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Author Topic: Rise of the Mushroom Kingdom: No new update...yet  (Read 270529 times)

Nahere

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #825 on: December 22, 2019, 06:58:15 pm »

Legends Viewer doesn't like the shyguy language. You'd have to repalce it and generate a new world.
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UselessMcMiner

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #826 on: December 23, 2019, 03:02:35 pm »

What do Toad Houses do? Do I need to make beds for my Toads?
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The scouts have been fighting a giant capuchin for the past month now. They still haven't killed it.

Obsidian 1053

The Sentries are still fighting the capuchin. For two monthes they have done nothing but punch this monkey.

Kinlok

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #827 on: December 23, 2019, 04:01:50 pm »

What do Toad Houses do? Do I need to make beds for my Toads?

Toad Houses store powerups so they don't degrade.
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pikachu17

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #828 on: December 24, 2019, 03:40:37 pm »

And toads do need beds, unless I'm forgetting them not needing sleep.
Any intelligent creature that sleeps needs beds.
If nothing else, it is likely yoshis need beds.
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UselessMcMiner

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #829 on: December 25, 2019, 12:28:01 pm »

Toads dont report murders for some reason? Theres a vampire in my fort and I dont have a clue who it is cause people have been getting drained of blood in rooms full of 50 people. I decided to retire so I could find out who it is.
« Last Edit: December 25, 2019, 01:12:11 pm by UselessMcMiner »
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The scouts have been fighting a giant capuchin for the past month now. They still haven't killed it.

Obsidian 1053

The Sentries are still fighting the capuchin. For two monthes they have done nothing but punch this monkey.

Matz05

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #830 on: December 30, 2019, 04:39:39 pm »

I'm also getting a crash during worldgen with "undefined local creature material set to default: SOCKOP_ROTMK TALLOW" printed to errorlog.txt (running Linux here and using 44.05, installed according to the steps in the above guide, if that makes any difference).
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Kinlok

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #831 on: December 30, 2019, 05:53:20 pm »

I'm also getting a crash during worldgen with "undefined local creature material set to default: SOCKOP_ROTMK TALLOW" printed to errorlog.txt (running Linux here and using 44.05, installed according to the steps in the above guide, if that makes any difference).

Sockops are in the
raws/objects/creature_rotmk_newrpg.txt
Make sure that file is in there. As for tallow, that is mentioned in several places but for the local material template, that is in:
raws/objects/material_template_rotmk.txt
Make sure that file is in there too.

Here are some of the other files that mention it. check for those:
raw/objects/entity_rotmk.txt
raw/objects/entity_rotmk_allies.txt
raw/objects/material_template_default.txt - this one make sure it is from the mod download not from DF.
raw/objects/plant_rotmk_cooking.txt
raw/objects/reaction_other.txt
raw/objects/reaction_rotmk.txt
Hope that helps.

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ArmyOfGiantEmus

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #832 on: December 31, 2019, 12:06:21 pm »

I got fertile koopa eggs! Just wanted to let people know this IS possible. There are 6 eggs in the nestbox.

Can't take screenshots, been searching for about 30mins on how to do it and nothing works. Alt and Printscreen do nothing, Fn key doesn't exist, screenshot folder has nothing, and if spent another second on this I'm going to find a way flip this heavy metal desk and put my foot through this screen.

Unfortunately got a koopa stuck doing nothing again. Last time this happened I exiled the blighter and he's still where I left him on the edge of the map. How do I fix? He got stuck on drink, then on picking up equipment. This new one got into a fight and has been trying to get a drink since then. He doesn't have a shell on, so he's not hiding in one.
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IndigoFenix

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Re: Rise of the Mushroom Kingdom: No new update...yet
« Reply #833 on: February 06, 2020, 09:37:11 am »

Oh my goodness.  The update passed me by.
I'm rather busy with other projects right now but there is no way that I'm not going to make use of the new features when I get the chance.  Anybody want to clue me in on what's possible now?

pikachu17

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Re: Rise of the Mushroom Kingdom: No new update...yet
« Reply #834 on: February 06, 2020, 01:37:59 pm »

Oh my goodness.  The update passed me by.
I'm rather busy with other projects right now but there is no way that I'm not going to make use of the new features when I get the chance.  Anybody want to clue me in on what's possible now?
Interactions that knock people away.
Summoning interactions, both permanent and temporary.
Healing syndromes.
Transformations that turn into a random creature with certain tokens.
MEDIUM_BLESSING, MEDIUM_CURSE, MINOR_BLESSING, MINOR_CURSE, and the pre-existing MAJOR_CURSE can all happen from rolling divination dice. MAJOR_CURSE only happens if you roll one set of dice thrice. MAJOR_CURSE on temples only work if you worship that god.
Interactions creating items at a creature's feet and upgrading all the items a target creature has.
Whatever the syndrome tag [CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:1000].
Interactions that add or remove weather.
If you look at the world data, you can see ghouls that spread syndromes through attacks, without a transformation involved.
There are [I:SOURCE:EXPERIMENT] now.
DEFEND is a new usage hint so that creatures use self-targeting stuff without having to flee combat
You can change how much xp and attribute gains you get from a reaction.
SHARP_ROCK is a new material emission type
Bogeyman are different now, by the way.
Not absolutely sure what they do, but the returned beast master position has two new responsibilities.
USE_NON_EXOTIC_PET_RACE might be a new entity tag.

This is all I can think of right now.
« Last Edit: February 06, 2020, 01:41:57 pm by pikachu17 »
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Nahere

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Re: Rise of the Mushroom Kingdom: No new update...yet
« Reply #836 on: February 06, 2020, 02:19:27 pm »

We can control multiple party members in adventure mode now, so it might me a good idea to give adventurers the ability to turn power stars into 1-up mushrooms so they can bring back fallen party members.
[DEMON] and [UNIQUE_DEMON] are valid tokens now, so you should hopefully be able to get demon koopas to found civilisations.
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IndigoFenix

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Re: Rise of the Mushroom Kingdom: No new update...yet
« Reply #837 on: February 06, 2020, 05:48:41 pm »

Hah, interesting!
Can these new effects be tied to foods, or to reactions?

Nahere

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Re: Rise of the Mushroom Kingdom: No new update...yet
« Reply #838 on: February 06, 2020, 06:53:58 pm »

Pretty much all the new stuff is either syndrome or interaction based, so they can be tied into food or boiling rock reactions.
Speaking of reactions, we also got this:
Quote from: file_changes.txt
new reaction tags:
      [SKILL_ROLL_RANGE:<basic range>:<multiplier>]
         The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
         random(x) returns a number between 0 and x-1, so basic range is always 1 or more.  The default is 11.
         The default multiplier is 5.
      [SKILL_IP:<integer>]  Default is 30.
      [ATTRIBUTE_IP:<integer>]  Default is 10.
So now we can meddle with quality rolls, and exp amounts.
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pikachu17

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Re: Rise of the Mushroom Kingdom: No new update...yet
« Reply #839 on: February 07, 2020, 09:31:37 am »

Hah, interesting!
Can these new effects be tied to foods, or to reactions?
Oh, and I forgot to mention, there's an interaction that allows vanilla obsidianization. Unfortunately, you can apparently only create items on top of creatures, so you can't just make a fortress out of obsidian in adv mode, at least not without creating a camp and obsidian boulders.

[INTERACTION:OBSIDIANIZE]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:obsidian]
   [I_EFFECT:CREATE_ITEM]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE]
   [I_EFFECT:CREATE_ITEM]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ITEM:100:3000:LIQUID_MISC:NONE:INORGANIC:NONE]

And apparently, on .47.02, you can give [MINING_UNDERWORLD_DISASTERS] so miners of that entity might dig too deep. I have no idea if this only works on CAVE_DETAILED sites or not.
« Last Edit: February 07, 2020, 09:48:17 am by pikachu17 »
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