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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335305 times)

Quitschi

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #630 on: August 04, 2014, 04:04:55 pm »

I already found the mistake in the reaction I put in "ITEM_SHIELD" instead of "ITEM_SHIELD_SHIELD", I was just curious about the tall and curved shields, that's it.
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TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #631 on: August 04, 2014, 05:17:21 pm »

(OldGenesis mod) Damn scaly animals producing <snake name> FATTY as leathers, once again. Pangolin, anaconda, kingsnake, monitor, bushmaster...
Spoiler (click to show/hide)
How do I fix it? Our SCALE_TEMPLATE has [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER].

ps. What is the best command to ensure that a puny 2-4 kg bird/snake never makes leather?
Make a new SCALE_TEMPLATE_NOLEATHER that has no TAN_MAT declaration?
« Last Edit: August 04, 2014, 05:40:36 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #632 on: August 04, 2014, 05:29:01 pm »

It has no leather material, as it was removed with [REMOVE_MATERIAL:LEATHER]

I've had similar problems to this before.

Since it can't find the material it wants, it just defaults to the first material in the creature, which in this case is fat.
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Roses

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #633 on: August 04, 2014, 06:30:01 pm »

Using the new ability to pass arguments into creature variations, is there a way to set a default? Like if you pass an argument than replace this number with the argument, otherwise use the default?
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locustgate

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #634 on: August 04, 2014, 07:10:45 pm »

Is there any way to increase the range of a necromancer tower?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #635 on: August 04, 2014, 08:03:48 pm »

no

locustgate

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #636 on: August 04, 2014, 08:14:23 pm »

Is it possible to select what caste can fill what entity role?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #637 on: August 04, 2014, 08:14:54 pm »

yes, [ALLOWED_CREATURE:CREATURE:CLASS]

Do you know how nice it is to actually answer "yes" and give a single token response to a question that seemed like a shot in the dark? It's frigging refreshing.
« Last Edit: August 04, 2014, 08:16:33 pm by Putnam »
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locustgate

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #638 on: August 04, 2014, 08:56:52 pm »

yes, [ALLOWED_CREATURE:CREATURE:CLASS]

Do you know how nice it is to actually answer "yes" and give a single token response to a question that seemed like a shot in the dark? It's frigging refreshing.

It's refreshing to get a yes.

Tried again to make a world with necromancers after 20 worlds with 200 years each and no towers anywhere near where I want, in a small world, I gave up again and am trying to make a closer "necromancer" civ.
« Last Edit: August 05, 2014, 09:07:04 am by locustgate »
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #639 on: August 05, 2014, 01:28:53 am »

I've been trying to reference World Gen interactions in my modding but it constantly spits an errorlog despite the fact that I've copy-paste-searched them in the uncompressed save and found them there.
I know referencing world generated creatures used to work in .31 because of my demon adventures, does it still work? And if it so any idea why the difference?
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Hm, have you considered murder?  It's either that or letting it go.
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thistleknot

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #640 on: August 05, 2014, 09:10:52 am »

I'm starting a new mod with 40.06

Quick question.

If I want to keep the original source files as clean as possible and I want to add some reactions to entity_default.txt -> [Entity:Mountain]

It is possible to create a new file called

entity_mountain.txt

and duplicate these entries

[OBJECT:ENTITY]

[ENTITY:MOUNTAIN]

and insert a

   [PERMITTED_REACTION:CRAFT_WOOD_...]

and have it apply to the same entity?

That way I can simply comment out old lines in original files, but use a new file to make all my major additions


Update:

No it's not, the object has to be defined within the same file apparently...

Second question:

How does one go about creating a minimal skeleton for placeholder reactions & buildings?

Do I just need the name of the reaction like this?

[REACTION:PLACEHOLDER1]

   [REACTION:PLACEHOLDER2]

   [REACTION:PLACEHOLDER3]

   [REACTION:PLACEHOLDER4]
   
   [REACTION:PLACEHOLDER5]
« Last Edit: August 05, 2014, 10:41:17 am by thistleknot »
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thistleknot

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #641 on: August 05, 2014, 10:42:18 am »

seems my added changes are not taking.

Any idea why I can build the workshops I've added, but all the reaction aren't listed when I try to build something inside the workshop?

https://github.com/thistleknot/Accelerated-Mod-v40.06/commit/bf666f785d7702850ce0c70049153662673b3d47

scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #642 on: August 05, 2014, 10:44:15 am »

You're missing "reaction_mw" from the top of the file you basic bonghit.
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thistleknot

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #643 on: August 05, 2014, 10:45:17 am »

it's been a while since I've modded.  Proceed with the bong hits.

smakemupagus

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #644 on: August 05, 2014, 10:49:03 am »

[NAME:] and [BUILDING:]
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