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Author Topic: The Modding Screwups Thread!  (Read 11007 times)

Hugo_The_Dwarf

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Re: The Modding Screwups Thread!
« Reply #45 on: June 28, 2012, 08:45:13 pm »

It will count as BONE yes, but since there is no why to make that BONE material be CORPSEPIECE (as CORPSEPIECE items are only created on butcher) the craftshop will simply ignore it.

Add a reaction with this product to the Farmer's Workshop?

Code: [Select]
[PRODUCT:100:<quantity>:CORPSEPEICE:<material token>]
Nope Chuck Testa, that will crash the game I believe. It's like using FOOD as a product item. Just a no go dojo
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RickRollYou2

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Re: The Modding Screwups Thread!
« Reply #46 on: October 16, 2012, 09:34:57 am »


Spoiler (click to show/hide)
Giving EVERYONE a gun and enjoying the heroic bloodshed was my best idea this week.

How does one allow the firing of three bullets at once? Or am I interpreting this wrongly and you just put the three messages together? :P
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Putnam

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Re: The Modding Screwups Thread!
« Reply #47 on: October 16, 2012, 09:12:48 pm »

I don't think that the game lists firing as 3 different events.

Reudh

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Re: The Modding Screwups Thread!
« Reply #48 on: October 16, 2012, 09:27:28 pm »

Correct me if I'm wrong, but if it was an interaction rather than a breath, then if it repeated the 'firing' three times then it would show up three times. Perhaps the gun activates an interaction?

noobnubcakes

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Re: The Modding Screwups Thread!
« Reply #49 on: October 16, 2012, 09:48:00 pm »

I once made a horse civ with no qualms about stealing that also could be used as a merchant animal,
whenever merchants arrived the horse would start doing mass stealing sprees that filled up the entire announcement screen.

I also made a creature with extremely hot gaseous blood that could easily die from a single cut.


« Last Edit: October 17, 2012, 08:35:28 am by noobnubcakes »
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To this day the elven warrior castes hunt the enemies of nature for the purpouse of bringing back slain intelligent beings for consumption by their leaders and generals, for the good of nature and the survival of elvenkind.

And that is the story of how napalm was invented.

Wirevix

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Re: The Modding Screwups Thread!
« Reply #50 on: October 17, 2012, 07:17:14 pm »

It seems likely that "fire three bullets in a burst" is its own separate interaction rather than just "fire," and it is set to produce 3 "bullet" items when it happens.  As otherwise the game would just say "you fire a bullet! you fire a bullet! you fire a bullet!"
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In other news, the trees in my game can have invisible sex.

Scruffy

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Re: The Modding Screwups Thread!
« Reply #51 on: October 17, 2012, 08:28:11 pm »

On one of my initial versions of coraibolds (kobolds with a copper limb named "large copper dagger" in their right, non-grasping hand that was able to inflict a necrotic syndrome that sometimes transformed the victims into coraibolds) I had a problem with the transformed coraibold thralls still retaining their civ. I embarked on a coraibold cave and after a bit of fighting all of my dwarves were either dead from necrosis or transformed. I had planned that the transformed would turn against their former comrades but instead I was stuck with a fort full of coraibolds that are too small to wield a pick. (Funny thing that one of the former dwarf coraibolds had a romance with a dwarf migrant)

Those 'bolds also were a tad bit overpowered at one point. They could just stab an elephant in the head with their "daggers" and kill it. (usually while they were biting it and waving it around in air. Too high biting skill)

I have also had some interesting incidents with my current attempts to make a dwarven hive race. (a nearly immobile, slug-like hive queen that is the only breeding dwarf in the fort and soldier and worker castes.)
The workers are a bit like drunken tribbles with an ability to create an "aura of dwarfiness" as self-defence. Initially it was a dustcloud attack with a far too low cool down. You can quess the results.
A kobold snuck in the fort and boom, everything is flying against walls and getting killed by the dust. (nowdays it is a cloud of syndrome gas that causes nausea)
Edit: also, after a while a big chunk of the fort would be children of the hive queen and lead to the queen going insane over the constant deaths of her children
« Last Edit: October 17, 2012, 08:31:20 pm by Scruffy »
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The weredwarf Urist McUrist has come! A bearded drunkard twisted into minute form. It is crazed for booze and socks. Its unwashed beard is tangled. It needs alcohol to get through the working day and has gone without a drink for far too long. Now you will know why you fear the mines.

Et tu, Urist

jaxy15

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Re: The Modding Screwups Thread!
« Reply #52 on: October 18, 2012, 07:22:54 am »

I once messed up a creature's blood and their bodyparts.
They left a trail of pus wherever they went.
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Dwarf Fortress: Threats of metabolism.
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