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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054431 times)

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5415 on: July 09, 2013, 10:08:18 pm »

There are no items that aren't here.

To make a creature at a workshop, you need to I'm not explaining it again here's a link.

I got what you said, I meant I'd first try to think of a simpler way to do it. Sadly, there probably isn't one.

cut out the reanimation part and skip to the resurrect part. but the interaction that resurrects has no limits other then can only target the fallen parts of the creature that drops them.
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Findulidas

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5416 on: July 10, 2013, 02:21:32 am »

So I started making an [opposed_to_life] and [not_living] creature (atm its essentially a human with those two tags). It also happens to have an interaction where it raises the body of a creature (which would be the main perk of the creature as opposed to the other civs). I first intended it to raise the body as an intelligent zombie which could speak and learn, which also meant that I wanted [IT_REQUIRES:FIT_FOR_RESURRECTION] instead of [IT_REQUIRES:FIT_FOR_ANIMATION] plus that it added the tags [INTELLIGENT], [CAN_SPEAK] and [CAN_LEARN]. The problem is that as soon as I tried it out in the arena (on a previously killed dwarf) the dwarf started attacking me (when I possessed the [opposed_to_life] and [not_living] creature). Ive started to remove all the tags I had changed until I essentially reached what was the original way of raising bodies (I think).

What am I doing wrong? Am I missing some token that identifies the creature as undead? I thought [NOT_LIVING] was all that was needed. This is seriously messing up the idea of the creature I first intended so if it doesnt work I might have to scrap it.

the interaction:
Spoiler (click to show/hide)
On the creature:
Spoiler (click to show/hide)
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5417 on: July 10, 2013, 04:22:05 am »

You probably want [OPPOSED_TO_LIFE] as well.

Also, the arena is a horrible place to test that kind of thing, since independents will always stay independent and sides will remain, AFAIK.

Findulidas

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5418 on: July 10, 2013, 04:41:03 am »

You probably want [OPPOSED_TO_LIFE] as well.

Also, the arena is a horrible place to test that kind of thing, since independents will always stay independent and sides will remain, AFAIK.

Well I had opposed to life already. Must be the arena loyalty staying messing things up. Shit, that means I have to make a new world for each and every setting I change that can have an effect on loyalty... Damn. Oh well, atleast I know whats likely the cause. Thanks for the help though.

Perhaps I can still raise intelligent zombies then or make them do it in the history, Im interested to see if they could possibly join the civ or not. Much like tame intelligent beings I guess.
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5419 on: July 10, 2013, 05:03:07 am »

Is the outpost liaison mandatory?

I removed the position from a civ along with trading. Yet during an active season, a "peasant" came to the fort to make the trade agreements. Anyone had success removing this event?

She came alone with no merchants.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5420 on: July 10, 2013, 05:20:50 am »

The event always happens, I believe.

Blastbeard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5421 on: July 10, 2013, 04:25:42 pm »

While I was messing with the raws last night, I accidentally made something interesting for Adventure Mode.
Basically, I could combine item A and item B and I'd get a random item, in this case a weapon because that's what I wanted. The only problem was these items weren't made of anything and simply passed through whatever they struck.
I only just realized I could have applied the GET_MATERIAL_FROM_REAGENT bit to make it an actual weapon from one of the parts, but the original data is gone now.

Now I'm trying to recreate the reaction from scratch and I can't quite get it to work right.
Here's what I have so far:
Spoiler (click to show/hide)

What I'm going for here is a tiny bit of balance and a Dwarven touch to the mod, requiring a blood sacrifice to Armok to make it work.
The first part with reagent A works just fine, I can put anything from sand to spears in that part, but it refuses to only use blood as reagent B, switching back and forth from accepting rocks only and taking anything. I'm also working on a version for ammo and armor, both share the problem and armor only seems to produce breastplates and chest armor.
What am I doing wrong here?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5422 on: July 10, 2013, 04:29:09 pm »

1. You don't want ITEM_ANY, you just want NONE.

2. For that, you're going to need LIQUID_MISC:NONE:NONE:NONE with a REACTION_CLASS you give to blood.

MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5423 on: July 10, 2013, 04:32:44 pm »

Add [REACTION_CLASS:BLOOD_SACRIFICE] to the BLOOD_TEMPLATE material template in material_template_default.txt, then try this reaction:

Code: [Select]
[REACTION:MAKE_RANDOM_STUFF]
[NAME:Armok's Lottery]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[REAGENT:B:1:LIQUID_MISC:NONE:NONE:NONE][REACTION_CLASS:BLOOD_SACRIFICE]
[PRODUCT:100:1:WEAPON:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][FORCE_EDGE]
[SKILL:ALCHEMY]
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Blastbeard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5424 on: July 10, 2013, 05:03:56 pm »

I tried your suggestions, using Two-Humped Camel Blood and Night Troll Blood. No dice. It asks for BLOOD_SACRIFICE item, and won't accept any blood I give it. DISREGARD THAT, I AM STUPID. Missed a line of text.
Maybe blood is too diverse a liquid for this kind of reaction? Or perhaps it just needs to be more specific, like human or dwarf blood?
« Last Edit: July 10, 2013, 05:07:13 pm by Blastbeard »
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5425 on: July 10, 2013, 05:06:54 pm »

So you added [REACTION_CLASS:BLOOD_SACRIFICE] to [MATERIAL_TEMPLATE:BLOOD_TEMPLATE]? If yes, you can try [REAGENT:B:1:NONE:NONE:NONE:NONE][REACTION_CLASS:BLOOD_SACRIFICE] next.
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Blastbeard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5426 on: July 10, 2013, 05:28:23 pm »

Bah, nothing's working. I keep trying your suggestions and it keeps stonewalling me at Reagent B. worked just fine with common rocks when I don't mind cheating, but when I try to play by some rules this happens. I'm about ready to give up on the blood part of it and try something else, like severed heads.
« Last Edit: July 10, 2013, 05:30:33 pm by Blastbeard »
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5427 on: July 10, 2013, 06:48:51 pm »

Bah, nothing's working. I keep trying your suggestions and it keeps stonewalling me at Reagent B. worked just fine with common rocks when I don't mind cheating, but when I try to play by some rules this happens. I'm about ready to give up on the blood part of it and try something else, like severed heads.
Can you use blood as reagent B if you don't have [REACTION_CLASS:] reaction tag after it? I think you need to have it in your hand. Otherwise, try these:

Code: [Select]
[REACTION:MAKE_RANDOM_STUFF]
[NAME:Armok's Lottery]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[REAGENT:B:1:LIQUID_MISC:NONE:NONE:NONE][REACTION_CLASS:BLOOD_SACRIFICE]
[REAGENT:B_CONTAINER:1:NONE:NONE:NONE:NONE]
[CONTAINS:B]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:WEAPON:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][FORCE_EDGE]
[SKILL:ALCHEMY]

[REACTION:MAKE_RANDOM_STUFF_2]
[NAME:Armok's Lottery 2]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[REAGENT:B:1:LIQUID_MISC:NONE:BLOOD]
[REAGENT:B_CONTAINER:1:NONE:NONE:NONE:NONE]
[CONTAINS:B]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:WEAPON:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][FORCE_EDGE]
[SKILL:ALCHEMY]

If both don't work and you want to switch to head sacrifices, note that you can't specify severed heads as reagents, but you can use entire bodies:
Code: [Select]
[REAGENT:B:1:CORPSE:NONE:NONE:NONE][USE_BODY_COMPONENT]
« Last Edit: July 10, 2013, 06:52:47 pm by MagmaMcFry »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5428 on: July 11, 2013, 12:33:46 am »

There is no BLOOD material, is the issue, which is why we're all up in the reaction classes.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5429 on: July 11, 2013, 01:09:49 am »

There is no BLOOD material, is the issue, which is why we're all up in the reaction classes.

well there is a BLOOD material, however you are correct with the REACTION_CLASS biz as that is the only way to get a reaction to take any BLOOD else you'd need to do a reaction for reach creature and it's blood

REAGENT:a:150:LIQUID_MISC:NONE:CREATURE_MAT:DWARF:BLOOD

so on and so forth.

I'm not going to mention how to use the reaction class as I believe it's been posted/said many times over.
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