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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054637 times)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5235 on: June 16, 2013, 03:31:42 pm »

I can't.

tahujdt

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5236 on: June 16, 2013, 04:01:06 pm »

I can't.
Congrats, then, I can see it works well.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5237 on: June 16, 2013, 05:43:25 pm »

Guess Putnam has to update his bot, needs a larger response database. Putnam V2.0

EDIT:
I'm only joking It would probably be very hard to make a Bot respond on forums, due to it trying to guess typos and bad grammar and the like. Not only that extract a basic idea of what a comment could be, and give a valid response. Cause if it was a Bot you'd see Putnam as that guy that has a post every other post lol.
« Last Edit: June 16, 2013, 05:45:39 pm by Hugo_The_Dwarf »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5238 on: June 16, 2013, 05:54:21 pm »

I won't.

Hommit

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5239 on: June 17, 2013, 11:06:09 am »

Any way to make gloves be able to used on any hand, like boots? or is it hardcoded?
It really annoying that i have to count left and right masterwork gloves separately, unlike boots.
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Sergarr

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5240 on: June 17, 2013, 02:09:49 pm »

Is CE_PHYS_ATT_CHANGE cumulative or additive? I mean, if [CE_PHYS_ATT_CHANGE:AGILITY:200:0] then [CE_PHYS_ATT_CHANGE:AGILITY:500:0] does that equals to [CE_PHYS_ATT_CHANGE:AGILITY:1000:0] or [CE_PHYS_ATT_CHANGE:AGILITY:600] ?
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Vagabond.

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5241 on: June 17, 2013, 04:59:31 pm »

Qustion:
What are some must-have mods for Adventure Mode?
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mattychan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5242 on: June 17, 2013, 10:56:08 pm »

I made a new race in the raw folder it works in both adv and fort mode.
however I don't know how to make them dig or cut trees.
I have not tested it yet, but I may have fixed the digging problem
however the tree problem is still there is it as simple as having the
woodcutting skill and an axe in hand or is it more complicated?

   p.s. hope this thread is active.  :P I hate waiting.  8)
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5243 on: June 17, 2013, 10:58:24 pm »

i have no idea what your problem could be with the axes

do they have hands and brains and [INTELLIGENT]?

Halfling

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5244 on: June 17, 2013, 11:02:30 pm »

Is there any good way to use a particular vermin as a reagent?

I want to make mezcal with "worms", or I guess more like snake wine, from vermin - live or remains, doesn't really matter. That's easy enough, but I want it to say which vermin it came from such as "pixie mezcal" or "cave swallow mezcal", and the "remains" seem to give no usable clue as they are actually made out of CREATURE_ID:CASTE and not any of that creature's materials.

So here's what I came up with:
Spoiler: reaction_mezcal (click to show/hide)

Spoiler: inorganic_mezcal (click to show/hide)

Spoiler: material_template (click to show/hide)

Spoiler: permissions (click to show/hide)

...that is,

Spoiler: simple reaction (click to show/hide)

except renamed and retargeted for every in-game vermin. The materials and the reactions work fine, which can easily be tested by giving it some other target, but the targeting itself does not. Giving it REMAINS:, VERMIN:, or PET: identifies correctly in the reaction requirements as "live acorn fly", "tame acorn fly" etc, but does not give usable results even if you have the reagents - but if you remove the part about which vermin to use it'll work happily. Nor does defining a specific caste of the vermin seem to work. I specifically tried with several different types of remains, giving the reaction permission to target MALE and FEMALE castes, and nothing. Nor is this change of targeting identified.. Apparently there is a bug that prevents that...? http://www.bay12games.com/dwarves/mantisbt/view.php?id=4973

What I was assuming happens here is that much as reactions that produce vermin produce casteless broken vermin, so this reaction looks for a no-caste vermin -- but producing such with a custom reaction for this reaction to use does not seem to work either, they're equally un-usable. I'm really stumped.

Am I missing something really simple here??

Next plan is to write a script that changes all vermin to be made entirely of ACORN_FLY_MATERIAL, BLOOD_GNAT_MATERIAL etc, make them leave vermin chunks at death, retrieve the material with an automatic reaction at the butchers, then use a reaction specific for that material to process it to mezcal corresponding to that vermin and drink it at last...

mattychan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5245 on: June 17, 2013, 11:06:43 pm »

i have no idea what your problem could be with the axes

do they have hands and brains and [INTELLIGENT]?

i fixed the problem i forgot to allow axes  :-\ simple mistakes on my part
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Halfling

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5246 on: June 18, 2013, 03:01:06 am »

Welp, I fixed my own problem too. Shouldn't whine before its time. I'll just share the journey anyway for anyone who's vermin curious now.

Did some more testing in adventure mode, and apparently it's only that you just can't use CREATURE_ID:CASTE to identify a reagent. If you specify one of the creature's materials instead, it'll work, but that never does even though it apparently does for products. There's some very confusing stuff with giant white storks if you try to transform vermin into themselves, dead variants of same vermin or to pet status using GET_MATERIAL_FROM_REAGENT, but it's probably best left alone. Also, you can't produce a vermin by specifying a creature material only: for products you must instead (always?) specify CREATURE_ID:CASTE.

My reaction to target a particular vermin was therefore fixable to:

Spoiler (click to show/hide)

and now it uses remains normally.

Edited from rambling stupidity into concise point.

Matoro

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5247 on: June 18, 2013, 04:55:43 am »

Qustion:
What are some must-have mods for Adventure Mode?

Wanderer's friend adds large amount of crafting reactions. I have took only some of those reactions for my own games, like making decorations and leather stuff. Also I've modded every civ to build cities, which is very helpful for not-human -adventurers (at least in the current version).
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Vagabond.

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5248 on: June 18, 2013, 05:10:07 pm »

Qustion:
What are some must-have mods for Adventure Mode?

Wanderer's friend adds large amount of crafting reactions. I have took only some of those reactions for my own games, like making decorations and leather stuff. Also I've modded every civ to build cities, which is very helpful for not-human -adventurers (at least in the current version).
Question:
How does one do that? I honestly don't know...
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5249 on: June 18, 2013, 05:21:54 pm »

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