Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 4

Author Topic: The Modding Screwups Thread!  (Read 11011 times)

Dr. Melon

  • Bay Watcher
    • View Profile
The Modding Screwups Thread!
« on: June 11, 2012, 01:32:51 pm »

Welcome to The Modding Screwups Thread - this is where you, the enterprising modder, can share stories about the terrible and wonderful anomalies that have appeared when you were modding. From the bizarre effects from duplicated raws to the amusing misbehaviour of a misplaced 0, you can share your stories here!

Additionally, if you still have the raws that cause your upsetting/hilarious behaviour, upload them and let people play around with your wonderfully broken worlds.

Here's one from some time ago:

The Bursts
I had decided to make an animal created solely for fortress defense. As a sort of mobile landmine, I decided to give the creature boiling hot gases for blood, and in playing with the new (at the time) syndromes I added some debilitating necrosis effects from the blood-gas. I named these little critters "bursts", and they were tameable, trainable little pets. Which is where I went wrong. I only noticed the error of my ways when migrants started turning up with their own pet Bursts, and rather unfortunately one of them got into my danger room and, well, burst. So the burning hot poison gases spray around the room, quickly setting off another Burst in the doorway, and then another down the hall - right next to my kennels. Fortunately, the kennels didn't erupt and I thought I was safe - but, of course, the owner of the first stricken pet decided right there and then to have a tantrum and planted a kick firmly into a Burst, sending it flying backwards into the wall of the kennels, where it exploded - all the other Bursts following shortly after, filling the Kennels with the poisonous, burning muck. It wasn't long before most of the fortress was ill and dying, and then the goblins invaded and finished them off.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: The Modding Screwups Thread!
« Reply #1 on: June 11, 2012, 02:14:02 pm »

Oh, god, you really need to share that!

A while ago, I was starting some (orphaned) experiments to see what happens with duplicate raws. I wound up playing as kobolds...who I could set to be slaughtered. Cue kobold-leather stuff.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

caddybear

  • Bay Watcher
  • Elf Supporter
    • View Profile
Re: The Modding Screwups Thread!
« Reply #2 on: June 11, 2012, 02:34:23 pm »

Oh, god, you really need to share that!

A while ago, I was starting some (orphaned) experiments to see what happens with duplicate raws. I wound up playing as kobolds...who I could set to be slaughtered. Cue kobold-leather stuff.

Post-birth control
Logged
And then did ARMOK say, the east is the holiest of directions, and thou shouldst not stand there lest thou be strucketh down by my holiest of beards. And then did the dorfs did say, we shall build from the west, for more do we fear the beard of ARMOK than the strike of the elephant.

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: The Modding Screwups Thread!
« Reply #3 on: June 11, 2012, 04:13:07 pm »

This thread has great potential.  posting primarily to watch.

My most notable modding screwup was years ago.  One of the custom adventure mode races did very badly with cold.  Leaving the tropics or playing in winter was a death sentence.  When night fell, they froze to death.

So In an attempt to rectify this I made a little creature called a firefox.  It's leather had a high fixedtemp to counter the cold.  The plan was that an adventurer would find and buy some item or another made of the leather (this was pre adventurer reactions) and the fixedtemp would keep the adventurer warm.  But I never actually tried it out in practice.  Too much bad luck finding a shop that sold some, got tired of looking and just assumed it worked.

Next fortress mode game I find that all the caravans are spontaneously exploding when they enter the map.  Seems the leather was hot enough to set fires and blow up the booze whenever it was carried.   Oops.
Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: The Modding Screwups Thread!
« Reply #4 on: June 11, 2012, 04:20:37 pm »

Tryed my hand at generalized materials, ended up with blood everywhere at embark and everyone was missing their eyebrows and eye lashes
I forgot to edit the eybrow/lash template to grab a pre-set material, so it choose blood. which promptly ran off their faces on embark
Logged

Minnakht

  • Bay Watcher
  • Green Eyed Monster
    • View Profile
Re: The Modding Screwups Thread!
« Reply #5 on: June 11, 2012, 04:31:40 pm »

Eh. You guys modded creatures. That leaves my stories much less impressive.

I tried to make an ivory bush. It would grow bone-like branches. Those could be used just like bone. Alternatively, they could be threshed to get the fibrous 'marrow', in an attractive blood red colour, from which thread could be spun.
Using the bones as actual bones never worked.

I also tried to make butterhand bushes. When processed, those would yield butterfingers, from which butter could be pressed to be made into hand soap.
Pressing the fingers never worked either.

I did, however, make functioning drab olive bushes. Aside from being food and pressable for olive oil, they could be used to dye things olive drab.
That, amazingly, worked perfectly. I shouldn't mention it here.
Logged
Giant badgers are cruel saddistic balls of fur and hate. Did anyone know they could paint a wall with a single dwarven baby?.... You know what, I made the Giant badgers sound like sane DF players.
A Kea has stolen a coke!

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: The Modding Screwups Thread!
« Reply #6 on: June 11, 2012, 04:42:42 pm »

bone bushes that is so epic i might make that an evil plant.

Logged

Valikdu

  • Bay Watcher
  • Ruin... has come to our family.
    • View Profile
Re: The Modding Screwups Thread!
« Reply #7 on: June 11, 2012, 05:26:38 pm »

When I was figuring out how to make a creature with both a chitin layer and a skeleton, which was the first time I did anything with the body plans. Before I got it right, there was a time when the creature consisted entirely of skin tissue (I think), and the time when all the tissues were hard and fractured on impact.

Also when I changed these raws on a live fortress, once all the items that were made of the creature's bone/chitin tissue turned into various other tissues (different organs and stuff)... ugh. Imagine a militant's surprise when his new shiny bone crossbow turns into meat.

Umm... bone bushes. I think I'll do it.
« Last Edit: June 11, 2012, 05:32:16 pm by Valikdu »
Logged

TheYakuza

  • Bay Watcher
    • View Profile
Re: The Modding Screwups Thread!
« Reply #8 on: June 11, 2012, 06:13:49 pm »

Recently tried making a mushroom that can be brewed into coke so that I can grow my own fuel. When I tried coding in the product to give me both seeds and fuel this was the result.

Spoiler (click to show/hide)

Luckily Hugo_The_Dwarf managed to help me out and everything is working.
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: The Modding Screwups Thread!
« Reply #9 on: June 11, 2012, 06:32:21 pm »

Recently tried making a mushroom that can be brewed into coke so that I can grow my own fuel. When I tried coding in the product to give me both seeds and fuel this was the result.

Spoiler (click to show/hide)

Luckily Hugo_The_Dwarf managed to help me out and everything is working.
Well there goes that research facility lol, and your welcome.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: The Modding Screwups Thread!
« Reply #10 on: June 11, 2012, 10:23:28 pm »

I'd still like to see the bursts...

Um, other modding mishaps...there was the time, same experiments, where I was playing the present version of a modded race that could do reactions that made bars of hydra or dragon bone. That lead to them being able to embark with bars of mermaid kidney and...something else.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

outofpractice

  • Bay Watcher
    • View Profile
Re: The Modding Screwups Thread!
« Reply #11 on: June 12, 2012, 12:43:40 am »

my most memorable? probably the fort where i was playing with minerals and there appearence. I must have duped the minerals raw. Candy, Candy everwhere. It was like christmas it was that good. Till every single invader showed up with candy armor & weapons. I always play with Fort Def II installed. So lots of invaders. My fort died a horrible horrible mess.
Logged

BeforeLifer

  • Bay Watcher
    • View Profile
Re: The Modding Screwups Thread!
« Reply #12 on: June 12, 2012, 11:40:25 am »

When I was making my Giant scorpion (see the corrosion mod if you want it) First I accidentally made it so that there was no chitin on the outside which was hell to figure out how to fix that, then it bleed out to easy when a leg was severed so I made it barely bleed at all. Then when I was rebalencing the weapon raws to be more realistic (are you really not going to have a massive pendulum effect from swinging a war hammer or war axe?) I added in the halberds hammer attack because some of them had a hammer end on the other end of the axe. That was hell to balance because it would either just bruise or it would shatter every hit, finally managed to find a happy medium were it bruises, breaks and shatters at a good ratio.

Also Yes I am finaly back I took a break because I was waiting for Toady to finish this release and set of bug fixes, Expect to see alot more of me :)
Logged
Any thoughts on how this can be abused?
Around these parts It's called weaponized

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: The Modding Screwups Thread!
« Reply #13 on: June 12, 2012, 06:10:33 pm »

Many times while developing the Dragon Ball mod, I realized that I had gone above and beyond the limits of the game--attacks being ineffective because the creature had too much strength, creatures flying when getting scratched because its size overflowed...

Steele

  • Bay Watcher
    • View Profile
Re: The Modding Screwups Thread!
« Reply #14 on: June 12, 2012, 06:45:17 pm »

Without realizing it I made a 2 ton creature so strong with attacks so fast it can send a 22 ton bronze colossus flying..
Needless to say, I've got some rebalancing to do.
Logged
Pages: [1] 2 3 4