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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055534 times)

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4170 on: February 20, 2013, 09:48:36 pm »

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Removing inorganic materials and forgetting to remove the reactions for them in the entity file

Shouldn't make anything crash, a failed reaction just defaults to not being there.

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Removing blood from vermin

Shouldn't be the problem, unless it is happening randomly, or they are trying to bring vermin blood in. Still shouldn't make it crash.

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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)

I don't think that would do it either, might have to check with someone else though.

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Removing all removable crafts

Nope.

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Altering the skin material template to make it tan into the leather of one of the non-existent creatures mentioned above

Also no.

What does your error log say?

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The snarkiness wasn't necessary, but thank you anyways.

It is required. Part of the contract.

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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.

I will do tests on it in a second, though it will be for the latest version. Should be simple though. I am assuming it is the flyer or the amphibious tag, but science must be done to make sure.


***UPDATE***

Your lizards work fine, I can pen them with no problem. Might want to lower their speed, not sure why you have it so high.
« Last Edit: February 20, 2013, 09:54:52 pm by Stirk »
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Endarei

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4171 on: February 20, 2013, 09:58:39 pm »

It is required. Part of the contract.

Fair enough.  ;D

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I will do tests on it in a second, though it will be for the latest version. Should be simple though. I am assuming it is the flyer or the amphibious tag, but science must be done to make sure.

Quite likely one of the two. I've been considering removing the amphib tag -- it doesn't serve much point anyways. I'm more loathe to remove the flier tag, as I have tried to keep them as canon-accurate as possible. My playtesting is going slowly anywho... I end up doing more playing than testing.
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4172 on: February 20, 2013, 10:01:43 pm »

It is required. Part of the contract.

Fair enough.  ;D

Quote
I will do tests on it in a second, though it will be for the latest version. Should be simple though. I am assuming it is the flyer or the amphibious tag, but science must be done to make sure.

Quite likely one of the two. I've been considering removing the amphib tag -- it doesn't serve much point anyways. I'm more loathe to remove the flier tag, as I have tried to keep them as canon-accurate as possible. My playtesting is going slowly anywho... I end up doing more playing than testing.

Well they work fine in my test, using the most recent version. If you want to test it yourself feel free.
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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4173 on: February 20, 2013, 10:05:38 pm »

***UPDATE***

Your lizards work fine, I can pen them with no problem. Might want to lower their speed, not sure why you have it so high.

Might be just an issue with the older vers then. And, mostly to make up for not being able to make them teleport. Canon-accuracy and all that. The majority of my tweaks thus far have been balancing accuracy and playability. Another concession to be made.
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4174 on: February 20, 2013, 10:09:13 pm »

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Might be just an issue with the older vers then. And, mostly to make up for not being able to make them teleport. Canon-accuracy and all that. The majority of my tweaks thus far have been balancing accuracy and playability. Another concession to be made.

...Cannon to what exactly? From the raws I looked at, they looked overpowerd already. Why don't you just switch over the the current version?

In any case, make a new world and get a few of those cheep ones to test it out, after removing flier. Flier isn't useful in fortress mode anyway, considering you still need to path. Making it amphibious should still be able to get you threw lava and water.
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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4175 on: February 20, 2013, 10:45:27 pm »


...Cannon to what exactly? From the raws I looked at, they looked overpowered already. Why don't you just switch over the the current version?

In any case, make a new world and get a few of those cheep ones to test it out, after removing flier. Flier isn't useful in fortress mode anyway, considering you still need to path. Making it amphibious should still be able to get you threw lava and water.

Anne McCaffrey's Dragonriders of Pern novels. I'd like to make a full Pern mod but the dragons would never be accurate.

And I'm reluctant to switch up because a.)my laptop has had issues with it and b.) I'm just used to the old one and find it more enjoyable, at least so long as I'm hindered by this old beast(the laptop).

And with that I'm off til the next time I can get to the library. Have a good night/whatever time it is where you live.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4176 on: February 21, 2013, 01:11:43 am »

Why would the dragons never be accurate? I could theoretically (I.E could but won't) make it and/or tell you if you can't if you describe it.

zlurker

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4177 on: February 21, 2013, 02:42:26 am »

Is it possible to add tamable tags to a world that's already been generated? I know modifying raws usually doesn't but wanted to ask to be sure.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4178 on: February 21, 2013, 02:58:49 am »

Actually, many creature tag changes will work. Your civ still won't have creatures domesticated, but if you add [PET] it will allow you to tame wild ones even on a fort in progress.
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zlurker

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4179 on: February 21, 2013, 03:07:34 am »

Thanks. :D There's a bunch of cool stuff I think would make for awesome pets so this will help out a lot if I happen to get lucky and they come along to my fort.
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roushguy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4180 on: February 21, 2013, 09:47:01 am »

Is it at all possible to have a creature that grows scales of a certain material that can be collected on its death? IE if I wanted a new kind of dragon, with growing metal scales, that could then be melted down, like wafers, into weapons and such.
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Endarei

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4181 on: February 21, 2013, 10:41:17 am »

Why would the dragons never be accurate? I could theoretically (I.E could but won't) make it and/or tell you if you can't if you describe it.

To grab a bit from their Wikipedia page:
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Upon hatching, each dragonet chooses one of the humans present (usually) and Impresses to that person; from that moment on, the pair are in a constant state of telepathic contact for as long as they both live.
and
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As a safeguard against the possible damage that could be caused by such powerful creatures, Ping engineered dragons to be profoundly psychologically dependent on their riders. Any dragonet that fails to Impress to a human shortly after hatching will die. If a dragon's rider dies, the dragon immediately suicides by going between without a destination. The only exception is when the rider of a queen dragon dies while the queen is gravid; the dragon waits just long enough to lay her eggs and see them hatch before disappearing between. (Humans who lose their dragons typically commit suicide as well. However, some do survive, although the experience leaves profound psychological trauma.)

Unless I made it some alterverse Pern where somehow the Dragons evolved or were re-engineered to become independent of the humans, the Dragon/human relationship and dragon names would be, so far as I'm aware, impossible with the game's mechanics.

Would it be possible to make their ability to breathe fire dependent on consumption of a specific item? I haven't bothered trying yet because it didn't look feasible, but I don't know much about the Interactions yet.


Oh, not to mention...
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Anne McCaffrey has stated in a number of documents and interviews that dragonets use pheromones to determine the sexual orientation of the humans to whom they Impress. According to these statements, greens Impress only to women or to "effeminate" homosexual men. Blues Impress primarily to homosexual or bisexual men with "masculine" temperaments, or possibly to masculine or lesbian women; browns similarly Impress primarily to heterosexual men, but sometimes to bisexual men. Bronzes and golds Impress exclusively to heterosexual men and heterosexual women, respectively.

This again could be solved by the alterverse theory, but I'm hesitant to go that direction. And my statement that canon-accuracy is pretty much impossible still holds.
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tahujdt

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4182 on: February 21, 2013, 12:52:13 pm »

How do you make wooden blocks be called "planks"?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4183 on: February 21, 2013, 12:54:35 pm »

How do you make wooden blocks be called "planks"?

BLOCK_NAME:sing:plur
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4184 on: February 21, 2013, 02:05:21 pm »

How do you make wooden blocks be called "planks"?

Seriously? Three times ? ^^
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