Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 30 31 [32] 33 34 ... 122

Author Topic: What's going on in your modding?  (Read 272708 times)

Enemy post

  • Bay Watcher
  • Modder/GM
    • View Profile
Re: What's going on in your modding?
« Reply #465 on: March 22, 2018, 01:18:51 pm »

In the Arena, it's possible to instant-kill anything by putting water and lava into their space. It instantly freezes into rock, which deletes the character.
Logged
My mods and forum games.
Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

Jerry The Hellbound

  • Bay Watcher
  • Professional "Knife-ear" torturer 1-800-elfgod
    • View Profile
    • This is also for my Custom Race: Solari!
Re: What's going on in your modding?
« Reply #466 on: March 22, 2018, 07:30:42 pm »

What's going on is me trying to find a fix to the game crashing while loading some sites, and not being able to load the world again after.
Such as a cave, and before it was a hall, but i just crash a lot just randomly.
Logged
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 (Currently outdated)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

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: What's going on in your modding?
« Reply #467 on: March 25, 2018, 06:32:20 pm »

Testing raids and tribes, trying to provoke one of my skulking animal person tribes into attacking to see if it's possible. ([SKULKING] should prevent them from attacking generally, but I'm hoping raids bypass that).

Unfortunately lost the fortress to a tribe of yetis instead (not skulkers, somewhat op). They ambushed right by my gate and didn't hang around before charging in (thanks to latest siege bug fix!).

Strange thing is, none of my tribal civs (skulkers or non-skulkers) has siege triggers (all set to 0). So, besides the ones I provoke, they shouldn't, in theory, attack at all. Very interesting.

Yeti tribe's non-siege triggers are all set to 1, so maybe that's effecting ambushes? Or maybe it's just that the yetis don't like me picking on defenseless skulking monkey people.
Logged

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: What's going on in your modding?
« Reply #468 on: April 02, 2018, 07:13:30 pm »

I decided to add War Worms and Battle Beetles for my Bugmen mod, and I may have gone overboard. War Worms can kill two Giants in a row with their bite attacks and giant mandibles. Adjustments may be necessary.
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: What's going on in your modding?
« Reply #469 on: April 02, 2018, 09:40:06 pm »

Strange mood hit and have now added creature classes to (almost) everything. Makes my animal-person tribe entities' raws much neater.

Whoever knew there were such a variety of monkeys? But, oh no, now the realization that most of them don't have giant or animal-person forms is gnawing at the back of my mind...
Logged

Needle_fingers

  • Escaped Lunatic
    • View Profile
Re: What's going on in your modding?
« Reply #470 on: April 03, 2018, 03:25:22 am »

In an effort to add a ton of gross descriptions to goblin gear i have found that 3192 extra items for the game to parse may cause it to crash. hmmph.
Logged

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: What's going on in your modding?
« Reply #471 on: April 03, 2018, 04:24:28 am »

Strange mood hit and have now added creature classes to (almost) everything. Makes my animal-person tribe entities' raws much neater.
Heh, modding really is a lot like strange moods isn't it? I've been on a bit of a roll myself with my good biome revamp - nearly halfway done with all the creatures, though I'll still have to do plant types and weather types later. Can't wait to embark on a good marshland and have my citizens start defending themselves against human-sized centipedes. That's gonna be a lot of fun.

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: What's going on in your modding?
« Reply #472 on: April 03, 2018, 04:47:46 pm »

Just remembered my animal-speeds data, which I gathered for the huge 2014 update. Might be useful to someone.
Some numbers are burst speeds, some sustained multi-hour speeds.

Code: [Select]
170 kph white-throated needle-tailed swift
145-160 kph spine-tailed swift
153 frigate bird
140 kph horse-fly-insect?
135 swan_best flight
109 sailfish swim
98 antelope_best burst, hummingbird, cheetah_burst
900:300:200:100:1900:2900] 87+ kph horse burst?, ostrich burst, my_unicorn, pigeon_best_flight
900:327:218:109:1900:2900] 80 kph tiger & lion burst, cougar_burst, gazelle_burst, wildebeest_best, my_faedog, DUCKFLIGHT, biggest_bird_bustard(6-18-21kg), my_pegasus_flight, pigeon_avg, marlin swim
900:345:230:115:1900:2900] 76 kph quarter horse burst, eagle_best,
900:366:244:122:1900:2900] 72 kph elk burst, goose_sus, hare
900:375:250:125:1900:2900] 70 kph horse burst?, wolf burst, my_direwolf, tuna
900:381:254:127:1900:2900] 69 kph coyote, greyhound_max, big kangaroo, shark_best_swim
900:387:258:129:1900:2900] 68 kph dolphin burst, Banteng-cattle hybrid(fastest bovine) burst,
900:393:262:131:1900:2900] 67 kph vulture glide,
900:411:274:137:1900:2900] 64 kph ostrich run, zebra, ass, hyena, fox, camel burst, swordfish
900:432:288:144:1900:2900] 61 kph pheasant flight,
900:438:292:146:1900:2900] 60 kph giraffe burst,
900:447:298:149:1900:2900] 59 kph dog, lion, bat flight, eagle flight
900:471:314:157:1900:2900] 56 kph llama, jackal, tiger, rabbit?, bear?, polarbear_burst, my_ibex
900:480:320:160:1900:2900] 55 kph moose, rhino burst
900:498:332:166:1900:2900] 53 kph tiger shark swim,
900:507:338:169:1900:2900] 52 kph T-Rex one estimate
900:519:346:173:1900:2900] 51 kph reindeer
900:528:352:176:1900:2900] 50 kph giraffe_sustained
900:549:366:183:1900:2900] 48 kph waterbuffalo, my bulldog, _deer_, warthog, wolverine, _bear_, cat, lynx, horse gallop (for 3km, not burst), eagle/crow sus, gazelle_sus, barracuda
900:585:390:195:1900:2900] 45 kph human_best_burst, my_dragon_flight
900:612:408:204:1900:2900] 43 kph DF_rabbit, my_guineafowl, my_grizzly
900:627:418:209:1900:2900] 42 kph greater roadrunner (who can still fly)
900:657:438:219:1900:2900] 40 kph donkey, turkey, elephant_tinyburst, gorilla_tinyburst, wombat, camel_sustained_run, biglizard_burst, duck_flight_relaxed, eland_slowestantilope_b
900:675:450:225:1900:2900] 39 kph DF_human burst
900:683:468:237:1900:2900] 37 kph
900:687:474:244:1900:2900] 36 kph gentoo penguin swim,
900:691:482:251:1900:2900] 35 kph medium dinosaur,
900:695:489:258:1900:2900] 34 kph minke whale burst swim,
900:699:497:266:1900:2900] 33 kph
900:703:505:274:1900:2900] 32 kph crippled_coyote, crocodile swim, hippo run, bighorn sheep, blue whale, penguin swim, my_dragon_run, my_spaniel
900:707:513:283:1900:2900] 31 kph DF_cavy_rodent, yak?
900:711:521:293:1900:2900] 30 kph DF_dwarf, my_goblin, alpaca?
900:714:529:303:1900:2900] 29 kph amphibian_best run, rabbit, house sparrow flight (quite slow),
900:722:545:325:1900:2900] 27 kph cow?
900:726:553:338:1900:2900] 26 kph jerboa bouncy rat,
900:730:561:351:1900:2900] 25 kph sheep, 3ton_elephant_burst_or_sustained, my_crundle, my_demon
900:734:568:366:1900:2900] 24 kph raccoon_burst, capybara, manatee_swim, sea turtle, honeybee,
900:738:576:382:1900:2900] 23 kph [wildfire spreading speed]
900:742:584:399:1900:2900] 22 kph my_cavy, eland_sustain, Beluga whale swim
900:746:592:418:1900:2900] 21 kph
900:750:600:439:1900:2900] 20 kph big_elephant burst, penguin_swim, dugong_swim_burst,
1161:938:716:462:2200:3300] 19 kph goat, squirrel, roadrunner_run, turkey run, snake_best_burst, butterfly_migration_average,
1422:1127:831:488:2500:3700] 18 kph DF_pig, T-Rex walk upper estimate, 18.7 human marathon winners,
1683:1315:947:516:2800:4100] 17 kph, crocodile burst 11-14-17-18,
1945:1504:1062:548:3100:4500] 16 kph horse lope gait, elephant seal swim, ghost crab walk,
2206:1692:1178:585:3400:4900] 15 kph dolphin cruise, my_mummy
2467:1880:1294:627:3700:5300] 14 kph chicken?, humpback whale cruise,
2728:2069:1409:675:4000:5700] 13 kph otter swim,
2990:2257:1525:731:4300:6100] 12 kph my_iron_statue
3251:2446:1640:798:4600:6500] 11 kph snake_best
3512:2634:1756:878:4900:6900] 10 kph big_elephant sustain,
4122:3330:2541:975:5411:7233] 9 kph  8.8 average female marathoner sustain,
4732:4026:3327:1097:5922:7567] 8 kph duck walk, American woodcock flight is world's slowest, wolf_travelspeed
5341:4723:4112:1254:6433:7900] 7 kph 6.7 fastest beetle
6561:6115:5683:1755:7456:8567] 5 kph cockroach, raccoon swim
1.77 kph spider
9000:8900:8825:8775:9500:9900] 1 kph
0.24 kph sloth



kit: pick one of top 3
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:691:482:251:1900:2900] 35 kph
[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:675:450:225:1900:2900] 39 kph
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph BIPED

[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph   [SWIMS_INNATE]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph   [STANCE_CLIMBER][NATURAL_SKILL:CLIMBING:15]

lizard:[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA

vanilla human:
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph BIPED
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA

worm:
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0:LAYERS_SLOW:STRENGTH:AGILITY]
[GAIT:CRAWL:Crawl:2900:NO_BUILD_UP:0:LAYERS_SLOW:STRENGTH:AGILITY]

monkey:
[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[NATURAL_SKILL:CLIMBING:15]
[SWIMS_INNATE]

big python:
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_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
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA [SWIMS_INNATE]
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: What's going on in your modding?
« Reply #473 on: April 05, 2018, 06:12:15 am »

So this is neat: I managed to figure out in-creature material/tissue edits, and successfully made it so that eating a "beating dragon heart" grants you fire breath. My first attempt was to remove the old material and put in a new one, but this worked a lot more efficiently.

Spoiler (click to show/hide)

Next step: Giant hearts and cyclops eyes!

Edit: well, that's a bummer. Forgot about cannibalism ethics.
« Last Edit: April 06, 2018, 12:46:52 pm by Warlord255 »
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: What's going on in your modding?
« Reply #474 on: April 07, 2018, 04:26:32 pm »

Maybe give them an interaction on fleeing that would remove their intelligence and ability to speak temporarily, making them "go berserk" or "lose their mind." If they use it before the player kills them, then the body parts can be consumed. You could also try making an inorganic extra butcher object associated with the body parts, the way gizzard stones are, iirc those dont count as part of the creatures remains, technically, but the object used could be a piece of meat.

I tried to make bones shearable for a creature, but it doesnt seem to have worked. Will require more study.
Also i still cant recreate that stupid creature being made of cheese bug. It is taunting me.

Im going to make a bunch of animals made entirely out of animate cheese just for the hell of it.
Logged
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.

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: What's going on in your modding?
« Reply #475 on: April 08, 2018, 12:27:49 pm »

currently testing if removing my custom sweat syndrome makes military skills level up quicker. 

Can attach this to your world's SWEAT material:
Spoiler (click to show/hide)
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

deathpunch578

  • Bay Watcher
  • local satanist practices black magic in cornfields
    • View Profile
Re: What's going on in your modding?
« Reply #476 on: April 09, 2018, 12:20:00 pm »

currently making some small edits on kobold camp to make it a bit more kobold like (if that makes sense)
Spoiler: edits made (click to show/hide)
there are a few things I'm trying to figure out how to do
1. change beds so kobolds sleep on planks of wood, a large smoothed rock, or some cloth (but also have normal beds still exist for other races)
2. make dragons rulers of civilazations
3. make kobolds able to butcher and eat other races
4. have kobolds not have any favorite drinks
5. a way to distill water/store water
Logged
Someone hands you a basketful of Jeses.
Cheerful with a side of wink wink nudge nudge I bet this guy's spine would look great mounted on my wall.
You ever get so mad you fuck a donkey?

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: What's going on in your modding?
« Reply #477 on: April 09, 2018, 12:52:15 pm »

1, 3 and 4 wouldn't be possible to my knowledge. Don't think 5 is either for fort mode races?

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: What's going on in your modding?
« Reply #478 on: April 09, 2018, 01:19:21 pm »

I'm preparing to take a stab at more revised animal-men in the vein of the Bugmen mod, so I decided to tackle a particular challenge: Vegetarians!

Due to the lack of a [VEGETARIAN] counterpart to the [CARNIVORE] tag, the only way to forbid animal-persons from eating meat is to define a bunch of SPECIFIC_FOOD tags. Pandas prove that one creature with multiple such tags works correctly.

Here's the complete list, sorted into like categories - this only covers plants with an EDIBLE_RAW leaf, fruit, or nut, and only covers plants that make sense to eat raw - no biting into onions or lemons. Since this was based off DF Revised 1.5.1, some nuts may not be properly edible if you use these with vanilla raws.

Because adventurers can't gather plants (yet), applying these to a playable race means you'll have to trade for edibles like a civilized person rather than being a flesh-eating murder hobo.

Spoiler (click to show/hide)
« Last Edit: April 09, 2018, 01:22:45 pm by Warlord255 »
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

bloop_bleep

  • Bay Watcher
    • View Profile
Re: What's going on in your modding?
« Reply #479 on: April 09, 2018, 01:20:23 pm »

You can make a reaction to make beds out of cloth or rock or rags or whatever you want, and they probably would function just as well.
Logged
Quote from: KittyTac
The closest thing Bay12 has to a flamewar is an argument over philosophy that slowly transitioned to an argument about quantum mechanics.
Quote from: thefriendlyhacker
The trick is to only make predictions semi-seriously.  That way, I don't have a 98% failure rate. I have a 98% sarcasm rate.
Pages: 1 ... 30 31 [32] 33 34 ... 122