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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 327809 times)

Snergler

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1950 on: January 15, 2015, 02:35:59 pm »

thanks for the reply, I suspected as much but, i thought i'd just ask anyways. I suppose plant growth tokens will
achieve my desired effect, but be a little more messy. 
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IndigoFenix

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1951 on: January 15, 2015, 04:33:32 pm »

Anyone know how to produce PLANT_GROWTHs in a reaction properly?

The closest I've got so far is
Code: [Select]
[PRODUCT:100:1:PLANT_GROWTH:BELL:PLANT_MAT:TREE_BELL_MW:FRUIT] where BELL is the name of the plant growth and FRUIT is the name of the material defined in the plant.  It almost works, but the tile doesn't show up properly (it's always ⌐) and the item doesn't appear to have mass (increasing its density doesn't change its weight).

Is this a bug, or am I just missing something?

Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1952 on: January 16, 2015, 04:57:57 pm »

*** Error(s) found in the file "data/save/region1/raw/objects/creature_standard.txt"
AQUILOUP:Unrecognized Creature Caste Body Gloss Token: TALON
AQUILOUP:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
FAIRY_DRAGON Color Mod Ending With (AQUA,1) Was Not Used

Had this in my error log when I was having the shell problem.  I fixed the aquiloup, but the fairy dragon I had no idea, so I had to take it out of the raws.

Here's the fairy dragon:

Code: [Select]
[CREATURE:FAIRY_DRAGON]
[DESCRIPTION:A distant relative of the true dragon, this colorful, horse-sized creature lives only in enchanted wetlands.  Its wings are too small for flight, but their bright patterns help scare away enemies.]
[NAME:fairy dragon:fairy dragons:fairy dragon]
[CASTE_NAME:fairy dragon:fairy dragons:fairy dragon]
[CHILD:2][GENERAL_CHILD_NAME:fairy dragon hatchling:fairy dragon hatchling]
[CREATURE_TILE:'D'][COLOR:3:5:1]
[FREQUENCY:10][POPULATION_NUMBER:5-10][CLUSTER_NUMBER:1:2]
[BIOME:ANY_WETLAND]
[GOOD][FANCIFUL][PET_EXOTIC][MOUNT_EXOTIC]
[LARGE_ROAMING][NATURAL][MEANDERER]
[PETVALUE:1250]
[PREFSTRING:vibrant colors]
[BODY:QUADRUPED_NECK:TAIL:2WINGS:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:5TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CHITIN_CHITIN_TEMPLATE]
[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:50000]
[BODY_SIZE:1:0:100000]
[BODY_SIZE:2:0:250000]
[BODY_SIZE:3:0:500000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[DIURNAL]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:750:600:439:1900:2900] 20 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:2000]
[CLUTCH_SIZE:1:4]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:AZURE:1:EMERALD:1:AMETHYST:1:SAFFRON:1:TURQUOISE:1:HELIOTROPE:1:CARDINAL:1:SPRING_GREEN:1:JADE:1:SCARLET:1:GOLDEN_YELLOW:1:FUCHSIA:1:DARK_PINK:1:AQUA:1]
[TLCM_NOUN:scales:PLURAL]
SET_TL_GROUP:BY_CATEGORY:WING:CHITIN]
[TL_COLOR_MODIFIER:IRIS_EYE_AZURE:1:EMERALD:1:AMETHYST:1:SAFFRON:1:TURQUOISE:1:HELIOTROPE:1:CARDINAL:1:SPRING_GREEN:1:JADE:1:SCARLET:1:GOLDEN_YELLOW:1:FUCHSIA:1:DARK_PINK:1:AQUA:1]
[TLCM_NOUN:wings:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AZURE:1:EMERALD:1:AMETHYST:1:SAFFRON:1:TURQUOISE:1:HELIOTROPE:1:CARDINAL:1:SPRING_GREEN:1:JADE:1:SCARLET:1:GOLDEN_YELLOW:1:FUCHSIA:1:DARK_PINK:1:AQUA:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1953 on: January 16, 2015, 05:08:06 pm »

[POPULATION_NUMBER:5-10]

This needs fixing. Something like [POPULATION_NUMBER:5:10]

Not quite sure what is wrong with the dragon's colours, since it has three modifiers that end in aqua. It may be because the wing designation is missing a bracket.

SET_TL_GROUP:BY_CATEGORY:WING:CHITIN]
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Old Greg

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1954 on: January 16, 2015, 05:08:33 pm »

I believe the problem is that you haven't correctly defined the wings as chitinous, and so there's no 'WING:CHITIN' for the system to apply color to. Also, you used an iris color to define the chitin color, which might be weird.

Specifically, you have the tag [TISSUE_LAYER:BY_CATEGORY:WING] with nothing relevant following it. So, the system is selecting the tissue, and then doing nothing.

By the by, why do you want the wings to be chitinous?

Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1955 on: January 16, 2015, 07:21:44 pm »

They're supposed to have butterfly-like wings, like fairies are generally shown as having.
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Nero1024

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1956 on: January 17, 2015, 05:33:53 am »

If I were to edit entity raws in a save which token edits would require a world regen? Like if I were to add a translation to a civ that didn't have one?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1957 on: January 17, 2015, 05:35:29 am »

All of them.

heydude6

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1958 on: January 17, 2015, 05:19:12 pm »

Is it possible to change the condition at which a monarch arrives? Or at least the condition at which a fortress can be considered a metropolis?
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Old Greg

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1959 on: January 17, 2015, 05:21:01 pm »

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?

I'm afraid I spoke too soon on this one. I generated one world correctly by adding tunnels, but I was unable to reproduce that success.

After a bunch more testing, I can confidently say that the problem lies in position definitions. DARK_FORTRESS entities must have [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL], or they will crash worldgen. I suspect that this is because spire clowns must create their own custom monarch positions to rule over the fortress.

Despite my hypothesis, my attempts to define lesser positions, even those not directly related to a monarch (such as mayor, broker, etc) have all resulted in crashes. Bleh.

Deon

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1960 on: January 17, 2015, 06:21:28 pm »

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?

I'm afraid I spoke too soon on this one. I generated one world correctly by adding tunnels, but I was unable to reproduce that success.

After a bunch more testing, I can confidently say that the problem lies in position definitions. DARK_FORTRESS entities must have [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL], or they will crash worldgen. I suspect that this is because spire clowns must create their own custom monarch positions to rule over the fortress.

Despite my hypothesis, my attempts to define lesser positions, even those not directly related to a monarch (such as mayor, broker, etc) have all resulted in crashes. Bleh.
There are a few known facts which crash the worldgen when you use DARK_FORTRESS, please check this thread:
http://www.bay12forums.com/smf/index.php?topic=141815.0

Judging by this thread, please make sure that none of your positions have CHAT_WORTHY and make sure there's just one position with [RESPONSIBILITY:LAW_MAKING] (or try to go with NONE and add it as generated one).
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Old Greg

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1961 on: January 17, 2015, 06:27:06 pm »

Fantastic, I'll peek at that. Thanks a bunch.

Snergler

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1962 on: January 17, 2015, 06:43:09 pm »

Anyone know how to produce PLANT_GROWTHs in a reaction properly?

The closest I've got so far is
Code: [Select]
[PRODUCT:100:1:PLANT_GROWTH:BELL:PLANT_MAT:TREE_BELL_MW:FRUIT] where BELL is the name of the plant growth and FRUIT is the name of the material defined in the plant.  It almost works, but the tile doesn't show up properly (it's always ⌐) and the item doesn't appear to have mass (increasing its density doesn't change its weight).

Is this a bug, or am I just missing something?

Code: [Select]
[PRODUCT:100:1:PLANT_GROWTH:FRUIT:PLANT_MAT:plant id:FRUIT]I have only achieved the same result as you, with this and other subtype variants. A item with the correct name, but an incorrect item tile, however when I used said item as a reagent at the still and queued brew drink from plant growth, the product was the correct drink item... i'm not sure if the issue is just the object tile.

I fixed my PLANT_GROWTH to extract, and PLANT_GROWTH to powder reactions...and their @ the modding reactions thread.
http://www.bay12forums.com/smf/index.php?topic=110030.30
« Last Edit: January 20, 2015, 01:32:32 pm by Snergler »
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Frock_13

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1963 on: January 18, 2015, 01:36:41 am »

I'm fairly new at modifying the raws, so bear with with me. How could I make an interaction or something that allowed me to heal myself as an adventurer? I'm not meaning the way werecreatures heal, but more like consuming an item to heal a specific part. Example: My left lower arm is cut open, use the interaction, consumes threat material, my arm becomes sutured. Is this even possible?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1964 on: January 18, 2015, 01:40:27 am »

Nope.
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