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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201949 times)

Jerry The Hellbound

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  • Professional "Knife-ear" torturer 1-800-elfgod
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    • This is also for my Custom Race: Solari!
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1080 on: May 29, 2016, 11:44:35 am »

I remember that i heard somewhere that i could teleport from one area to another bya editing something... but what?
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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 (Currently outdated)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

scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1081 on: May 29, 2016, 12:03:42 pm »

You might be half-remembering someone's advances in memory hacking from the DFHack thread.
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thedonkified

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1082 on: May 29, 2016, 12:45:11 pm »

How would I make a material that burns you upon contact, but it disappears/evaporates shortly after?

nvm
« Last Edit: May 29, 2016, 12:47:02 pm by thedonkified »
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Enemy post

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1083 on: May 29, 2016, 01:19:40 pm »

Please tell us how you did it, Thedonkified, so future modders know. Thanks for the help, Demonic and Eric.
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My mods and forum games.
Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

Bozdogan

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1084 on: May 29, 2016, 01:34:50 pm »

Is there anyway to create a sorcerer with plague powers?
Like creating deadly dust at a pointed location, giving a living being necrosis etc.
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Repseki

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1085 on: May 29, 2016, 02:15:07 pm »

Is there anyway to create a sorcerer with plague powers?
Like creating deadly dust at a pointed location, giving a living being necrosis etc.

The Wiki is your friend. Looking at how different mods have done things can also help you figure things out.

http://dwarffortresswiki.org/index.php/DF2014:Interaction_token

http://dwarffortresswiki.org/index.php/DF2014:Syndrome#Creature_effect_tokens
« Last Edit: May 29, 2016, 09:02:07 pm by Repseki »
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Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1086 on: May 29, 2016, 04:41:11 pm »

What repseki said. However, keep in mind that short of curses passed down from deities in worldgen these diseases won't spread very well in-game except when the player has the area loaded. Creatures don't bleed etc. when unloaded, so you lose the transmission vector.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Repseki

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1088 on: May 29, 2016, 09:03:41 pm »

Good catch, I just quickly grabbed the links off the wiki "token" page, I guess that one wasn't updated.
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thedonkified

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1089 on: May 30, 2016, 08:30:00 pm »

Is it possible to create a creature that can go on sieges with [CAN_LEARN] like a troll, but not have [EVIL]?
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IndigoFenix

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    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1090 on: May 31, 2016, 09:09:59 am »

Try SLOW_LEARNER.  Evil has nothing to do with it.

ShinQuickMan

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1091 on: May 31, 2016, 01:04:09 pm »

Depends. If he's looking for a new goblin exclusive seiger, than he'd need the [EVIL] tag, along with either [SLOW_LEARNER], or [TRAINABLE_WAR] and no [CAN_LEARN]/[INTELLIGENT] tag (replace [GOOD] instead of [EVIL] for elves). Otherwise, he could just use either [PET] or [PET_EXOTIC] along with [TRAINABLE_WAR], which ignores creature sapience.
« Last Edit: May 31, 2016, 01:22:43 pm by ShinQuickMan »
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D_E

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1092 on: May 31, 2016, 06:33:15 pm »

I'm having some sort of weird problem with plants.  A few alcohols are being listed as "none", for example, "strawberry none" or "pig tail none", despite there being nothing in the error log about plants, the alcohol names being listed in the raws, and the vast majority of alcohols working just fine with no differences in the raws that I can see.  I'm also getting seeds listed on the embark menu with no names "( [5])", which I can't seem to actually plant.  Irritatingly enough, "strawberry seeds" are listed just fine.  Has anyone ever seen a bug like this before?
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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)

Dirst

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1093 on: May 31, 2016, 11:10:44 pm »

Howdy, has anyone actually seen a secret with [MUNDANE_RESEARCH_POSSIBLE] actually show up in worldgen or better yet a player-fort library?
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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

Repseki

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1094 on: June 01, 2016, 04:21:15 am »

Maybe you should start a Library fort and do !!SCIENCE!!

Well, maybe more SCIENCE than !!SCIENCE!!. It's probably hard to discover the secrets of life and death while melting... then again, maybe it will help?
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