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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335674 times)

Urist McGoombaBrother

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2025 on: January 26, 2015, 12:56:43 am »

The plant growth brewing reaction has this:
Code: [Select]
[REAGENT:plant:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]

So it will look for a plant growth item with a material that has a reaction product with an ID called DRINK_MAT. If you put [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] under the root definition, then the root will be used.

So the answer should be yes.

Thx for clarification. So now I only need a reaction to process the Mandrake Plant into it's parts. Can this also be done within the plant tokens?

Snergler

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2026 on: January 27, 2015, 02:06:58 pm »


Thx for clarification. So now I only need a reaction to process the Mandrake Plant into it's parts. Can this also be done within the plant tokens?

I just finished a number of custom reactions involving PLANT_GROWTH items, maybe they can help you.
plant
Spoiler (click to show/hide)
reactions
farmers workshop
Spoiler (click to show/hide)
still
Spoiler (click to show/hide)
screw press
Spoiler (click to show/hide)
quern
Spoiler (click to show/hide)
« Last Edit: January 27, 2015, 02:14:46 pm by Snergler »
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BenLubar

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2027 on: January 27, 2015, 05:07:07 pm »

I have this plant modded in:

Spoiler (click to show/hide)

however, when I make clothes out of it, they don't seem to affect the temperature of anything. Am I doing something wrong, or does MAT_FIXED_TEMP not work with clothing?
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Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2028 on: January 28, 2015, 06:55:34 am »

*** Error(s) finalizing the creature FLESH_BALL
undefined local creature material set to default: FLESH_BALL MUSCLE
*** Error(s) finalizing the creature POND_GRABBER
undefined local creature material set to default: POND_GRABBER CLAW
*** Error(s) finalizing the creature CAVE_FLOATER
undefined local creature material set to default: CAVE_FLOATER LEATHER
*** Error(s) finalizing the creature CAVE_BLOB
undefined local creature material set to default: CAVE_BLOB LEATHER
*** Error(s) finalizing the creature WAMBLER_FLUFFY
undefined local creature material set to default: WAMBLER_FLUFFY TALLOW
undefined local creature material set to default: WAMBLER_FLUFFY LEATHER
undefined local creature material set to default: WAMBLER_FLUFFY FAT
undefined local creature material set to default: WAMBLER_FLUFFY HAIR
*** Error(s) finalizing the creature MUSSEL
undefined local creature material set to default: MUSSEL TALLOW
undefined local creature material set to default: MUSSEL LEATHER
*** Error(s) finalizing the creature OYSTER
undefined local creature material set to default: OYSTER TALLOW
undefined local creature material set to default: OYSTER LEATHER
*** Error(s) finalizing the creature AQUILOUP
undefined local creature material set to default: AQUILOUP FEATHER
*** Error(s) finalizing the creature PANGOLIN
undefined local creature material set to default: PANGOLIN SKIN
*** Error(s) finalizing the creature PANGOLIN_MAN
undefined local creature material set to default: PANGOLIN_MAN SKIN
*** Error(s) finalizing the creature GIANT_PANGOLIN
undefined local creature material set to default: GIANT_PANGOLIN SKIN
*** Error(s) finalizing the creature FORGOTTEN_BEAST_4
undefined local creature material set to default: FORGOTTEN_BEAST_4 POISON


Any idea what this is on about?  I added in a bison creature, but I haven't touched any of these, and I thought I fixed the aquiloup thing.  I don't know why modding became so much harder after 40.19...every modded creature I add brings about some kind of bug.

Apparently modding it in somehow causes oysters and mussels to have leather and tallow templates?  This doesn't make a lick of sense.  Why do modded raws in one file mess up untouched raws in completely separate files?
« Last Edit: January 28, 2015, 06:58:59 am by Badger Storm »
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2029 on: January 28, 2015, 07:01:54 am »

Double-check the bison details. Did you accidentally duplicate something?
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Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2030 on: January 28, 2015, 07:08:35 am »

I can't see anything, but here's the code:

Code: [Select]
[CREATURE:BISON]
[DESCRIPTION: A huge, powerful bovine with short, curved horns and a humped back.  Great numbers of these beasts traverse the temperate plains.]
[NAME:bison:bison:bison]
[CASTE_NAME:bison:bison:bison]
[CREATURE_TILE:'B'][COLOR:6:0:0]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[POPULATION_NUMBER:15:30][FREQUENCY:10]
[CLUSTER_NUMBER:3:7]
[PETVALUE:500]
[PREFSTRING:strength]
[LARGE_ROAMING]
[BENIGN][MEANDERER][PET_EXOTIC][TRAINABLE]
[VISION_ARC:50:310]
[STANDARD_GRAZER]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]
[NATURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:fleece]
[STATE_ADJ:ALL_SOLID:fleece]
[YARN]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]

[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN: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:0:0:70000]
[BODY_SIZE:1:0:350000]
[BODY_SIZE:2:0:900000]
[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]
[MAXAGE:10:25]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[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:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[DIURNAL]
[HOMEOTHERM:10068]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[TRADE_CAPACITY:1500]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:fleece:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:LENGTH:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]

Perhaps it's the trade capacity without being a wagon puller?

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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2031 on: January 28, 2015, 07:22:10 am »

Nah, that just makes them potential merchant pack animals. That's one thing that actually works as intended.

Are you sure you changed nothing else? I'm seeing things go haywire with forgotten beasts, and the raws for those are hidden away inside the executable. I'm thinking something's wrong in material_template_default.txt.
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Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2032 on: January 28, 2015, 08:20:11 am »

I don't believe I've changed material_template_default.txt at all.  I've never even touched the file, and the info for the file indicates thus.  Somehow I managed to make the forgotten beast stuff go away.  All the other mods that are currently in don't cause me any trouble at all.

I removed the leather and tallow tags from the shellfish, but it gives me errors for it anyway.  I'm starting to consider giving up modding, because after 40.19 it doesn't do anything but cause bugs.

I even tried copy-pasting unmodified raws onto the (equally unmodified) shellfish raws, but to no avail.  It still gives errors for things that don't even exist.
« Last Edit: January 28, 2015, 08:23:39 am by Badger Storm »
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ptb_ptb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2033 on: January 28, 2015, 10:56:28 am »

Dwarves have "No remarriage" "No babies outside of marriage". Are humans the same by default and is there any way to change that in the raws?
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Meph

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2034 on: January 28, 2015, 11:01:57 am »

All civs are like this, and there is no way to change this. dfhack does have a script to turn creatures pregnant though, as well as Raidau's script that deletes old marriages, so people can remarry.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2035 on: January 28, 2015, 01:52:14 pm »

I also have a script to have two units have a child regardless of sex and marriage status.

...I wonder if it works cross-species.

Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2036 on: January 28, 2015, 04:01:05 pm »

Tried to delete and re-add the bison, this time with more space between it and the last entry.  No help.

Why can't modding be nice and simple like it was in 40.19?  I made more complex creatures there and they never gave me any trouble.

I guess I'll have to start a game to see if the oyster/mussel tallow & leather crap actually has any effect on the gameplay itself.  I suspect it has something to do with peasants arriving who have literally no skills at all. 
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2037 on: January 28, 2015, 04:03:22 pm »

What mods are you using?

There may be a possibility of raw duplication.
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pisskop

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2038 on: January 28, 2015, 04:04:19 pm »

@Badger.

Quote
Auxiliary file changes for 0.40.24:

   plant_standard:
         muck root, bloated tubers got seeds
   creature_tropical_new:
         pangolin [REMOVE_TISSUE:SKIN]
   creature_small_ocean:
         mussel and oyster got leather/tallow/soap
   creature_other:
         wambler got leather/tallow/soap, changed FLUFF/PUDGE tokens to HAIR/FAT to avoid template conflict (still named the same)
   creature_next_underground:
         floater and blog got leather
         pond grabber stopped using claw template -- did manual name change instead
         flesh ball FLESH token to MUSCLE to avoid template conflicts, also added flesh name change

Toady updated the game, and you didn't update the raws.  You must have imported your old raws into the new version.
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Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2039 on: January 28, 2015, 04:15:09 pm »

I have been doing that, mainly to correct what I perceived were mistakes.  I'll replace those raws with ones from a fresh download of 40.24 and see if that helps any.  But how the hell do you even get leather from an oyster?  They don't even have skin!
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