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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201991 times)

Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1035 on: May 17, 2016, 03:34:47 pm »

You put it into the MOUNTAIN entity's PERMITTED_REACTIONs?

Bozdogan

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1036 on: May 17, 2016, 03:38:21 pm »

You put it into the MOUNTAIN entity's PERMITTED_REACTIONs?

Yup.
Quote
[PERMITTED_REACTION:MAKE_WOOD_BLOCKS_FOUR]
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1037 on: May 17, 2016, 03:41:10 pm »

Jeez, not sure why I didn't look closely enough. You probably want it on the CARPENTER, not the CAPRPENTER.

Bozdogan

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1038 on: May 17, 2016, 03:45:16 pm »

Jeez, not sure why I didn't look closely enough. You probably want it on the CARPENTER, not the CAPRPENTER.
God...damit
Thanks
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Droggarth

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1039 on: May 17, 2016, 05:32:53 pm »

I just ran this:
Code: [Select]
[REACTION:TEST]
[NAME:wood]
[BUILDING:TANNER:CUSTOM_G]
    [PRODUCT:100:1:WOOD:NONE:PLANT_MAT:plant id:WOOD]

And I got a fitting plant-id wood log. No crash, no issues.

Huh, then it's the same darn recent reaction mess-up where I crafted about 2-3 chert large daggers before suddenly getting a chert hive. It's more than likely when I reaction-spawned those wood logs and it tried to create something that ended up crashing my game instead.
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"I'll make my own way." - Max Rockatansky

D_E

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1040 on: May 18, 2016, 04:31:52 pm »

Thanks for your help on the bogeyman question.  In light of the difficulties I've opted to just tolerate a low level of appearances by a random bogeyman.

On a different front, is it known whether a creature transformed into another form by a body transformation syndrome uses the MAXAGE of it's new body or continues to use its original MAXAGE?
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1041 on: May 18, 2016, 05:19:57 pm »

Somewhat certain that it depends on the new body, but from what I remember, transformations tend to mess with ages a little.

The transformed creature may not always be the same age once they transform into a new creature, and may even change again when the creature turns back to normal or undergoes another transformation.
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D_E

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1042 on: May 18, 2016, 05:41:14 pm »

That works well for what I have in mind, which is an interaction that targets the dead bodies of a fortress mode player race and brings them back in a MAXAGE:1:1 body, the idea being that your fallen can help fight off invasions, but will die the next time their age is checked, or at most 1 year later.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Nitrodev

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1043 on: May 20, 2016, 07:09:14 am »

PTW
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ManaUser

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1044 on: May 20, 2016, 08:41:23 pm »

What's the best way to manage/distribute a mod that changes a few things in a large number of files? Specially I want to change a bunch of raws, but I would prefer if I could do this without totally replacing them, for better compatibility between versions and with other mods. Is there any kind of standard way to do this?

Background/Details:
Some years back I made Genus Mod designed to improve (IMHO) the way creature symbols are assigned in text mode. But the number of creatures has roughly doubled since then, so the mod is in pretty bad need of an update, even if only for my own use, because stuff like kittens and crundles looking the same is NOT OK. Back when I made this, I came up with a homebrew solution for extracting and importing creature symbols. This works, but if there's some kind of community-standard way to do what I want, that would be better.
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Akur Akir Akam!

Jerry The Hellbound

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1045 on: May 22, 2016, 11:20:31 am »

I dont know what im doing wrong but the paralysis effect in my poison spit is not working properly. it doesnt want to paralyze them completely. Heres the tag-code.
Code: [Select]
[MATERIAL_TEMPLATE:GOLDEN_ICHOR_POISON_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GOLD]
[STATE_NAME:ALL_SOLID:frozen True Poison]
[STATE_ADJ:ALL_SOLID:frozen True Poison]
[STATE_COLOR:LIQUID:GOLD]
[STATE_NAME:LIQUID:True Poison]
[STATE_ADJ:LIQUID:True Poison]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:boiling True Poison]
[STATE_ADJ:GAS:boiling True Poison]
[DISPLAY_COLOR:0:0:7]
[MATERIAL_VALUE:500]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:10000]
[BOILING_POINT:9000]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:9001]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ICHOR_MAP_DESCRIPTOR]
[SYNDROME]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INGESTED]
[SYN_IMMUNE_CREATURE:BIRD_SOLARI:ALL]
  [CE_ADD_TAG:NOBREATHE]
  [CE_UNCONSCIOUSNESS:START:1000:SEV:2000]
  [CE_DIZZINESS:START:-1:SEV:8000]
  [CE_NAUSEA:START:-1::SEV:100]
  [CE_PARALYSIS:START:-1:SEV:10000:BP:BY_TOKEN:TISSUE:ALL]
   [CE_PAIN:START:-1:SEV:5500:BP:BY_TOKEN:TISSUE:ALL]
  [CE_NUMBNESS:START:1250::SEV:95000:BP:BY_TOKEN:TISSUE:ALL]
  [CE_COUGH_BLOOD:START:-1:SEV:2000]

What the hell am i doing wrong here????
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Jerry.
This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
Also made that awesome avatar. took me hours with Gimp: (also the two light & dark sprites are from Stardew Valley)
http://i.imgur.com/8x7aX7T.png

Dirst

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1046 on: May 22, 2016, 11:51:30 am »

Not sure if this is the problem, but I don't recall seeing START:-1 before.  Try START:0
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Jerry The Hellbound

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1047 on: May 22, 2016, 12:15:14 pm »

Not sure if this is the problem, but I don't recall seeing START:-1 before.  Try START:0
Yeah, its kind of a trick that i found a month ago that would immediatly start the syndrome. and yes i wanted to know if that was the problem and changed it but alas. no dice.
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Jerry.
This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
Also made that awesome avatar. took me hours with Gimp: (also the two light & dark sprites are from Stardew Valley)
http://i.imgur.com/8x7aX7T.png

pikachu17

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1048 on: May 24, 2016, 09:33:51 am »

Not sure if this is the problem, but I don't recall seeing START:-1 before.  Try START:0
Yeah, its kind of a trick that i found a month ago that would immediatly start the syndrome. and yes i wanted to know if that was the problem and changed it but alas. no dice.
I think you want ABRUPT_START and also maybe ABRUPT_END. these immediately start and end the syndrome.
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Sigtext!
dwarf 4tress from scratch
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Thank you NatureGirl19999 for the avatar switcher at http://signavatar.com

A warforged bard named Gender appears and says"Hello. I am a social construct."

Bozdogan

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1049 on: May 24, 2016, 03:19:16 pm »

Whats wrong with this reaction?
Quote
[REACTION:MAKE_METAL_BED]
        [NAME:make metal bed]
        [BUILDING:METALSMITH:NONE]
        [REAGENT:A:1:BAR:METAL:COPPER:NONE]
        [REAGENT:B:1:TOOL:ITEM_TOOL_PILLOW:NONE:NONE]
        [REAGENT:C:1:TOOL:ITEM_TOOL_QUILT:NONE:NONE]
        [REAGENT:D:1:TOOL:ITEM_TOOL_MATRESS:NONE:NONE]
        [PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
        [SKILL:FORGE_FURNITURE]
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