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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1072814 times)

Propman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7230 on: February 17, 2014, 08:23:36 pm »

[MANNERISM:BARK_AT_TOADY]
[MANNERISM:GROVEL]
[SUGGESTION: TILE CASTE DIFFERENTIATION]


But with that out of the way, which part of the code is gunked up as to prevent descriptions from working?
« Last Edit: February 17, 2014, 08:33:00 pm by Propman »
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7231 on: February 17, 2014, 09:28:50 pm »

Hate to be the double poster here, but something else I've been working on has given me entirely different issues:

Code: [Select]
-snip-
Some of you might recognize this mess of a code as the sunflower fairy from Totaku's Suika Fortress mod. What I've been trying to do is separate the male and female fae into more distinct castes (namely, giving the females actual wings while giving males hearty beards+more leprechaunish behaviour), and have run into a couple road bumps:

1.) Attempting to view the descriptions of either gender causes the game to crash.

2.) I don't know how to get tiles to respect caste. To demonstrate:

[CREATURE_GRAPHICS:FAIRY_SUNFLOWER]
   [DEFAULT:ANIMAL:1:13:AS_IS:FEMALE]
   [DEFAULT:ANIMAL:2:13:AS_IS:MALE]

The sprite is always set to that of the leprechaun (male) regardless of the creature's gender. Is there a specific token I need to type for caste differences?

Only issue that I might foresee is that at the very top you lack a [CASTE_NAME:sunflower fairy:...] even tho it's not in a caste it will be used for any "Un-named" castes. also I think whatever you used to copy that code, or edit it, has added some unneeded and probably code breaking line breaks in some places. I would dig deep down and redo this whole creature but I have no motivation tonight. I can however give a quick list of things that can cause a crash on viewing a description.

  • Lack of a [DESCRIPTION:text] at the creature scope (mainly best right after the [CREATURE:text] call
  • Lack of a [NAME:text sing.:text plur.:text adj.] in the creature
  • Lack of a [CASTE_NAME:text sing.:text plur.:text adj.] at the creature scope, best it copied from and pasted under [NAME]

these are the most known causes to me. There may be more, I know transformations can really mess with things. Like a dog to a human as colorations tend to get confused and cause a crash on viewing the description unless that bug was fixed, I think it was.
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Propman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7232 on: February 18, 2014, 01:50:52 am »

Conflict resolved, after studding how the ant-men work in detail. Apparently, castes for this sort of thing are supposed to be stated before tissue properties are defined, after environmental and personality traits, and the fact that the tissues were being before the bodies themselves were was causing the game to go bananas.

Code: [Select]
[CREATURE:FAIRY_SUNFLOWER]
[DESCRIPTION:A common fairy, often found wallowing in sunflower fields. They can launch seeds gleaned from these flowers at alarming speeds, and enjoy causing mischief.]
[NAME:sunflower fairy:sunflower fairies:sunflower fairy]
[CASTE_NAME:sunflower fairy:sunflower fairies:sunflower fairy]
[CREATURE_TILE:'f'][COLOR:2:0:1]
[BIOME:ANY_FOREST]
        [BIOME:ANY_SHRUBLAND]
[POPULATION_NUMBER:250:600]
        [CLUSTER_NUMBER:3:7]
[LARGE_ROAMING]
[INTELLIGENT]
[FANCIFUL]
[BENIGN]
[FLIER]
[NOT_BUTCHERABLE]
        [CAN_LEARN]
[PREFSTRING:mischievous giggles]
[PREFSTRING:lacy wings]
        [PERSONALITY:IMAGINATION:0:55:100]
[PERSONALITY:ARTISTIC_INTEREST:0:60:100]
[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]
[PERSONALITY:SELF_DISCIPLINE:0:45:100]
[PERSONALITY:ACTIVITY_LEVEL:0:40:100]
*** need lacyer wings, currently just using standard
[CASTE:FEMALE]
[CASTE_NAME:sunflower fairy:sunflower fairies:sunflower fairy]
[FEMALE]
[MISCHIEVOUS]
[CASTE:MALE]
[CASTE_NAME:sunflower leprechaun:sunflower leprechauns:sunflower leprechaun]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE_TILE:'l'][COLOR:2:0:1]
[CURIOUSBEAST_ITEM]
[CURIOUSBEAST_GUZZLER]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
  [SELECT_CASTE:FEMALE]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2WINGS:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[FLIER]
[SELECT_CASTE:MALE]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]        [USE_MATERIAL_TEMPLATE:POISON:SEED_TEMPLATE]
        [STATE_NAME:ALL_SOLID:sunflower seed]
[STATE_NAME_ADJ:ALL_SOLID:sunflower seed]
[STATE_NAME:LIQUID:melted sunflower seed]
[STATE_NAME_ADJ:LIQUID:melted sunflower seed]
[STATE_NAME:GAS:boiling sunflower seed]
[STATE_NAME_ADJ:GAS:boiling sunflower seed]
                [PREFIX:NONE]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:sunflower bullet]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:SOLID_GLOB]
[CDI:VERB:fires sunflower seeds:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BABY:1]
[CHILD:12]
[EQUIPS]
        [ITEMCORPSE:SEEDS:NO_SUBTYPE:PLANT_MAT:SUNFLOWER]
[ALL_ACTIVE]
        [CANOPENDOORS]
[HOMEOTHERM:10067]
[SPEED:700]
[SWIMS_INNATE][SWIM_SPEED:2500]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH:EYEBROW]
[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:MOSS_GREEN:1:ORANGE:1:PUMPKIN:1:RED:1:SAFFRON:1:SCARLET:1:SILVER:1:WHITE:1:LIGHT_BLUE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN][TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE][TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]

Still a mess in my opinion, but it works. Thank you anyways.
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7233 on: February 18, 2014, 02:24:20 am »

Graphics questions : How do you set sprites for consorts?

The queen came to my fort after I discovered adamantine with six ladies. Six ladies!

Anyway, the sprite for the queen is OK but her consort, for some reason, uses the same as my army leader.
Taking from Phoebus set I added _CONSORT to the related entity positions but that does not seem to work.

Here is how I defined the noble sprites :
Spoiler (click to show/hide)

And for the army leaders :
Spoiler (click to show/hide)

WARLORD is the only sprite that uses 2:14 so I am a bit lost.
Also the lords that came along has been promoted during world gen and have no defined position in the entity. Is there a way to defined sprite for them and their consort too? Thanks.
« Last Edit: February 18, 2014, 03:25:55 am by Boltgun »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7234 on: February 18, 2014, 10:40:07 am »

Consorts aren't technically noble positions, so I don't think you can.

Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7235 on: February 18, 2014, 01:39:34 pm »

Consorts aren't technically noble positions, so I don't think you can.

I played around a bit and it seems that the queen consort indeed follow the WARLORD tag. This does not make sense but it seem I can define consort sprites this way.
« Last Edit: February 18, 2014, 01:48:53 pm by Boltgun »
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Nicolo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7236 on: February 22, 2014, 06:07:50 pm »

Is there a way to mod in a method to remove say a werebeast or vampire curse?
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7237 on: February 22, 2014, 07:00:58 pm »

No, but you can in advanced worldgen settings.

Also, WARLORD tag?
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TheDorf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7238 on: February 23, 2014, 07:49:24 am »

What would happen if I give a creature multiple [ATTACK_TRIGGER] tags? Would this cause the creature to attack if one of these trigger requirements is fulfilled?

What I'd like to do it make dragons attack if a fort either has at least 80 pop and 250,000 created wealth, OR at least 1 pop and 1,000,000 created wealth.

On an unrelated note: What happens to tame/domesticated megabeasts when a fort is lost/abandoned?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7239 on: February 23, 2014, 03:06:05 pm »

What would happen if I give a creature multiple [ATTACK_TRIGGER] tags? Would this cause the creature to attack if one of these trigger requirements is fulfilled?

What I'd like to do it make dragons attack if a fort either has at least 80 pop and 250,000 created wealth, OR at least 1 pop and 1,000,000 created wealth.

On an unrelated note: What happens to tame/domesticated megabeasts when a fort is lost/abandoned?

I think they are done on a OR wise "80 pop or 250000 wealth or 1 pop or 1000000" once one of those are reached then bam in this case 1 pop
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dirkdragonslayer

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7240 on: February 23, 2014, 08:22:30 pm »

How do I get a specific part of the body to be a specific material, like if I want the skin on my creature's tail, leg, thing, to be scales made of pure iron?
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Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7241 on: February 23, 2014, 09:15:54 pm »

I'm trying to make some elemental creatures (fire, ice, water, air, earth, etc...) and haven't been able to get them working quite how I want (some of them are too tough others are too weak, etc...). Was wondering if people have their own elementals that they would like to post so I can compare and fine tune mine. (I have never been very good at creature creation)
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7242 on: February 24, 2014, 01:07:41 am »

Why isn't it working

Code: [Select]
[REACTION:SOAP_MAKING_MACRO_P]
[NAME:make soap (macro)]
[BUILDING:TOKEN_STATION_FANTASTIC_P:CUSTOM_SHIFT_S]
[PRODUCT:100:1:TOOL:SOAP_TOKEN_1_P:NONE:NONE]

It creates nothing.

Code: [Select]
[ITEM_TOOL:SOAP_TOKEN_1_P]
[NAME:lye token:lye tokens]
[VALUE:0]
[TILE:233]
[SIZE:1]
[MATERIAL_SIZE:1]

I can make the tool with hackwish just fine and it works in other reactions just fine, but that reaction for some reason can't make that tool.

The reaction shows up fine and the building shows up fine as well, btw. That's all good. The problem is exactly with the reaction not outputting its product correctly. Here's my errorlog:

Code: (errorlog.txt) [Select]

Except less than that because it's not generating one...

EDIT: Adding another product makes it so that there are now two products not showing up. Hmm.
« Last Edit: February 24, 2014, 01:11:50 am by Putnam »
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7243 on: February 24, 2014, 04:51:25 am »

How do I get a specific part of the body to be a specific material, like if I want the skin on my creature's tail, leg, thing, to be scales made of pure iron?
This should do the trick:
Code: [Select]
[TISSUE:IRON_SCALES]
[TISSUE_NAME:iron:iron]
[TISSUE_MATERIAL:INORGANIC:IRON]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SELECT_TISSUE_LAYER:SCALE:BY_CATEGORY:IRON]
[SET_LAYER_TISSUE:IRON_SCALES]


Why isn't it working

Code: [Select]
[REACTION:SOAP_MAKING_MACRO_P]
[NAME:make soap (macro)]
[BUILDING:TOKEN_STATION_FANTASTIC_P:CUSTOM_SHIFT_S]
[PRODUCT:100:1:TOOL:SOAP_TOKEN_1_P:NONE:NONE]

It creates nothing.

Code: [Select]
[ITEM_TOOL:SOAP_TOKEN_1_P]
[NAME:lye token:lye tokens]
[VALUE:0]
[TILE:233]
[SIZE:1]
[MATERIAL_SIZE:1]
Does your tool file have a proper header? Does the reaction work if you assign a material to the product?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7244 on: February 24, 2014, 10:00:13 am »

Like I said, the tool works fine and can be created with hackWish.

If I add another product that does have a material, that product doesn't work either.
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