Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 210 211 [212] 213 214 ... 247

Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 334983 times)

Sarlare

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3165 on: August 24, 2015, 01:55:40 pm »

no,humans have the variable position tag,which generates the the titles,meph simply added positions to the humans

the simplest way to do this is to copy the dwarven positions and rename them and remove the variable positions tag

this may help as well : http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_civilizations_.28entities.29

Would modifying this element of the civ effect any tangible way the race operates?
Logged

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3166 on: August 24, 2015, 07:22:56 pm »

no,humans have the variable position tag,which generates the the titles,meph simply added positions to the humans

the simplest way to do this is to copy the dwarven positions and rename them and remove the variable positions tag

this may help as well : http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_civilizations_.28entities.29

Would modifying this element of the civ effect any tangible way the race operates?
Yes. Mostly when it comes to the administrator nobles.
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?

Scoops Novel

  • Bay Watcher
  • Talismanic
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3167 on: August 25, 2015, 02:30:06 am »

How can i download all the combat log text and combinations?
Logged
Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3168 on: August 25, 2015, 02:31:07 am »

I'd guess it's here.

Scoops Novel

  • Bay Watcher
  • Talismanic
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3169 on: August 25, 2015, 06:34:37 am »

 :D
Logged
Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

ThatZommy

  • Bay Watcher
  • Am royalty
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3170 on: August 26, 2015, 03:58:06 pm »

I've just made a creature, and tested it for the first time in Arena. It doesn't exist. I don't mean that I can't spawn it, but all attacks glance away, and when I checked it's wounds it didn't seem to have any body part. I've no idea what could have caused this, as I checked and the body parts I've added were saved. Another thing I noticed is that the creature didn't move, and the attacking creature only ever targeted it's "primary upper spine". If this doesn't help I can post the creature and the parts I've added.
Logged
Er, atleast I think that's right.

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3171 on: August 26, 2015, 04:44:15 pm »

Seeing the raws never hurts.

Could be a few things. Could be a material or tissue error, causing the materials or tissues to not be added to the creature, effectively making it not exist physically. There may also be an error with the way the body is laid out. For example, if it is not moving, prone on the ground, and only capable of a basic push attack, it may not have a brain.
Logged

ThatZommy

  • Bay Watcher
  • Am royalty
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3172 on: August 26, 2015, 05:15:47 pm »

Seeing the raws never hurts.

Could be a few things. Could be a material or tissue error, causing the materials or tissues to not be added to the creature, effectively making it not exist physically. There may also be an error with the way the body is laid out. For example, if it is not moving, prone on the ground, and only capable of a basic push attack, it may not have a brain.
Well, it wasn't prone, so I suppose the brain must work. Right, I'll put in the raws.

Creature-

Spoiler (click to show/hide)

Body parts-

Spoiler (click to show/hide)

I'm sure it's something obvious I've ignored or mis-typed, but I'm unable to see it.
Logged
Er, atleast I think that's right.

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3173 on: August 26, 2015, 05:21:31 pm »

You have two body parts with the ID BIRRIN_NECK. You cannot have two body parts with the same ID. See if renaming one would work.
Logged

ThatZommy

  • Bay Watcher
  • Am royalty
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3174 on: August 26, 2015, 05:29:51 pm »

You have two body parts with the ID BIRRIN_NECK. You cannot have two body parts with the same ID. See if renaming one would work.

Right, now it has a body, but two new issues just appeared.
It starts winded, and ended up suffocating. It has lungs, so I've no idea why that would happen. And there's also some issue with the legs, because I've ended up with "Left upper leg, left upper leg" or something similar as a single body part. I ran into a similar issue in a previous mod when working with joints, but it fixed itself when I just gave it humanoid joints.
Logged
Er, atleast I think that's right.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3175 on: August 27, 2015, 09:09:43 am »

You have two body parts with the ID BIRRIN_NECK. You cannot have two body parts with the same ID. See if renaming one would work.

Right, now it has a body, but two new issues just appeared.
It starts winded, and ended up suffocating. It has lungs, so I've no idea why that would happen. And there's also some issue with the legs, because I've ended up with "Left upper leg, left upper leg" or something similar as a single body part. I ran into a similar issue in a previous mod when working with joints, but it fixed itself when I just gave it humanoid joints.

   [BP:UNK:upper neck:STP][CON:LNK][CATEGORY:NECK] -- Switch with Yellow
      [DEFAULT_RELSIZE:150]

   [BP:LNK:lower neck:STP][CON:UB][CATEGORY:NECK] -- Red should be below this
      [DEFAULT_RELSIZE:150]

   [BP:HD:head:STP][CON:UNK][HEAD][CATEGORY:HEAD]
      [DEFAULT_RELSIZE:300]

Spoiler (click to show/hide)

in your main body (the one possibly mentioned as dupe_ID by BlackFlyme) order of events are key.
You have the upper neck get made, which needs to connect to the lowerneck, BUT the lowerneck has not been defined yet so it's a "floating" or "detached" body part, then you create the lowerNeck (which connects to the UB just fine) then you define the Head which connects to the UNK (upper neck) which that part is detached. Now guess where the BRAIN goes? the HEAD, what is the status of the HEAD? floating next to the body. No Connection, no Brain control, Lungs fail. Suffocation.

EDIT:
I sound rude but not my intention, I just wanted to explain what was happening. I hope this is the issue and your creature will work fine now.
« Last Edit: August 27, 2015, 10:22:58 am by Hugo_The_Dwarf »
Logged

Jazzeraint

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3176 on: August 27, 2015, 02:22:36 pm »

How would one go about removing the 'no exhaustion' from undead reanimated by evil biomes?
Logged
The silver is responsible for this How?

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3177 on: August 27, 2015, 03:19:55 pm »

You either turn off all evil biome behavior in custom worldgen and make your own custom regional interactions from scratch, or you patch your executable with some Python scripts.
Logged

Jazzeraint

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3178 on: August 27, 2015, 04:04:10 pm »

You either turn off all evil biome behavior in custom worldgen and make your own custom regional interactions from scratch, or you patch your executable with some Python scripts.

Many thanks!
Logged
The silver is responsible for this How?

Lymia

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3179 on: August 27, 2015, 04:13:58 pm »

Can't you also edit the world.dat save file to modify the interactions that make stuff zombies?
Logged
Pages: 1 ... 210 211 [212] 213 214 ... 247