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Author Topic: The Modding Screwups Thread!  (Read 11018 times)

Pickerel

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Re: The Modding Screwups Thread!
« Reply #15 on: June 12, 2012, 07:01:18 pm »

Back about two years ago, I had modded a few things in to magma to make it a little more dangerous.  There were Giant Fireflies which would fly out of the magma and shoot fireballs from above (and had to be dealt with or the magma had to be capped, but they were a nice effective magma deterrent).  There were also some 'Bomb Crag's, a creature made of magma with a rock shell.  I wasn't good at creature modding yet, so I had taken hints from a variety of creatures made of nothing but non-flesh materials, such as Magma Man, Iron Man, and Bronze Collossus.

For many games, the creatures acted well.  They were somewhat skiddish, but could occasionally, if one wasn't careful with their magma, get into the fort, and would cause havok.  But I never got to see their true power, until one day, I had my dwarves collecting Glass Slug silk by the mouth of the volcano, and one of the Bomb Crags accidentally got cornered by two dwarves, and fought back.  The result was that the dwarf died, and the Bomb Crag became a named creature out for living blood.  I had made them very slow, but that made it all the more ominous as the creature made its way ponderously toward my fort.  "It's okay", I thought, "I'll just get my military ready for it, and it will just end up dying in my long hallway of traps - the one that takes out entire goblin sieges".

To my surprise, though, the human caravan showed up, and was closer to the creature.  "Ahh, perfect!" I thought.  "Their experienced fighters will deal with this problem, or at least weaken it!".  The caravan approached, and the Bomb Crag moved in, and the caravan fighters advanced on the creature.  but BAM!  A goblin ambush ambushes the creature!  "Perfect", I thought, "the goblins will take care of this menace as well!".  The goblins surrounded the creature and an epic battle began... Just as a Goblin Siege appeared!  Yes, on top of ambushes, a siege!  And I thought "Well, this is even better!" as the goblins made their way toward the Bomb Crag.  NOW the TRULY epic battle began.

By truly epic, I mean the goblins were lain waste to, their corpses littering the area following their inevitable retreat.  Not only had the creature taken out several goblin ambushes, it then proceeded to take out an entire goblin siege, and in the process the creature - not the goblins - took out the human caravan as well, wagons, fighters, and all.  And the creature was bruised.

The creature advanced on the fort once more, and I thought 'maybe if I get a lucky hit in, or maybe if the traps are enough...'... It didn't have trapavoid, but I hadn't put up any cage traps (which ironically could have fixed this whole thing).  It entered the trapped hallway... and suddenly an ambush of Dark Seethers, an arachnid race that I HAD given Trapavoid, to basically make it so one couldn't necessarily protect the whole fort with just a hall full of traps (in other words, to make up for what goblins lacked).  They had encountered the creature in the hallway and were now visible!  Their web paralyzes the creature, which triggers even traps it is already standing on, and the creature moves all around pursuing the dead and dying Dark Seethers that it left in its wake.  The creature was hit with so many traps so many times that about half the traps in the entire hall were jammed by the time the whole thing was over.  I checked the creature's status.  Bruised.

It advanced, and reached the end of the traps, where it began to frighten and then slaughter dwarves like hot cakes.  I checked its status.  Entirely healed.

The problem was I had accidentally, in making an amalgam creature, made something with all the strength, size, ect. of a Bronze Colossus, but with all the healing abilities of an Iron Man, and made it out of a non-breaking material. 

I saved that fort, though, by taking all remaining dwarves into a room, digging a long circular passage with legendary miners, walling it up behind, and then walling up the other end when we broke back into the fort.  The room and tunnel remained untouched for the rest of the fortresses relatively long life.
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travellersside

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Re: The Modding Screwups Thread!
« Reply #16 on: June 12, 2012, 07:47:52 pm »

I made a mistake while standardising animal products and somehow erased the concept of meat from the game. It was still in the raws, but the game just didn't care. All that was left was skin and bone. I thought that it was funny enough that I was tempted to keep it, but since for some reason I had a dwarf endlessly looping through trying to process a non-existent cheese and creating an infinite amount of skin... I decided not to.
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leafbarrett

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Re: The Modding Screwups Thread!
« Reply #17 on: June 13, 2012, 08:32:21 am »

When changing the material amount a weapon needed for an existing fort, I accidentally added not one, but two extra zeros. I ended up with about 2000 copper bars from melting a single item. To get rid of the excess copper, I set copper to explosively boil at room temperature and fixed its temp at that. Problem is, that applied to ALL copper, including armor, weapons, and the only 4 anvils I had (I modded copper to be an anvil-compatible item). So I ended up missing half my items and the ability to craft anything metal.

Oh, another one: I added mythril, which was to be crafted from several adamantine wafers. However, somehow the dwarven caravans had access to it, and since it was basically really dense adamantine (albeit 10 times more expensive), it basically broke the game.
« Last Edit: June 13, 2012, 08:50:49 am by leafbarrett »
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Quote from: leafbarrett
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They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
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Remuthra

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Re: The Modding Screwups Thread!
« Reply #18 on: June 13, 2012, 06:12:10 pm »

Pretty much the only modding screwup i ever had was when i was messing with the magic mod and accidentally installed the wrong version. I still have no idea how, but all dwarves turned into phoenixes and literally set the world on fire. They also seemed to be able to do things like mine without a pick.

psychomantits

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Re: The Modding Screwups Thread!
« Reply #19 on: June 14, 2012, 12:04:34 pm »

So I was modding a lone merchant creature for my horror mod so could be killed for precious loot and supplies. In order to make him a little bit more dangerous, I gave him a custom body part, the pistol and modified the magma crab interaction a bit...

Spoiler (click to show/hide)
Giving EVERYONE a gun and enjoying the heroic bloodshed was my best idea this week.
« Last Edit: June 14, 2012, 12:08:15 pm by psychomantits »
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Minnakht

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Re: The Modding Screwups Thread!
« Reply #20 on: June 18, 2012, 06:12:44 pm »

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

Umm... bone bushes. I think I'll do it.

Well, I'll be damned. I didn't expect the idea to catch.
...if you do make it work, could you share the raws?
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GreatWyrmGold

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Re: The Modding Screwups Thread!
« Reply #21 on: June 18, 2012, 08:14:46 pm »

I haven't been modding for a while, but...bump?
Also, I'd still like to see the bursts.
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Hugo_The_Dwarf

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Re: The Modding Screwups Thread!
« Reply #22 on: June 18, 2012, 08:40:21 pm »

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

Umm... bone bushes. I think I'll do it.

Well, I'll be damned. I didn't expect the idea to catch.
...if you do make it work, could you share the raws?
Was your Idea, I will need some time to get to the "evil" plants part of my Mod. Saddly i know there is No way to make Bone/Ivory work as planned, since those materials have to be a BODY_COMPONET aka CORPSEPIECE and there is no way to do that without crashing the game altho a harvestable evil plant that can be milled into flux would be cool.
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Bohandas

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Re: The Modding Screwups Thread!
« Reply #23 on: June 18, 2012, 09:27:28 pm »

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

Umm... bone bushes. I think I'll do it.

Well, I'll be damned. I didn't expect the idea to catch.
...if you do make it work, could you share the raws?
Was your Idea, I will need some time to get to the "evil" plants part of my Mod. Saddly i know there is No way to make Bone/Ivory work as planned, since those materials have to be a BODY_COMPONET aka CORPSEPIECE and there is no way to do that without crashing the game altho a harvestable evil plant that can be milled into flux would be cool.

Can't you just define a plant material from the bone template?
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davros

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Re: The Modding Screwups Thread!
« Reply #24 on: June 18, 2012, 09:50:55 pm »

I modded in fire wizards. They had dragonfire breath, so they ended up setting themselves on fire.
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I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

Hugo_The_Dwarf

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Re: The Modding Screwups Thread!
« Reply #25 on: June 18, 2012, 09:56:15 pm »

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

Umm... bone bushes. I think I'll do it.

Well, I'll be damned. I didn't expect the idea to catch.
...if you do make it work, could you share the raws?
Was your Idea, I will need some time to get to the "evil" plants part of my Mod. Saddly i know there is No way to make Bone/Ivory work as planned, since those materials have to be a BODY_COMPONET aka CORPSEPIECE and there is no way to do that without crashing the game altho a harvestable evil plant that can be milled into flux would be cool.

Can't you just define a plant material from the bone template?
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.
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Reudh

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Re: The Modding Screwups Thread!
« Reply #26 on: June 18, 2012, 10:28:58 pm »

I made a creature that was entirely eyes, at the request of an Escaped Lunatic, as a watchdog creature. Basically defined its own body that was a simple upper body, lower body, hands, feet and head, all made out of eyes.

Stab its eyefoot out? No problem, it has another eyefoot. And eyehands.
And eyebody. And eyehead. They started with [CAN_LEARN][SLOW_LEARNER]and [SKILL_INNATE:SITUATIONAL_AWARENESS:10] iirc.

Pokon

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Re: The Modding Screwups Thread!
« Reply #27 on: June 18, 2012, 10:33:19 pm »

I once created a pesudocentaur. It was a horse with two bodies and a single head. I think it just walked up to my fortress to scream at my dwarves to kill it.
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Reudh

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Re: The Modding Screwups Thread!
« Reply #28 on: June 18, 2012, 10:36:47 pm »

Oh, and the watcher would inexplicably suffocate despite having working lungs.

Putnam

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Re: The Modding Screwups Thread!
« Reply #29 on: June 18, 2012, 10:43:18 pm »

Oh, and the watcher would inexplicably suffocate despite having working lungs.

Did you give it a brain? It needs one of those to breath. Either that or [NO_THOUGHT_CENTER_FOR_MOVEMENT]

EDIT: no thought center for music? Magical player pianos?
« Last Edit: June 18, 2012, 11:12:21 pm by Putnam »
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