 on: October 26, 2012, 11:06:08 pm »

Hehe. Gotta love workarounds.

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2972 on: October 27, 2012, 12:11:11 am »

Ah. I am trying to make mines out of explosives as trap components, but they keep exploding every time I try to make them, mostly killing the dwarf and ruining the workshop. Should I not use fuel in the reaction or something?

Never mind. In retrospect, it was probably a bad idea to test temperature sensitive explosives in a warm area.
« Last Edit: October 27, 2012, 12:20:14 am by Stirk »
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.

Mr Space Cat

  • Bay Watcher
  • inactive, changed accounts. sig for info
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2973 on: October 27, 2012, 11:15:41 am »

Alright. I got the building working, but for some reason it doesn't need any materials to be built.  I'm gonna look into that, but here's the raws if anyone's interested in helping out.
Spoiler (click to show/hide)


Also, if I were to add the :NO_SUBTYPE:INORGANIC instead of :NONE:NONE to [REAGENT:chain:1:ITEM_ROPE] would this make it require metal chains, rather than any rope like what I'm assuming?
Logged
Made a new account that I use instead of this one. Don't message this one, I'm probably not gonna use it.

New account: Spehss _

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2974 on: October 27, 2012, 11:42:23 am »

The shortcut tag is right and you forgot to actually include a BUILDITEM; BUILD_MAT alone won't cut it, that's a modifier token. You probably want BUILDITEM:NONE:NONE:NONE:NONE.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2975 on: October 27, 2012, 11:55:51 am »

Post your body detail plan file.

Here it is

Spoiler (click to show/hide)
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2976 on: October 27, 2012, 12:03:11 pm »

Is that the entire file?

If so, you're missing some things.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2977 on: October 27, 2012, 12:10:00 pm »

Is that the entire file?

If so, you're missing some things.

Yes it is. Could you tell me what I missed?
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2978 on: October 27, 2012, 12:17:22 pm »

The identifier at the top and [OBJECT:BODY_DETAIL_PLAN].

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2979 on: October 27, 2012, 12:29:59 pm »

Thanks for all the answers. Maybe now I'll get a clean errorlog.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Mr Space Cat

  • Bay Watcher
  • inactive, changed accounts. sig for info
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2980 on: October 27, 2012, 01:06:22 pm »

Ugh. I cannot find what is wrong with my mod if my life depended on it.  The workshop builds fine, except for the fact it still doesn't need materials, but I can't cue any of the reactions for the weaponry; even after multiple checks of the tags all matching up, checking entities, and creating new worlds only to make a fortress and test it and dump it. This is the only thing stopping the mod from functioning properly, as far as I can tell. I haven't even been able to actually test if the reactions have the proper reagent tags after all this time because no matter what I do I cannot seem to get the reaction to be cued in either the workshop or the manager.

Maybe it's because there's something wrong w/ the reagents, I don't know. I feel like I hit a brick wall here.

Spoiler: building_dorftech.txt (click to show/hide)

Spoiler: reaction_dorftech.txt (click to show/hide)

Spoiler: item_weapon_dorftech (click to show/hide)

The weapons themselves work perfectly fine in arena mode, so there's no problems there.
Logged
Made a new account that I use instead of this one. Don't message this one, I'm probably not gonna use it.

New account: Spehss _

Facekillz058

  • Bay Watcher
  • Personal Text!
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2981 on: October 27, 2012, 01:12:52 pm »

Where's the [MATERIAL_SIZE:] Tag on your weapons?



And, a question of my own:
Does a weapons weight affect EDGE attacks at all?
Logged
(づ◕◕)づ・。*。✧・゜゜・。✧。*・゜゜・✧。・­¬¬¬¬¬¬¬゜゜・。*。・゜*✧・。*。✧

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2982 on: October 27, 2012, 01:44:32 pm »

Still having problems with the body_detail_plan, added the identifier and [OBJECT:BODY_DETAIL_PLAN], but the errorlog still gives me the same thing.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Mr Space Cat

  • Bay Watcher
  • inactive, changed accounts. sig for info
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2983 on: October 27, 2012, 01:50:22 pm »

Where's the [MATERIAL_SIZE:] Tag on your weapons?

[MATERIAL_SIZE:] determines how many bars of a metal it costs to produce the item, in this case a weapon, at a forge.

My goal with these weapons is to create much more dangerous melee weapons, but I still want for there to be some balance. Rather than have the dwarves magically make a chainsaw out of 10 metal bars I wanted them instead to use the reactions to craft them. In my head-canon for the mod, the dwarves build the weapons from trap parts and use mechanisms to make them work, so it made sense to make reactions require specific trap parts. These weapons also end up being much more costly to build compared to the vanilla weaponry...that's the theory anyway, if the reactions would just cooperate with the workshop. -.-'

I figured that [MATERIAL_SIZE] could be excluded entirely so that the weapons can only be made with specific parts at a specific workshop.
Logged
Made a new account that I use instead of this one. Don't message this one, I'm probably not gonna use it.

New account: Spehss _

Clover Magic

  • Bay Watcher
  • [NOCTURNAL]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2984 on: October 27, 2012, 03:45:41 pm »

Unfortunately, according to the wiki, MATERIAL_SIZE is a required token.  Weapons must have it or they won't work.

I think instead you can just not give them the weapon in the entity files, but give them the reaction to make it.
Logged
Pages: 1 ... 197 198 [199] 200 201 ... 544