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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1066276 times)

Jaso11111

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5880 on: August 24, 2013, 06:36:38 am »

Considering how much i ask for help here i must not be a very good modder  :-[ .
Anyway new problem is that my custom civ dosent have access to any plants ,vannila or otherwise. Not sure the case of that.

Don't worry about it, everyone has trouble from time to time.

Does your civ have [OUTDOOR_FARMING] or [INDOOR_FARMING]? They may also need [PERMITTED_JOB:PLANTER] and/or [PERMITTED_JOB:HERBALIST].
They now have both [OUTDOOR_FARMING] and [INDOOR_FARMING] as well as the jobs. However wile i do see the vanilla plants i dont see mine. Heres the raw:
Code: [Select]
plant_ork

[OBJECT:PLANT]

[PLANT:ORK_SPAWN_PODS]
[NAME:fungus pod][NAME_PLURAL:fungus pods][ADJ:fungus pods]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:5]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]

[GROWDUR:300][VALUE:2]

[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:5]
[SEED:fungus pod spore:fungus pod spores:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:2]
[PREFSTRING:spawn pods]
                [BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:MOUNTAIN]
[BIOME:TUNDRA]
[BIOME:TAIGA]
[PICKED_TILE:3][DEAD_PICKED_TILE:182]
[SHRUB_TILE:28][DEAD_SHRUB_TILE:28]
[PICKED_COLOR:5:0:0]
[SHRUB_COLOR:5:0:0][DEAD_SHRUB_COLOR:6:0:0]
Any ideas?
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5881 on: August 24, 2013, 10:10:24 am »

However wile i do see the vanilla plants i dont see mine.

I haven't worked on plants much before, but you could try giving them [WET] and [DRY].
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5882 on: August 24, 2013, 12:02:57 pm »

In my endeavour to find a way to change civ-member graphics: Profession sprites work with custom nobles. This means that I can add unlimited nobles to the entity, and make unlimited sprites that are assigned to them.

Question: Is it possible to have a noble position that can only be fullfilled by a specific caste (I think there is a tag for it, but if no valid target is available it accepts any unit (?) Not sure, but I think I remember something like that) and may not by removed or replaced? I want this caste to always be a noble of that type, without the ability to give this caste another noble or removing the noble status.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5883 on: August 24, 2013, 12:21:32 pm »

[ALLOWED_CREATURE:CREATURE:CASTE]. If you remove the appointed stuff and land holder stuff, I think you'll automatically get them on embark.

Jaso11111

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5884 on: August 24, 2013, 12:51:16 pm »

Ok soooo thats weird...
Ok first: GOOD NEWS EVERYONE! I managed to get my transformation reaction working!

Second: BAD NEW EVERYONE! There is alot of shit wrong with it!

The first thing is that the new Ork comes with no skills whatsoever.
The second thing is that it come with no clothes. Actually none of my Orks do!
The third thing is that it has no name its just Peasant.
The forth thing is that it comes with a... tame tag. Its clearly a citizen, it can do jobs and it shows up in my units list as a citizen.

Sooooo yea. Shit be broken is what im trying to say.

Heres the rock code for ya:
Code: [Select]
[INORGANIC:ORKBOY_SPAWN_ROCK]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Ork Spawn Rock]
[STATE_NAME_ADJ:LIQUID:Ork Spawn Rock]
[STATE_NAME_ADJ:GAS:Ork Spawn Rock]
   [SYNDROME]   [SYN_CLASS:\COMMAND]
   [SYN_CLASS:\LOCATION] [SYN_CLASS:\ALLOW_MULTIPLE_TARGETS]
   [SYN_CLASS:\REACTION_INDEX] [SYN_NAME:pod hatching]
         [SYN_CONTACT][SYN_INHALED]
         [SYN_AFFECTED_CREATURE:EATING_SGUIG:ALL]
         [CE_BODY_TRANSFORMATION:START:0]
         [CE:CREATURE:ORK:BOY]
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5885 on: August 24, 2013, 12:58:49 pm »

Putnam: Yes, but I need this caste to automatically fill this position, enable a new position for the next caste member (like militia captians that are added all the time) and, most importantly: The player cant remove it by hand.
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5886 on: August 24, 2013, 02:09:05 pm »

Ok soooo thats weird...
Ok first: GOOD NEWS EVERYONE! I managed to get my transformation reaction working!

Second: BAD NEW EVERYONE! There is alot of shit wrong with it!

The first thing is that the new Ork comes with no skills whatsoever.
The second thing is that it come with no clothes. Actually none of my Orks do!
The third thing is that it has no name its just Peasant.

Seems normal. It didn't have skills to begin with, I assume. Unless you gave it natural skill levels, then there is an issue.

By no clothes, do you mean the orks you start with too? Try adding [SUBTERRANEAN_CLOTHING] and [CLOTHING] to their entity if it is missing.

It doesn't have a name as it isn't a historical figure yet, and it is just called peasant because that is it's profession. After a few kills it should gain a name, and after some training it will gain a proper profession.

Quote
The forth thing is that it comes with a... tame tag. Its clearly a citizen, it can do jobs and it shows up in my units list as a citizen.

This part is odd. Is the ork that the squig turns into the same race as the orks you play as? Dwarf Mode has some strange logic surrounding intelligent creatures that are a part of your civilization, most commonly encountered in vanilla with non-dwarvern kings/queens. If it is the same ork that you play as, then I have no idea why it is showing up tame.

Is the tame tag part of their name or is it the job they are listed as doing in the unit menu?
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Jaso11111

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5887 on: August 24, 2013, 02:18:38 pm »

Ok soooo thats weird...
Ok first: GOOD NEWS EVERYONE! I managed to get my transformation reaction working!

Second: BAD NEW EVERYONE! There is alot of shit wrong with it!

The first thing is that the new Ork comes with no skills whatsoever.
The second thing is that it come with no clothes. Actually none of my Orks do!
The third thing is that it has no name its just Peasant.

Seems normal. It didn't have skills to begin with, I assume. Unless you gave it natural skill levels, then there is an issue.

By no clothes, do you mean the orks you start with too? Try adding [SUBTERRANEAN_CLOTHING] and [CLOTHING] to their entity if it is missing.

It doesn't have a name as it isn't a historical figure yet, and it is just called peasant because that is it's profession. After a few kills it should gain a name, and after some training it will gain a proper profession.

Quote
The forth thing is that it comes with a... tame tag. Its clearly a citizen, it can do jobs and it shows up in my units list as a citizen.

This part is odd. Is the ork that the squig turns into the same race as the orks you play as? Dwarf Mode has some strange logic surrounding intelligent creatures that are a part of your civilization, most commonly encountered in vanilla with non-dwarvern kings/queens. If it is the same ork that you play as, then I have no idea why it is showing up tame.

Is the tame tag part of their name or is it the job they are listed as doing in the unit menu?
Nope they have the tags for the clothes.

As for the sguigs no they are a separate creature and the tag appears on there name. In the unit screen they are just normal citizens.

As for the skills... this may not be a bad thing. In 40K lore all orks have some ,DNA hardcoded, knowledge of mechanics as well as fighting skills so it could be more lore friendly that way!

The name on the other hand does bother me a little but i suppose i can overlook it. 
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iamthelol

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5888 on: August 24, 2013, 08:20:56 pm »

what will happen if i remove layer linked for animal people?
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5889 on: August 24, 2013, 08:40:49 pm »

what will happen if i remove layer linked for animal people?

[LAYER_LINKED] is what enables them to live and form tribes in caverns, IIRC. They probably wouldn't appear without it, as their civs have no start biomes or preferred sites.
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reemer30

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5890 on: August 25, 2013, 02:01:17 am »

so I wanted to know if I can make a plant grow naturally, be pickable/edible but not farmable
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5891 on: August 25, 2013, 02:03:02 am »

Don't give it seeds?
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reemer30

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5892 on: August 25, 2013, 02:05:25 am »

woah, that was fast, and I thought so. thanks again for the really speedy answer.
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iamthelol

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5893 on: August 25, 2013, 11:12:40 am »

So i have a batman adventurer, and the only way i can fly now is walking off a cliff with no down slope. I know you can fly directly up at any time, but I don't know what key to use.
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TheFlame52

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5894 on: August 25, 2013, 01:20:25 pm »

I'm making a race of mages an I want to make the pyromancers heatproof and the aeromancers coldproof. I'm not sure how to do this to a single caste. Is there a way?
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