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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054407 times)

Brilliand

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5430 on: July 11, 2013, 01:16:16 am »

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]

Or totems (or totemable objects [skulls], maybe?)
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5431 on: July 11, 2013, 07:52:25 am »

The event always happens, I believe.

Bah, I'll try removing all active seasons.
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TheDarkStar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5432 on: July 11, 2013, 02:56:17 pm »

I'm making a modded civ with modded creatures. For some reason, they all refuse to pick up weapons like picks and axes. I've made sure they have hands, I have the [DIGGER:ITEM_WEAPON_PICK] token, and they are bringing picks and axes. What would I need to do to fix this?
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it happened it happened it happen im so hyped to actually get attacked now

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5433 on: July 11, 2013, 04:14:53 pm »

[EQUIPS]

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5434 on: July 11, 2013, 04:24:33 pm »

I'm making a modded civ with modded creatures. For some reason, they all refuse to pick up weapons like picks and axes. I've made sure they have hands, I have the [DIGGER:ITEM_WEAPON_PICK] token, and they are bringing picks and axes. What would I need to do to fix this?
[EQUIPS]
Make sure the new creature is big enough to use picks and axes
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TheDarkStar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5435 on: July 11, 2013, 07:23:06 pm »

e the new creature is big enough to use picks and axes

Thanks, that fixes the problem.
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Don't die; it's bad for your health!

it happened it happened it happen im so hyped to actually get attacked now

aiseant

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5436 on: July 14, 2013, 06:18:54 am »

hello

When I choose my starting point, I didn't pay attention to civilisations around ... turns out that I'm all alone :'(
No humans, no elves (that's good, in fact), no goblins.

It was fine to start, as I don't have any goblin siege or that kind of stuffs, but now I'm getting bored and would like to test a little bit my fort.

Is it possible to fix that ? I've never use any mod until now, I don't know if one exist for that. Or maybe just edit some files would be enough ?
« Last Edit: July 14, 2013, 06:34:46 am by aiseant »
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5437 on: July 14, 2013, 06:42:43 am »

hello

When I choose my starting point, I didn't pay attention to civilisations around ... turns out that I'm all alone :'(
No humans, no elves (that's good, in fact), no goblins.

It was fine to start, as I don't have any goblin siege or that kind of stuffs, but now I'm getting bored and would like to test a little bit my fort.

Is it possible to fix that ? I've never use any mod until now ...
Try adding [WORLD_CONSTRUCTION:TUNNEL] to all entities in your save's raws.
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NRDL

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5438 on: July 14, 2013, 07:53:19 am »

Just out of curiosity, is it possible to make an armour piece/wearable piece of clothing that can behave like a weapon?  Is it possible to make something like an Assassin's Creed hidden blade? 
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5439 on: July 14, 2013, 12:00:05 pm »

Just out of curiosity, is it possible to make an armour piece/wearable piece of clothing that can behave like a weapon?  Is it possible to make something like an Assassin's Creed hidden blade?

Not by default, no. DFHack wrangling might make it a possibility, but don't quote me on that.
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Matoro

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5440 on: July 14, 2013, 12:36:19 pm »

hello

When I choose my starting point, I didn't pay attention to civilisations around ... turns out that I'm all alone :'(
No humans, no elves (that's good, in fact), no goblins.

It was fine to start, as I don't have any goblin siege or that kind of stuffs, but now I'm getting bored and would like to test a little bit my fort.

Is it possible to fix that ? I've never use any mod until now, I don't know if one exist for that. Or maybe just edit some files would be enough ?

There is a forceEvent-script for DFHack. If you don't know much about using DFHack, I'd recommend you to download this version of LNP. After you've got DFhack with that script, just type "siege EVIL/NATURE/PLAINS/MOUNTAIN/SKULKING" and you'll be sieged by the race you had chosen.
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Quailman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5441 on: July 14, 2013, 05:11:25 pm »

Does anybody know which tags that can be added by CE_ADD_TAG can't be removed by CE_REMOVE_TAG?  In adventure mode, if that makes a difference.  I tried searching, no luck...

Or, if anybody knows a way to make an undead creature simply drop dead without actually going through and beating it to death that would serve just as well.  I'm trying to make an adventure mode interaction that will instantly kill undead created by a necromancer.  My original plan was to turn them into a creature made out of a material that is always in a gaseous state, but undead survive having their entire body melted away due to NO_THOUGHT and NO_THOUGHT_CENTER_FOR_MOVEMENT, and those tags don't seem to be supported by CE_REMOVE_TAG. I'd rather not resort to just nailing them with a wave of SOLID_GLOBs if I can avoid it.
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5442 on: July 14, 2013, 05:53:12 pm »

Does anybody know which tags that can be added by CE_ADD_TAG can't be removed by CE_REMOVE_TAG?  In adventure mode, if that makes a difference.  I tried searching, no luck...
There aren't any. All tags supported by CE_ADD_TAG correspond to unimportant booleans in the that get set or reset by CE_ADD_TAG and CE_REMOVE_TAG respectively. See here under IT_REQUIRES for a full list of supported tokens. But why would you need that anyway?

Quote
Or, if anybody knows a way to make an undead creature simply drop dead without actually going through and beating it to death that would serve just as well.  I'm trying to make an adventure mode interaction that will instantly kill undead created by a necromancer.  My original plan was to turn them into a creature made out of a material that is always in a gaseous state, but undead survive having their entire body melted away due to NO_THOUGHT and NO_THOUGHT_CENTER_FOR_MOVEMENT, and those tags don't seem to be supported by CE_REMOVE_TAG. I'd rather not resort to just nailing them with a wave of SOLID_GLOBs if I can avoid it.
Just define a new creature without [HEAD] and [GRASP] bodyparts that dies instantly because of some malformed definitions, and make your interaction transform all selected targets into that creature.
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Quailman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5443 on: July 14, 2013, 06:02:21 pm »

There aren't any.

Really!?  Well that's good news.  I just can't figure out why an syndrome with [CE_REMOVE_TAG:CAN_SPEAK:START:0] works but one with [CE_REMOVE_TAG:NOPAIN:START:0] or [CE_REMOVE_TAG:NO_THOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:START:0] doesn't.  Maybe I've just misspelled something somewhere... I'll look harder.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5444 on: July 14, 2013, 06:03:26 pm »

Does anybody know which tags that can be added by CE_ADD_TAG can't be removed by CE_REMOVE_TAG?  In adventure mode, if that makes a difference.  I tried searching, no luck...

Or, if anybody knows a way to make an undead creature simply drop dead without actually going through and beating it to death that would serve just as well.  I'm trying to make an adventure mode interaction that will instantly kill undead created by a necromancer.  My original plan was to turn them into a creature made out of a material that is always in a gaseous state, but undead survive having their entire body melted away due to NO_THOUGHT and NO_THOUGHT_CENTER_FOR_MOVEMENT, and those tags don't seem to be supported by CE_REMOVE_TAG. I'd rather not resort to just nailing them with a wave of SOLID_GLOBs if I can avoid it.

Conveniently, there are none.
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