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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 327789 times)

qorthos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1935 on: January 13, 2015, 03:28:48 pm »

Well, the branches drop now, but the dwarfs elfs won't gather them.

I changed the raw a bit and this drops oak branches in early winter:
Spoiler (click to show/hide)

They are stockpiled in Food->Fruit/Leaves

Thanks everyone for the help  :)
« Last Edit: January 13, 2015, 04:09:44 pm by qorthos »
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1936 on: January 13, 2015, 04:03:44 pm »

Okay, I think I see how that works.  I will test it this evening.

The tag in the raws is used by Meph for wood diversity.  Most logs from trees default to "rough wooden log" with that tag disabled.

That's not a tag, that's an identifier for the GUI to turn on and off wood diversity.

Old Greg

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1937 on: January 14, 2015, 12:28:45 am »

Hm. After an embarrassing amount of trial and error, I figured out that custom entities with [DEFAULT_SITE_TYPE:DARK_FORTRESS] and without [WORLD_CONSTRUCTION:TUNNEL] will cause world creation to crash.

Any idea why that is? Might it be related to the clown-slab rumpus-spires?

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1938 on: January 14, 2015, 01:08:13 am »

THANK YOU.

I had that problem a while ago, didn't know it was related to tunnels.

Eldin00

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1939 on: January 14, 2015, 01:09:38 am »

Does there exist a library or bit of code to allow reading the RAWs, adding/removing/editing tags, and writing out the modified raws? I'm sure I could hack something together if I get motivated enough, but I'd rather not re-invent the wheel if someone has already written (and made available) code that does at least most of what I'm looking for.
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Nero1024

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1940 on: January 14, 2015, 11:53:05 am »

If I were to have [ARMOR:ITEM_BREASTPLATE:FORCED] in the entity raws does this mean everyone in the civ will wear breastplates? If so what would the side-effects be? Would I have to worry about item-wear for breastplates?
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1941 on: January 14, 2015, 02:55:41 pm »

Nah, that just guarantees that every instance of that civilization will always know how to make breastplates, full stop. What they wear has more to do with the properties of the garment itself.
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Nero1024

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1942 on: January 14, 2015, 10:59:13 pm »

Okay then, what can I do to make civilians in a civ wear breastplates (or other types of armor) and not worry about clothing wear/decay?
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1943 on: January 14, 2015, 11:04:43 pm »

Not much. The one thing that determines if the piece of wearstuff wears down or not (ARMORLEVEL:0) also decides whether civilians will automatically wear them or not.
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Propman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1944 on: January 15, 2015, 03:59:18 am »

Been fiddling around with body creation, trying to improve a few of my earlier creatures to have more accurate internals, while also separating bodies into modular parts for better usage out of them. Unfortunately, I've ran into a slight issue with the conversion from tracks into a separate part, and I'm not sure if it's due to the part itself or the part I'm having it connecting to (namely the hull, which was admittedly put together rather sloppily).

Relevant code:

Code: [Select]
[BODY:TANK_HULL]
[BP:UB:hull:hulls]
[UPPERBODY]
[CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1200]
[BP:glacis:glacis:STP]
[LOWERBODY]
[CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:LA:transmission:transmission]
[CONTYPE:UPPERBODY]
[INTERNAL]
[CONNECTOR]
[DEFAULT_RELSIZE:400]
[BP:LA:gearbox:gearboxes]
[CONTYPE:BODY_UPPER]
[INTERNAL]
[CATEGORY:LB]
[DEFAULT_RELSIZE:250]
[BP:RA:gearbox:gearboxes]
[CONTYPE:BODY_UPPER]
[INTERNAL]
[CATEGORY:LB]
[DEFAULT_RELSIZE:250]
[BP:REYE:vision slit:STP][CON:UB]
[SIGHT]
[APERTURE]
[DEFAULT_RELSIZE:50]

[BODY:ENGINE]
[BP:HEART:engine:STP]
[CON:UB]
[CIRCULATION]
[INTERNAL]
[CATEGORY:HEART]
[BREATHE]
[DEFAULT_RELSIZE:150]

[BODY:TRACKS_TANK]
[BP:RDM:right drive mechanism:STP]
[CON:LB]
[LIMB]
[EMBEDDED]
[RIGHT]
[CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RDW:right drive wheels:right drive wheels]
[CON:RDM]
[LIMB]
[RIGHT]
[CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RT:right track:right track]
[CON:RDW]
[STANCE]
[RIGHT]
[CATEGORY:FOOT]
[DEFAULT_RELSIZE:400]
[BP:LDM:left drive mechanism:STP]
[CON:LB]
[LIMB]
[EMBEDDED]
[LEFT]
[CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LDW:left drive wheels:left drive wheels]
[CON:LDM]
[LIMB]
[LEFT]
[CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LT:left track:left track]
[CON:LDW]
[STANCE]
[LEFT]
[CATEGORY:FOOT]
[DEFAULT_RELSIZE:400]

[BODY:TANK_TURRET]
[BP:HD:turret:STP][CON:UB][HD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:800]
[BP:LEYE:vision slit:STP][CON:HD][SIGHT][APERTURE]
[DEFAULT_RELSIZE:50]
[BP:NOSE1:cannon:STP][CON:HD][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:100]
[BP:NOSE1:machine gun:STP][CON:UB][CATEGORY:NOSE]
[DEFAULT_RELSIZE:50]

And the body plan itself is [BODY:TANK_HULL:TANK_TURRET:TRACKS_TANK:ENGINE].
« Last Edit: January 15, 2015, 04:01:24 am by Propman »
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Deon

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1945 on: January 15, 2015, 05:38:24 am »

[BP:glacis:glacis:STP]

should be

[BP:LB:glacis:glacis]
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1946 on: January 15, 2015, 05:49:51 am »

Also, you have two LA parts. All of those tokens need to be unique.

Propman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1947 on: January 15, 2015, 11:13:18 am »

After making the relevant modifications (as well as reconnecting the drivers/sprockets to the hull), the issue has been resolved. Tanks, er thanks* lads!
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Snergler

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1948 on: January 15, 2015, 01:57:06 pm »

My idea is to make subterranean mushroom trees have saplings that behave like shrubs,
I was wondering if it is possible to make saplings able to be gathered then used (eaten, cooked, brewed...)
w/ the plant gathering designation, and herbalism skills functioning normally?
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Old Greg

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1949 on: January 15, 2015, 02:28:32 pm »

I don't think that's possible, I'm afraid. You could make separate shrub files and just name them saplings, but that's the best I can come up with.
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