Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 18 19 [20] 21 22 ... 247

Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 334673 times)

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #285 on: July 11, 2014, 04:35:19 pm »

Hmm...
I'm sure you want it to not be cheaty and have it assigned to a workshop...
I have no idea.
If you want to prevent it from being used in fort mode, create a custom workshop that all entities can build, but make sure that workshop is more or less impossible to build (requires a slade sock or something).
Was hoping to avoid that. The other option is to add it to a workshop, but have an impossible reagent.

Cheers.

In the previous version you could assign it to a building and then just not give the entity the PERMITTED_BUILDING, and they would still have the metals. You could try that.
Much better than my idea.  Hopefully that still works.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #286 on: July 11, 2014, 05:09:10 pm »

Thanks again. I will have to try this.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #287 on: July 11, 2014, 05:40:46 pm »

Looks like kobold cave is a bust without switching them to live births. Oh well, they're a bit boring anyway.
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Ectanoid

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #288 on: July 11, 2014, 08:45:59 pm »

How would you make it so that there's only one of a specific megabeast per world?
Logged

Bronze Dog

  • Bay Watcher
  • Kobold Sympathizer
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #289 on: July 11, 2014, 09:27:47 pm »

Looks like kobold cave is a bust without switching them to live births. Oh well, they're a bit boring anyway.
Was looking up some stuff to mod my own flavor of Kobold Camp while thinking of that exact topic. Yeah, it looks like egg laying civs aren't a walk in the park. As much as I like the idea of monotreme kobolds, they're going to have to go mainstream mammal for now.

My version are going to be swamp dwellers with mud hut towns.
Logged
Bronze Dog has been feeling rather happy lately. He is fond of scimitars, black bronze, turquoise, and kobolds for their underdog status.

Sanure

  • Bay Watcher
  • [CREATURE:DRONE][PREFSTRING:MADNESS][ETHICS:NOPE]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #290 on: July 11, 2014, 10:23:42 pm »

Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.

I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
Logged
Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #291 on: July 11, 2014, 10:26:40 pm »

Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.

I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
I don't think you can do the material damage part. You can do damage to creatures though. Just give them an item corpse that's an evaporating boulder with a syndrome.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #292 on: July 11, 2014, 11:20:45 pm »

Or just create workshop and do not give access for entity to it? Just access to reaction..

Or just not have a building at all.

Sanure

  • Bay Watcher
  • [CREATURE:DRONE][PREFSTRING:MADNESS][ETHICS:NOPE]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #293 on: July 11, 2014, 11:34:07 pm »

Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.

I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
I don't think you can do the material damage part. You can do damage to creatures though. Just give them an item corpse that's an evaporating boulder with a syndrome.

I know that you can have a creature that contains a layer of tissue that is a gas/liquid so I was thinking more of having the Steam insta-kill anything within a small radius.

Can I have the gas/liquid leave a glob or somthing within that radius called acid or something and have it cause pain and necrosis?
Logged
Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

Spehss _

  • Bay Watcher
  • full of stars
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #294 on: July 12, 2014, 12:11:15 am »

You could make the creature's blood cause syndromes to anything it touches that isn't the creature, yeah. Not sure about the gas tissue layer. If the gas tissue works you could have both the gas and the blood inflict the same syndromes.

What about making the creature's blood evaporate at room temperature and have the blood inflict syndromes upon ingestion as well as contact? Never tried it myself, but in theory it sounds like it'd work. That way when the creature is hit and it bleeds the blood evaporates immediately. AFAIK it should create a mist cloud similar to forgotten beast dust clouds. Or the creature's blood could evaporate instantly and explode the creature. As I said, I never tried this trick out myself.
Logged
Steam ID: Spehss Cat
Turns out you can seriously not notice how deep into this shit you went until you get out.

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #295 on: July 12, 2014, 01:53:46 am »

Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.

I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
Take a look at the iron man's raws for how to get gas under tissue. Make the gas have some kind of awful syndrome and make it insanely super hot to melt anything it touches.
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Sanure

  • Bay Watcher
  • [CREATURE:DRONE][PREFSTRING:MADNESS][ETHICS:NOPE]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #296 on: July 12, 2014, 03:19:32 am »

As Soon as I get the creature made I will post it here.


Also, I've noticed that if you make a necromancer surrender through intimidation, the zombies that follow it don't attack you.

This was tested at a Necromancer's tower, so it could be something else. Any ideas?
Logged
Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

Godlysockpuppet

  • Bay Watcher
  • [Insert wit here]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #297 on: July 12, 2014, 05:28:47 am »

Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.

I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
I don't think you can do the material damage part. You can do damage to creatures though. Just give them an item corpse that's an evaporating boulder with a syndrome.
Yes... Yes you can >.> Just make the chemicals freezing and they'll damage materials, as well as cause harm..
Logged

TheDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #298 on: July 12, 2014, 09:02:54 am »

How would I go about preventing shields from being made of specific materials? Like, only allowing a shield to be made out of metal?
Logged
I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".

TheDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #299 on: July 12, 2014, 09:33:59 am »

I don't quite get how pulping works... What exactly makes humans pulpable, while my balrog isn't?

Code: [Select]
[CREATURE:BALROG]
[DESCRIPTION:An ancient beast made out of flame and shadow.]
[NAME:balrog:balrog:balrog]
[CASTE_NAME:balrog:balrog:balrog]
[CREATURE_TILE:'C'][COLOR:6:0:0]
[CREATURE_CLASS:FLAMING]
[MEGABEAST][DIFFICULTY:15] 11 or higher does not get assigned as adv mode quests
[ATTACK_TRIGGER:80:10000:100000]
[FANCIFUL]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[SPHERE:FIRE]
[SPHERE:DARKNESS]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[BIOME:ANY_LAND]
[EQUIPS]
[NOFEAR]
[PREFSTRING:height]
[NOBONES]
[LIGHT_GEN]
[IMMOLATE]
[FIREIMMUNE]
[FIREIMMUNE_SUPER]
[ODOR_LEVEL:500]
[ODOR_STRING:smoke]
[SMELL_TRIGGER:10000] cannot smell
[BODY:HUMANOID_NECK:2WINGS:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:ROCK_FLAMING]
[TISSUE_NAME:flaming rock tissue:flaming rock tissue]
[TISSUE_MATERIAL:INORGANIC:ROCK_FLAMING]
[TISSUE_MAT_STATE:SOLID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:SKIN_FLAMING]
[TISSUE_NAME:flaming rock skin:flaming rock skin]
[TISSUE_MATERIAL:INORGANIC:ROCK_FLAMING]
[TISSUE_MAT_STATE:SOLID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:FLAMES]
[TISSUE_NAME:flame:flame]
[TISSUE_MATERIAL:INORGANIC:FLAME_ETERNAL]
[TISSUE_MAT_STATE:GAS]
[RELATIVE_THICKNESS:3]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE:FLAMES_LIQUID]
[TISSUE_NAME:flame:flame]
[TISSUE_MATERIAL:INORGANIC:FLAME_ETERNAL]
[TISSUE_MAT_STATE:LIQUID]
[RELATIVE_THICKNESS:3]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE:SKIN:SKIN_FLAMING]
[USE_TISSUE:FAT:ROCK_FLAMING]
[USE_TISSUE:MUSCLE:ROCK_FLAMING]
[USE_TISSUE:BONE:ROCK_FLAMING]
[USE_TISSUE:CARTILAGE:ROCK_FLAMING]
[USE_TISSUE_TEMPLATE:EYE:EYE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BLOOD:INORGANIC:BLOOD_FLAMING:LIQUID]
[SELECT_TISSUE:SKIN]
[PLUS_TISSUE_LAYER:FAT]
[PLUS_TISSUE_LAYER:MUSCLE]
[PLUS_TISSUE_LAYER:BONE]
[PLUS_TISSUE_LAYER:CARTILAGE]
[SET_LAYER_TISSUE:ROCK_FLAMING]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:FLAMES]
(TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:FLAMES_LIQUID)
[BODY_SIZE:0:0:20000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[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_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[DIURNAL]
[HOMEOTHERM:9905]
[LAIR:SIMPLE_BURROW:100]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]

How would I go about making it pulpable? I want it to actually be possible to eventually kill it. As it stands now, it seems like I can fight it forever.
Logged
I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".
Pages: 1 ... 18 19 [20] 21 22 ... 247