Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 397 398 [399] 400 401 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1077153 times)

Gentlefish

  • Bay Watcher
  • [PREFSTRING: balloon-like qualities]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5970 on: September 08, 2013, 02:47:44 am »

I'm having trouble quick-modding this into an active game. I've gotten it to pick up the wood, but it always makes the game crash. I'm sure it's a syntax issue - I never was good at modding plants.

Here's the code. How do I fix it?
Spoiler (click to show/hide)

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5971 on: September 08, 2013, 03:09:56 am »

I'm having trouble quick-modding this into an active game. I've gotten it to pick up the wood, but it always makes the game crash. I'm sure it's a syntax issue - I never was good at modding plants.

Here's the code. How do I fix it?
Code: [Select]
[REACTION:BRASS_MAKING]
[NAME:Cut wood into blocks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:4:BLOCK:WOOD:NONE:NONE:NONE]
[SKILL:CARPENTRY]

There should be a NONE after Block. With the way it is, it is looking for a block subtype called wood. Try this:
Code: [Select]
[REACTION:BRASS_MAKING]
[NAME:Cut wood into blocks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:4:BLOCK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CARPENTRY]
Logged

TheDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5972 on: September 08, 2013, 10:43:24 am »

I'm sorry if this has already been asked, I did a quick search but was unable to find any posts regarding it. I've also been searching the web about it for quite a while, but I haven't been able to find anything.

What are the exact criteria for getting a creature cursed by a deity during world gen?

What I want to do is make an interaction that is first given by deities, then passed on through a bite attack. The interaction should basically add a few tags to the creature, and then allow them to pass the curse on, without transforming them into anything else. Is this possible?

Logged
I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".

Loam

  • Bay Watcher
  • a Moal
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5973 on: September 08, 2013, 11:25:55 am »

What I want to do is make an interaction that is first given by deities, then passed on through a bite attack. The interaction should basically add a few tags to the creature, and then allow them to pass the curse on, without transforming them into anything else. Is this possible?

No: the [SPECIALATTACK_INTERACTION] is a creature attack token that can't be added by a syndrome/interaction. You'd have to make them transform.
As for deity curses: if you mean "how a curse is implemented," it should be
Spoiler (click to show/hide)
If you mean "when do deities curse people," I'm pretty sure it's random.

Look at the interaction examples folder in your raws if you need more help.
Logged
Thob Goes to the Surface (Adventure Mode story, in progress)

TheDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5974 on: September 08, 2013, 11:34:46 am »

What I want to do is make an interaction that is first given by deities, then passed on through a bite attack. The interaction should basically add a few tags to the creature, and then allow them to pass the curse on, without transforming them into anything else. Is this possible?

No: the [SPECIALATTACK_INTERACTION] is a creature attack token that can't be added by a syndrome/interaction. You'd have to make them transform.
As for deity curses: if you mean "how a curse is implemented," it should be
Spoiler (click to show/hide)
If you mean "when do deities curse people," I'm pretty sure it's random.

Look at the interaction examples folder in your raws if you need more help.

Alright, thank you. :)
So if I have the lines about deity curses and all that, people will eventually be cursed? Thanks. :)
Logged
I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".

Snaake

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5975 on: September 08, 2013, 12:18:17 pm »

I'm curious, since I got the impression that eg. kobolds in Masterwork (but possibly other creatures in other mods too) are more reliant (if not exclusively so) on fishing than vanilla dwarves, how have people like Meph and others fixed/gotten around the "limited fish population" issue?

(this thread seemed a better fit for a quick technical question like this than anything in the Masterwork subforum)
edit: forgot I had already asked about this in the DF 2012v0.34 question and answer thread, but it went unanswered there and really belongs here more anyway, so oh well.
« Last Edit: September 08, 2013, 01:25:38 pm by Snaake »
Logged

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5976 on: September 08, 2013, 08:00:14 pm »

I'm trying to make some kind of "Hold" ability, that freezes any creature temporarily when used upon them. I'm thinking total paralysis to all body parts, and no [SYN_AFFECTED] tags so that it's indiscriminate, but how would I prevent it from suffocating living beings?
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5977 on: September 08, 2013, 08:02:33 pm »

CE_SPEED_CHANGE:SPEED_MULT:1:SPEED_ADD:500000

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5978 on: September 08, 2013, 08:07:32 pm »

Why the add? Does that cause overflow to a negative number?
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5980 on: September 08, 2013, 08:19:54 pm »

Ah
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Gentlefish

  • Bay Watcher
  • [PREFSTRING: balloon-like qualities]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5981 on: September 08, 2013, 08:53:07 pm »

I'm having trouble quick-modding this into an active game. I've gotten it to pick up the wood, but it always makes the game crash. I'm sure it's a syntax issue - I never was good at modding plants.

Here's the code. How do I fix it?
Code: [Select]
[REACTION:BRASS_MAKING]
[NAME:Cut wood into blocks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:4:BLOCK:WOOD:NONE:NONE:NONE]
[SKILL:CARPENTRY]

There should be a NONE after Block. With the way it is, it is looking for a block subtype called wood. Try this:
Code: [Select]
[REACTION:BRASS_MAKING]
[NAME:Cut wood into blocks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:4:BLOCK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CARPENTRY]

Still crashes the game.

Checking the errorlog, I"m getting

Code: [Select]
*** Error(s) finalizing the reaction BRASS_MAKING
BRASS_MAKING:Unrecognized Item Token: BLOCK
BRASS_MAKING:Unrecognized Material Token: WOOD

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5982 on: September 08, 2013, 08:55:52 pm »

BLOCKS, not BLOCK. Also, that unrecognized material thing means you... didn't replace the save's raw???

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5983 on: September 08, 2013, 08:57:26 pm »

Oh, wait. It's BLOCKS not BLOCK.

http://dwarffortresswiki.org/index.php/Item_token

Not sure why you're getting an error from the WOOD, though.
Logged

Gentlefish

  • Bay Watcher
  • [PREFSTRING: balloon-like qualities]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5984 on: September 08, 2013, 09:20:04 pm »

The blocks work now. I'm just getting an "unknown material block pillar" when I build with it. Close enough :P
Pages: 1 ... 397 398 [399] 400 401 ... 544