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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055627 times)

NineFourEightSeven

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4155 on: February 19, 2013, 10:16:38 pm »

I'm having trouble with a plant. It exists, but can't be embarked with as humans, and always fails to be picked.
It's entirely inedible on purpose.

Spoiler: Zulwood Raws (click to show/hide)
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4156 on: February 19, 2013, 10:23:03 pm »

does the human civ you embark as, have any land claimed in Shrubland Biomes?

also if I'm not mistaken (could be) I think only useful plants are embarkable with (like food, thread, powder?) I don't think Toady made Oil and essentical requirement.

Try adding in an editable flour to the plant, but un-millable
« Last Edit: February 19, 2013, 10:26:12 pm by Hugo_The_Dwarf »
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Gaybarowner

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4157 on: February 20, 2013, 11:43:52 am »

Well I have two questions now for one

Does [NIGHT_CREATURE_BOGEYMAN] and [NIGHT_CREATURE_HUNTER] cause any stat changes when they are being put into the world in generation? Such as higher strength due to being a night creature?

Secondly I was wondering if someone has the most simple type of self transformation interaction been having trouble understanding it
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4158 on: February 20, 2013, 01:12:56 pm »

Secondly I was wondering if someone has the most simple type of self transformation interaction been having trouble understanding it

Spoiler: Secreation Method (click to show/hide)

I'll add an interaction based one, interactions you have a bit more control with, since you have access to usage hints.

« Last Edit: February 20, 2013, 01:17:01 pm by Hugo_The_Dwarf »
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Gaybarowner

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4159 on: February 20, 2013, 01:20:00 pm »

Secondly I was wondering if someone has the most simple type of self transformation interaction been having trouble understanding it

Spoiler: Secreation Method (click to show/hide)

I'll add an interaction based one, interactions you have a bit more control with, since you have access to usage hints.


Oh thank you so much savior of today  8) just one last thing is how would it look if it was to be put onto a breath attack just add all of it below the material emission?
« Last Edit: February 20, 2013, 01:31:21 pm by Gaybarowner »
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4160 on: February 20, 2013, 01:43:50 pm »

Like the creature breathes a cloud of transformation vapor/gas?

You would have to place the syndrome on the material that is gasous with SYN_CONTACT and SYN_INHALED attributes


It may, or maynot need some fixing since I threw this together
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ItinerantWraith

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4161 on: February 20, 2013, 03:15:54 pm »

I'm guessing that [AT_PEACE_WITH_WILDLIFE] probably conflicts with the hunting labor, but will it conflict with trapping?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4162 on: February 20, 2013, 03:34:03 pm »

Trapping no, that is for vermin. I don't know if it conflicts with hunting, but it makes it so animals ignore the race/entity
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Ivan Issaccs

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4163 on: February 20, 2013, 07:22:19 pm »

Is their anything I can modify to stop traps and the like blocking depot access.
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4164 on: February 20, 2013, 07:37:14 pm »

Other then playing an older version from the time before traps blocked depots, no.
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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4165 on: February 20, 2013, 08:45:55 pm »

I've got a couple questions... one's not directly a modding question, and I could likely find the answer myself had I less limited Internet time, but here it is: Who would I ask about using pieces from the Phoebus graphics set? More specifically, I have a mod I've just about got share-ready, but the graphics I have at the moment for the creatures were basically frankensteined together from a few of the Phoebus monsters. I want to know whether or not I have to make new graphics for them from scratch or if it would be acceptable to use them as-is.

Secondarily, I seem to have an issue with my dwarves penning them. Less than half of them actually get penned, most of them just run about with out my dwarves (to my knowledge) even trying to put them where they belong. I thought initially that it might have been because they fly, but I haven't seen such a problem with giant cave swallows? Although, I've also never owned the swallows in the numbers that I have my creatures.

Oh! one more, minor issue - is there a way to make child-age creatures' graphic match their adult caste colors?

Thanks in advance for any help you're able to provide.
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4166 on: February 20, 2013, 08:57:21 pm »

Quote
I've got a couple questions... one's not directly a modding question, and I could likely find the answer myself had I less limited Internet time, but here it is: Who would I ask about using pieces from the Phoebus graphics set? More specifically, I have a mod I've just about got share-ready, but the graphics I have at the moment for the creatures were basically frankensteined together from a few of the Phoebus monsters. I want to know whether or not I have to make new graphics for them from scratch or if it would be acceptable to use them as-is.

This might be confusing, so pay attention. Probably the user "Phoebus". Just an assumption. http://www.bay12forums.com/smf/index.php?action=profile;u=22376

Quote
Secondarily, I seem to have an issue with my dwarves penning them. Less than half of them actually get penned, most of them just run about with out my dwarves (to my knowledge) even trying to put them where they belong. I thought initially that it might have been because they fly, but I haven't seen such a problem with giant cave swallows? Although, I've also never owned the swallows in the numbers that I have my creatures.

Can I see the codes, please? It might help me guess. Flying might do it, since it has weird path finding things, though it is possible to be something else.

Quote
Oh! one more, minor issue - is there a way to make child-age creatures' graphic match their adult caste colors?

Can't help there, not much a graphic guy.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4167 on: February 20, 2013, 09:09:47 pm »

I think Phoebus is Ok with it, just as long as you give credit where credit it due.

And I believe you would have to force the child graphic to be the same color (aka no neutral colors)
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Sutremaine

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4168 on: February 20, 2013, 09:28:07 pm »

I've been doing some removal of some of the different types of stuff that gets brought onto a fortress map. I was getting crashes upon attempted embark when I removed too many metals*, and in trying to figure out the problem I found a world that looked interesting. So I decided to take a break from troubleshooting and play a game with the changes so far. The problem now is that the game crashes when the first caravan arrives, so far about 6 out of 7 times (I've determined this by examining the gamelog after crashing). I've made quite a lot of changes, and was wondering if any of the following changes were known to cause problems:

  • Removing inorganic materials and forgetting to remove the reactions for them in the entity file
  • Removing blood from vermin
  • Creating plants and animals that don't exist in-game (either through the relevant token or by not giving the plants a biome) and then using their materials as reaction products and stockpile list placeholders (to fix potential variations on the thread stockpile bug)
  • Removing all removable crafts
  • Altering the skin material template to make it tan into the leather of one of the non-existent creatures mentioned above
Some of these don't appear to be causing any problems, but I don't know because I don't know what's causing the problem.

*or something. That's my best guess so far, and I was in the middle of trying to prove it wrong when I took the chance to do something else for a while.
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Endarei

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4169 on: February 20, 2013, 09:41:11 pm »

This might be confusing, so pay attention. Probably the user "Phoebus". Just an assumption. http://www.bay12forums.com/smf/index.php?action=profile;u=22376
The snarkiness wasn't necessary, but thank you anyways.

Quote
Can I see the codes, please? It might help me guess. Flying might do it, since it has weird path finding things, though it is possible to be something else.

Here's my 0.34.11 version, although I've been using the 0.31.21 version and I don't know if the same penning issue occurs in the latest version. The only difference is the Interacton (which instead is [FIREBREATH]) and of course the CREATURE_CLASS tag.

Spoiler (click to show/hide)


Quote
Can't help there, not much a graphic guy.

Not a problem, it's more of a mild irritant than an actual problem.
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