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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055019 times)

salttotart

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4845 on: April 21, 2013, 03:24:35 pm »

Got it and added it.  Okay, I'll see if it works.
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If this all doesn't fix it, your dwarfs are lazy. Apply magma.
"And thereafter, all dwarven children were taught to mind their stools, lest the toilet-fiends snatch their souls from their bottoms"
Try rubbing a cat on it, that seems to help.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4846 on: April 21, 2013, 03:26:19 pm »

Ok, now I have a question: Is there an easy way to make all creatures that have feathers to actually give feathers upon being butchered?

The material template is there, and creatures already do have this:
Code: [Select]
[BODY_DETAIL_PLAN:COMMON_ANIMAL_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:COMMON_ANIMAL_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]

I am just surprised that it doesnt give feathers already... Maybe the creatures are too small? (I am thinking of birds mostly, tiny tiny birds)

Oh and once I am here already:
1. feathers?
2. Anyone tried pets with BLOODSUCKER tag?
3. I wonder if you can make an undead opposed_to_life race thats at peace with wildlife, then remove vanilla demons, add undead, opposed_to_life custom demons, invade hell and spawn 100 friendly demon dudes that are happy to see visitors.
« Last Edit: April 21, 2013, 03:29:22 pm by Meph »
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salttotart

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4847 on: April 21, 2013, 04:21:18 pm »

Well, I put the following adjustment in an the game crashed.

Code: [Select]
[REACTION:ROSE_GOLD_MAKING]
[NAME:make alder logs]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:LOG:NO_SUBTYPE:WOOD:ALDER]
[SKILL:SMELT]

The REACTION field is such because I'm running it in an existing world. Any ideas?
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If this all doesn't fix it, your dwarfs are lazy. Apply magma.
"And thereafter, all dwarven children were taught to mind their stools, lest the toilet-fiends snatch their souls from their bottoms"
Try rubbing a cat on it, that seems to help.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4848 on: April 21, 2013, 04:24:40 pm »

Well, I put the following adjustment in an the game crashed.

Code: [Select]
[REACTION:ROSE_GOLD_MAKING]
[NAME:make alder logs]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:LOG:NO_SUBTYPE:WOOD:ALDER]
[SKILL:SMELT]

The REACTION field is such because I'm running it in an existing world. Any ideas?


[PRODUCT:100:10:WOOD:NONE:PLANT_MAT:ALDER:WOOD]
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salttotart

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4849 on: April 21, 2013, 04:28:00 pm »

[PRODUCT:100:10:WOOD:NONE:PLANT_MAT:ALDER:WOOD]

That did it.  Thanks you!
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If this all doesn't fix it, your dwarfs are lazy. Apply magma.
"And thereafter, all dwarven children were taught to mind their stools, lest the toilet-fiends snatch their souls from their bottoms"
Try rubbing a cat on it, that seems to help.

thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4850 on: April 21, 2013, 06:08:08 pm »

redirect from here
http://www.bay12forums.com/smf/index.php?topic=119644.15

Local_Creature_Mat vs Creature_Mat

Is there a difference between using the two?

Vanilla uses local_creature_mat, accelerated mod uses creature_mat.

I don't know if I should bother with changing it unless someone (cough cough... Meph) can explain why it was modded to be creature_mat

Update:
The only thing I can think of is maybe creature_mat vs local means that the game doesn't have to keep track of what creature it is attached to (especially if something get's cut off)

UPDATE:
Nm, I figured it out.
It's from the accelerated creature animal, all the creature_mat's point to a single animal entry vs each individual entry for a specific creature...

hence the creature_mat:animal:pus vs local_creature_mat:pus
« Last Edit: April 21, 2013, 06:24:07 pm by thistleknot »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4851 on: April 21, 2013, 06:44:26 pm »

LOCAL_CREATURE_MAT refers to the... local creature. LOCAL_CREATURE_MAT:SKIN in the DWARF thing means CREATURE_MAT:DWARF:SKIN. CREATURE_MAT refers to a specific creature; saying CREATURE_MAT:ANIMAL:PUS with vanilla DF would spit out a "no creature called ANIMAL" error. The reason accelerated does that is because there's explicitly a single creature that all creatures get their materials from, which is how simplified leather etc. is implemented.
« Last Edit: April 21, 2013, 06:47:07 pm by Putnam »
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thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4852 on: April 22, 2013, 02:11:33 am »

could someone help me with my mod.

For some reason (even after doing everything from scratch), i'm not able to build mail shirts...
http://www.bay12forums.com/smf/index.php?topic=125119.0

I think it might be an entity file...  I'm not sure though.

Update: I verified it is now working in v5.0.2, not sure if removing the trailing ] in removed armor types fixed it, or if it was a fluke...
« Last Edit: April 22, 2013, 08:15:33 am by thistleknot »
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Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4853 on: April 22, 2013, 10:17:43 am »

Continuation to my clown tent queries.

Is it possible to turn slade into soil to allow grass to grow on it, and allow trees to grow?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4854 on: April 22, 2013, 10:35:34 am »

No. Grass and trees grow on stone as well, even slade, but never on depth 4 (magmalake) or 5 (hell). You can make a plant with depth:5:5, but it wont grow in hell. Once you breach hell, it will start growing in the caverns/on soil.
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::: ☼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 :::

Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4855 on: April 22, 2013, 10:47:19 am »

No. Grass and trees grow on stone as well, even slade, but never on depth 4 (magmalake) or 5 (hell). You can make a plant with depth:5:5, but it wont grow in hell. Once you breach hell, it will start growing in the caverns/on soil.

Interesting fact. I might try this one for an experiment.
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escaped lurker

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4856 on: April 22, 2013, 04:34:53 pm »

To put it plainly, i would like to implement a necromancer-based civ that would be able to raise "skeleton"-civ-pet-members at an altar that spawn as members of your fort, able to be roped into military service. (Obviously with accodring tags and raising costs, dependant on wich kind, but i disgress.)
But before i would even get deeper into the makings of this mod, i would like to inquire if this train of thought is even possible? I tried to gather some !Science! on it, but failed to uncover the needed information on "raise a creature out of nothing, for your own fort".

My current hopeful modus operandi-i would be as follows;
"Altar"->"Necromancer" uses Job-Interaction->"boiling stone"-> "Necromancer" gets transformed into creature with "rotting off" body-part for a few ticks -> rotted body-part gets raised/transformed into seperate creature?
"Altar"->"Necromancer" uses Job-Interaction-> boiling stone raises "skeleton-related" corpse-mat that is produced alongside in the reaction?


Any information, advice or workarounds will be highly appreciated :3

Edit: Seems like i need to review my plans then - Thanks for the quick reply Meph
« Last Edit: April 23, 2013, 04:26:03 pm by escaped lurker »
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4857 on: April 22, 2013, 04:40:28 pm »

This works, although this part:
Quote
as members of your fort
is impossible. You will get friendly creatures, similar to how traders and diplomats act. They stand around, attack your enemies, but you cant give them orders or move them.
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::: ☼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 :::

laularukyrumo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4858 on: April 22, 2013, 04:59:11 pm »

aaaaargh

so I've got a material emission interaction. Two of them, as a matter of fact. They use the same material, come from the same creature. One of them is of the type UNDIRECTED_VAPOR and the other is of type TRAILING_VAPOR_FLOW. However, whenever I use the second one, it causes the target to start melting, which is nice, but not the intended effect. I've played around with melting/boiling points, fixed temps, and no matter what I do, the trailing vapor flow causes melting--but not the undirected vapor. What gives? D:
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4859 on: April 22, 2013, 05:06:28 pm »

Ok, now I have a question: Is there an easy way to make all creatures that have feathers to actually give feathers upon being butchered?

The material template is there, and creatures already do have this:
Code: [Select]
[BODY_DETAIL_PLAN:COMMON_ANIMAL_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:COMMON_ANIMAL_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]

I am just surprised that it doesnt give feathers already... Maybe the creatures are too small? (I am thinking of birds mostly, tiny tiny birds)

Oh and once I am here already:
1. feathers?
2. Anyone tried pets with BLOODSUCKER tag?
3. I wonder if you can make an undead opposed_to_life race thats at peace with wildlife, then remove vanilla demons, add undead, opposed_to_life custom demons, invade hell and spawn 100 friendly demon dudes that are happy to see visitors.
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 :::
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