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Author Topic: What's going on in your modding?  (Read 274845 times)

Warlord255

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Re: What's going on in your modding?
« Reply #495 on: April 13, 2018, 11:08:37 pm »

Was running a test fort when my snowy pyartly haunted embark caught fire.

As it turned out, scholars with bonfire bound codexes were arriving at my fort, who then swiftly transformed into !!scholars!! standing in a blood snow soaked grass fire.

'twas funny, if nothing else.

Sorry! I fixed that in the current version! Don't know if it's made its way to any mods that incorporate Bonfire, though.
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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

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Re: What's going on in your modding?
« Reply #496 on: April 14, 2018, 01:45:18 am »

I did the same thing by making "flaming nuggets" which i used to start fires at workshops while testi g stuff. caravans would sometimes bring flaming nugget stuff and burn everything.
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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.

thefriendlyhacker

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Re: What's going on in your modding?
« Reply #497 on: April 14, 2018, 05:32:26 am »

Was running a test fort when my snowy pyartly haunted embark caught fire.

As it turned out, scholars with bonfire bound codexes were arriving at my fort, who then swiftly transformed into !!scholars!! standing in a blood snow soaked grass fire.

'twas funny, if nothing else.

Sorry! I fixed that in the current version! Don't know if it's made its way to any mods that incorporate Bonfire, though.
I *think* I fixed it already, but if you have a 2018 version I might as well use that instead.
I did the same thing by making "flaming nuggets" which i used to start fires at workshops while testi g stuff. caravans would sometimes bring flaming nugget stuff and burn everything.
Now that you mention it, I saw a burning wagon at one point.  I thought it might have spawned on top of a grass fire, but now that I think about it mugs made out of bonfire or something is a more likely culprit.
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TomiTapio

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Re: What's going on in your modding?
« Reply #498 on: April 14, 2018, 12:34:44 pm »

Groundhog third caste:
   [CASTE:UNLUCKY_FIRESTART_LIGHTNINGSTRIKE] "oh, we hunted groundhogs, then a bushfire started".
      [POP_RATIO:3]
      [FEMALE]  [BODY: ....
      [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BONFIRE]
Because dry biomes should randomly catch fire. Or should I make a plant who drops flowers seasonally that are of BONFIRE material. Which plants could be good  candidates for dry biome bushfires?
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==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

Eric Blank

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Re: What's going on in your modding?
« Reply #499 on: April 14, 2018, 12:59:26 pm »

I understand eukalyptus is highly flammable, hence australia going up in smoke every year.
I would stick to some very rare vermin that only come out in summer in certain biomes and a species of web spinning spider endemic and ubiquitous in those same areas, tbh. Hide the cats, remove the spider webs.
« Last Edit: April 14, 2018, 01:01:12 pm by Eric Blank »
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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.

Shonai_Dweller

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Re: What's going on in your modding?
« Reply #500 on: April 14, 2018, 06:31:01 pm »

As I scroll around the map selecting a place to embark, the neighbouring Hobbit civ (there's only one) flicks between No Trade areas and blank ones (can trade). Anyone know what might cause this? There's no impassable terrain.

The only cause I can think of is that they have wagon_pullers but no pack_animals. Every hobbit town has a population of wagon puller animals. Are pack animals needed to trade at longer distance, perhaps?
« Last Edit: April 14, 2018, 06:33:29 pm by Shonai_Dweller »
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Warlord255

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Re: What's going on in your modding?
« Reply #501 on: April 14, 2018, 06:45:58 pm »

Groundhog third caste:
   [CASTE:UNLUCKY_FIRESTART_LIGHTNINGSTRIKE] "oh, we hunted groundhogs, then a bushfire started".
      [POP_RATIO:3]
      [FEMALE]  [BODY: ....
      [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BONFIRE]
Because dry biomes should randomly catch fire. Or should I make a plant who drops flowers seasonally that are of BONFIRE material. Which plants could be good  candidates for dry biome bushfires?

I think an *evil* fire-tree would be a great rarity, for savanna/grassland and the like.

Also, I recommend you check the 2018 Bonfire update - fixed randomly appearing bonfire objects with [SPECIAL] and [NO_STONE_STOCKPILE].

EDIT: An unrelated discovery. Civs need animals to spread; if using [ANIMAL_ALWAYS_PRESENT] for forced specific bests, variation-based animals like giants and animal-people are irregular and may result in civs with no available animals, leading to starvation. Lovely.
« Last Edit: April 15, 2018, 12:34:27 am by Warlord255 »
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

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scourge728

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Re: What's going on in your modding?
« Reply #502 on: April 16, 2018, 12:27:26 pm »

Slowly working on adding animal and giant versions of all the non-sapients that aren't (semi)megabeasts and things like cave dragons and such, turns out adding a "z" as the first letter after creature_ enables you to add creature variations working without modding the original files, presumably because the base creatures are already loaded... also, turns out there is a LOT of sharks and fish

Eric Blank

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Re: What's going on in your modding?
« Reply #503 on: April 16, 2018, 12:56:58 pm »

Maybe you can skip some of the less interesting varieties, then?
Also, would your shark and fish people be like merpeople with a fish tail they can slither around on or like that one cartoon from the early 90s. Either of those could be pretty badass.

Gave a civ access to pretty much all animals in their area, they ended up with nasty things like werebeasts and night creatures. There were fatalities. Oops.
« Last Edit: April 17, 2018, 10:50:33 am by Eric Blank »
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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.

D_E

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Re: What's going on in your modding?
« Reply #504 on: April 18, 2018, 12:40:26 am »

Turns out, "Able to survive on land" is NOT a requirement for pets to spawn in cities if they were added via the [ANIMAL] entity token

May have air-drowned an ocean's worth of giant octopi <.<
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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)

scourge728

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Re: What's going on in your modding?
« Reply #505 on: April 18, 2018, 12:18:36 pm »

Maybe you can skip some of the less interesting varieties, then?
Also, would your shark and fish people be like merpeople with a fish tail they can slither around on or like that one cartoon from the early 90s. Either of those could be pretty badass.
I just copied the sperm whale man raw and changed some values, so whatever it does for sperm whale men is how they work

TomiTapio

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Re: What's going on in your modding?
« Reply #506 on: April 18, 2018, 01:21:43 pm »

Here's a salt-mineral to edible-stuff reaction for y'all

Code: [Select]
the reaction:
[REACTION:CUT_ROCKSALT] --Or could go with skill:milling and need bag, and that plant's mill product.
[NAME:grind rock salt]
[BUILDING:GRINDERxxxxxxxxx:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
--cant have plant named SALT, as that is a hardcoded substance.
[PRODUCT:100:15:PLANT:NONE:PLANT_MAT:saltfromminerals:LEAF] --works
--any dwarf has the skill for this, it's like dismantling a wall.

the plant:
[PLANT:saltfromminerals] --by TomiTapio for 34.11b. Make it out of rock salt boulders at Grinder shop. Plant's name can't be SALT because that's a hardcoded substance of forgotten beasts.
--value 2 might be correct for cooking balance.
[NAME:salt crystals][NAME_PLURAL:salt crystals][ADJ:salt crystals]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:252][PICKED_COLOR:5:0:0]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[SEED:salt crystals:salt crystals:6:0:0:LOCAL_PLANT_MAT:SEED]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[DRY]
[SUMMER]
[BIOME:ANY_DESERT] --simulate finding exposed old seabed.
[CLUSTERSIZE:4][FREQUENCY:7][GROWDUR:900] --very rare to see in the desert.
[PREFSTRING:flavor enhancing]
[PREFSTRING:inspiring taste]
[SHRUB_TILE:252]
[DEAD_SHRUB_TILE:252]
[SHRUB_COLOR:7:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
[GROWTH:LEAVES] keep
[GROWTH_NAME:salt bits:salt bits]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:250:6:2:0:0:ALL:1]
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==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

pikachu17

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Re: What's going on in your modding?
« Reply #507 on: April 19, 2018, 06:56:53 pm »

PTW
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ShinyandKittens

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Re: What's going on in your modding?
« Reply #508 on: April 19, 2018, 07:12:24 pm »

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No amount of mods is too much

pikachu17

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Re: What's going on in your modding?
« Reply #509 on: April 20, 2018, 02:49:32 pm »

Thank you. Umiman made it.
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Sigtext!
dwarf 4tress from scratch
The Pikachu revolution!
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."
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