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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054092 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5745 on: August 10, 2013, 03:42:27 am »

Made some new plants (based on copy+pasted plants I already include) and added seeds to valley herbs. Result: Game crashes upon embark, every time. I press 'e', then nothing, freeze. Maybe someone can have a look over the plants, it must be something fairly obvious that I just dont see.

Code: [Select]
[PLANT:HERB_VALLEY]
[NAME:valley herb]
[NAME_PLURAL:valley herbs]
[ADJ:valley herb]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[DRY][BIOME:GRASSLAND_TEMPERATE]
[VALUE:5]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen golden salve]
[STATE_NAME_ADJ:LIQUID:golden salve]
[STATE_NAME_ADJ:GAS:boiling golden salve]
[MATERIAL_VALUE:100]
[DISPLAY_COLOR:6:0:1]
[EXTRACT_STORAGE:FLASK]
[PREFIX:NONE]
[EXTRACT_VIAL:LOCAL_PLANT_MAT:EXTRACT]
[SPRING][SUMMER][AUTUMN]
[GROWDUR:1008]
[LEAVES]
[FREQUENCY:25]
[CLUSTERSIZE:1]
[PREFSTRING:tiny leaves]
[PREFSTRING:soothing fragrance]
[PICKED_TILE:','][DEAD_PICKED_TILE:152]
[SHRUB_TILE:',']
[DEAD_SHRUB_TILE:',']
[PICKED_COLOR:2:11:0]
[SHRUB_COLOR:2:11:0][DEAD_SHRUB_COLOR:6:6:0]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[EDIBLE_VERMIN]
[SEED:valley herb seed:valley herb seeds:0:0:1:LOCAL_PLANT_MAT:SEED]

 

[PLANT:GLASS_THORN_SMALL]
[NAME:glass thorn sapling]
[NAME_PLURAL:glass thorn saplings]
[ADJ:glass thorn sapling]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PREFSTRING:glass spikes]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER] 
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:2:2]
[SOLID_DENSITY:3600]
[FREQUENCY:0]
[CLUSTERSIZE:3]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:4032]
   [PICKED_TILE:182][DEAD_PICKED_TILE:182]
   [SHRUB_TILE:182][DEAD_SHRUB_TILE:182]
   [PICKED_COLOR:3:3:1]
   [SHRUB_COLOR:3:3:1][DEAD_SHRUB_COLOR:3:1:0]
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:5]
      [EDIBLE_VERMIN]
   [SEED:glass thorn gem spawn:glass thorn gem spawns:0:0:1:LOCAL_PLANT_MAT:SEED]


[PLANT:CRYSTAL_TREE_SMALL]
[NAME:crystal tree sapling]
[NAME_PLURAL:crystal tree saplings]
[ADJ:crystal tree sapling]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PREFSTRING:crystal gems]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER] 
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:2:2]
[SOLID_DENSITY:3600][FREQUENCY:0][CLUSTERSIZE:3]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:4032]
   [PICKED_TILE:147][DEAD_PICKED_TILE:147]
   [SHRUB_TILE:147][DEAD_SHRUB_TILE:147]
   [PICKED_COLOR:3:3:1]
   [SHRUB_COLOR:3:3:1][DEAD_SHRUB_COLOR:3:1:0]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:5]
      [EDIBLE_VERMIN]
    [SEED:crystal tree gem spawn:crystal tree gem spawns:0:0:1:LOCAL_PLANT_MAT:SEED]

[PLANT:SHADE_THORN_SMALL]
[NAME:shade thorn sapling]
[NAME_PLURAL:shade thorn saplings]
[ADJ:shade thorn sapling]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PREFSTRING:spikey thorns]
[WET][DRY]
[MATERIAL_VALUE:15]
[BIOME:SUBTERRANEAN_WATER] 
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:3:3]
[SOLID_DENSITY:3600]
[FREQUENCY:0]
[CLUSTERSIZE:3]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:4032]
      [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:15]
      [EDIBLE_VERMIN]
      [SEED:shade thorn spawn:shade thorn spawn:0:0:1:LOCAL_PLANT_MAT:SEED]
   [PICKED_TILE:138][DEAD_PICKED_TILE:138]
   [SHRUB_TILE:138][DEAD_SHRUB_TILE:138]
   [PICKED_COLOR:7:1:1]
   [SHRUB_COLOR:7:1:1][DEAD_SHRUB_COLOR:7:1:1]


[PLANT:SPORE_TREE_SMALL]
  [NAME:spore-tree sapling]
[NAME_PLURAL:spore-tree saplings]
[ADJ:spore-tree]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [PREFSTRING:sticky glue]
  [WET][DRY]
  [BIOME:SUBTERRANEAN_WATER]
[BIOME:SUBTERRANEAN_CHASM]
    [UNDERGROUND_DEPTH:1:1]
    [SOLID_DENSITY:600]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:4032]
   [FREQUENCY:0]
   [CLUSTERSIZE:1]
   [PICKED_TILE:129][DEAD_PICKED_TILE:191]
   [SHRUB_TILE:129][DEAD_SHRUB_TILE:129]
   [PICKED_COLOR:5:2:0]
   [SHRUB_COLOR:5:2:0][DEAD_SHRUB_COLOR:0:6:1]
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:3]
      [EDIBLE_VERMIN]
   [SEED:spore-tree spore:spore-tree spores:0:0:1:LOCAL_PLANT_MAT:SEED]


[PLANT:FEATHER_SMALL]
   [NAME:feather tree sapling][NAME_PLURAL:feather tree saplings][ADJ:feather]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTUAL]
   [PREFSTRING:lightness]
   [WET][DRY][BIOME:NOT_FREEZING][BIOME:ANY_LAND][GOOD]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:4032]
   [FREQUENCY:10] [CLUSTERSIZE:1]
   [PICKED_TILE:147][DEAD_PICKED_TILE:147]
   [SHRUB_TILE:147][DEAD_SHRUB_TILE:147]
   [PICKED_COLOR:7:3:1]
   [SHRUB_COLOR:7:3:1][DEAD_SHRUB_COLOR:7:3:0]
   [SOLID_DENSITY:100]   
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:7] [EDIBLE_VERMIN]
   [SEED:feather acorn:feather acorns:0:0:1:LOCAL_PLANT_MAT:SEED]


[PLANT:GLUMPRONG_SMALL]
   [NAME:glumprong sapling][NAME_PLURAL:glumprong saplings][ADJ:glumprong]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTUAL]
   [PREFSTRING:lightness]
   [WET][DRY][BIOME:NOT_FREEZING][BIOME:ANY_LAND][EVIL]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:4032]
   [FREQUENCY:10] [CLUSTERSIZE:1]
   [PICKED_TILE:138][DEAD_PICKED_TILE:138]
   [SHRUB_TILE:138][DEAD_SHRUB_TILE:138]
   [PICKED_COLOR:0:4:1]
   [SHRUB_COLOR:0:4:1][DEAD_SHRUB_COLOR:7:0:1]
   [SOLID_DENSITY:6000]
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:7] [EDIBLE_VERMIN]
   [SEED:glumprong acorn:glumprong acorns:0:0:1:LOCAL_PLANT_MAT:SEED]

The errorlog is clean, no mentioning of any wrong tags.

Edit: I did add one [BIOME:ANY_LAND] to the evil tree... my bet is on that.
EDIT2: I did bet wrong. Well, I couldnt figure out what crashes (I know the crystal tree sapling and glass thorn sapling crash the game, but not why), but I redid all the plants and it works now. You can ignore this post if you like.
« Last Edit: August 10, 2013, 06:42:24 am by Meph »
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Grim Portent

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5746 on: August 10, 2013, 07:49:17 am »

Is it possible to make furniture, beds and tables and things like them, with custom reactions?
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5747 on: August 10, 2013, 08:35:44 am »

Is it possible to make furniture, beds and tables and things like them, with custom reactions?

Yes, just use [PRODUCT:100:1:BED:NO_SUBTYPE:<MATERIAL...>] for beds, same with TABLE, CHAIR, DOOR, and so on. See http://dwarffortresswiki.org/index.php/DF2012:Item_token for a list of valid item types.
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Grim Portent

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5748 on: August 10, 2013, 08:51:01 am »

Thanks.  :D
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

Pink Photon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5749 on: August 10, 2013, 11:50:53 am »

I went to a lot of trouble to capture a male and female crundle (may not seem troublesome to some but this is my first time using cage traps ever), so I was disappointed to learn that they don't breed. I know from the wiki and the board that I need to add the [CHILD:X] tag to the raws to make them reproduce. Is it really as simple as that, or are there other things I need to modify?

Also, how would I go about making scale/chitin usable as shell or bone? The wiki says to add the [SHELL] tag under the material template to make it usable for strange moods, but I want it to be usable in regular crafting as well.
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5750 on: August 10, 2013, 12:23:34 pm »

1) It should be really as simple as that.
2) Add [BONE], [ITEMS_HARD], [ITEMS_SCALED] and [ITEMS_BARRED] to the material templates.
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Grim Portent

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5751 on: August 10, 2013, 07:31:34 pm »

Breeding crundles really is as easy as adding [CHILD:X], I favour [CHILD:1] myself since they're small. I made them [TRAINABLE_WAR] as well. It's fun to watch a troll get swarmed by crundles.
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5752 on: August 11, 2013, 12:30:11 am »

I thought about adding items to miners/fishers/woodcutters/hunters that would make their life easier. A dust-mask for miners against coaldust, belt with live bait for fishers to increase fishing speed, maybe a camouflaged cloak for hunters that adds "at peace with wilflife" (if possible), so they can sneak up closer...

I would make these items as clothing/armor, and add the fitting syndromes and interactions with itemsyndrome.

The biggest problem I face: Assigning military uniforms to miners/hunters/woodcutters is bugged as far as I know, they let drop it all the time, or either carry their pick/crossbow/axe OR their military uniform.

The only solution I can think of is adding it to a special sort of pick (specialized coal mining drill), axes (crosscut saw) and crossbows (hunters crossbow). But that creates two new problems: First of all it makes no sense that a saw makes you benign to wildlife or hides you; Second problem it that you still cant assign these by hand, the miner would chose by himself if he takes a pick or mining drill... stupid AI.

So, anyone has any ideas regarding this? A workshop that uses reactions to apply temporary "coal dust immunization pills" or "hunting camouflage facepaint" ^^



EDIT: Oh, and another one: What material are corpses and bodyparts made of? Muscle? Bone? Can I make a new tissue templates and material templates for Goblins, add REACTION_CLASS:GOBLIN to the materials behind them, and use [REAGENT:A:1:CORPSE:NONE:NONE:NONE][REACTION_CLASS:GOBLIN]  or [REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:GOBLIN] to only use goblin parts in a reaction?
« Last Edit: August 11, 2013, 02:20:44 am by Meph »
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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 :::

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5753 on: August 11, 2013, 03:06:07 am »

the second one would work, reaction wise.

But also I think it's BONE, but can you use a:

[REAGENT:A:1:NONE:NONE:CREATURE_MAT:GOBLIN:BONE][USE_BODY_COMPONENT]

?? ??
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5754 on: August 11, 2013, 03:49:50 am »

I tried it, it requires "Body Component", but does not accept goblin corpses.

This one: [REAGENT:A:1:NONE:NONE:CREATURE_MAT:GOBLIN:NONE] wants a "Goblin Skin Item", which also did not work. What about REAGENT:A:1:NONE:NONE:CREATURE:GOBLIN:NONE, would that accept corpses?

EDIT: Meh, doesnt work. I think I might have to work with itemcorpses.
« Last Edit: August 11, 2013, 03:58:53 am by Meph »
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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 :::

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5755 on: August 11, 2013, 01:23:02 pm »

I tried it, it requires "Body Component", but does not accept goblin corpses.

This one: [REAGENT:A:1:NONE:NONE:CREATURE_MAT:GOBLIN:NONE] wants a "Goblin Skin Item", which also did not work. What about REAGENT:A:1:NONE:NONE:CREATURE:GOBLIN:NONE, would that accept corpses?

EDIT: Meh, doesnt work. I think I might have to work with itemcorpses.

Well I know this works for everything:

Code: [Select]
[REACTION:BURN_ALL_PARTS]
[NAME:burn bodies and parts]
[BUILDING:KILN:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[PRODUCT:10:1:BAR:NONE:ASH:NONE]
[SKILL:SMELT]

maybe in your creatures you can use a

Code: [Select]
[SELECT_MATERIAL:ALL]
   [REACTION_CLASS:GOBLIN]
now all goblin parts are classed as goblin
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5756 on: August 11, 2013, 03:40:34 pm »

Didn't he say he tried that already? Also I recall us not finding a solution the last time this question was asked.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5757 on: August 11, 2013, 10:28:40 pm »

I can only test more and more. If I find a solution, I'll write you guys a PM, otherwise I just use itemcorpses. Some invaders in my mod already have those, so its fine.
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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 :::

Curseborn

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5758 on: August 11, 2013, 11:39:14 pm »

Im working on creating tameable cave ogres that you can armor by modding masterwork files. Does anyone know if its possible to create a reaction that equips weapons? Mephs workshop removes tissue and replaces it with metal strength tissues and renames it to armor plates i think instead of actually equipping an item so im guessing the answer is no but would like a definite answer or if someone knows a work around i would love to hear it.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5759 on: August 11, 2013, 11:40:42 pm »

It isn't possible. Meph's workshop doesn't replace tissue, but transform the creature into a completely new one that has that tissue.
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