Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 30 31 [32] 33 34 ... 120

Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 188941 times)

Fatace

  • Bay Watcher
  • Cease hostilities? Never!
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #465 on: April 05, 2018, 05:16:55 pm »

I think the item type for a log is LOG, not WOOD. [REAGENT:B:5:LOG:NONE:PLANT_MAT:ECHANORIAT]. (I use NONE, NO_SUBTYPE is an alias based on an older version, I think?)

Didn't work, infact, the previous 1 they picked up a random log, but changing it to LOG just basically made them ignore this reagrent
Logged
I once had a 30 dwarf glacier fortress once.. was going great till the dwarf merchants brought along a WereKoala and killed everyone...

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #466 on: April 05, 2018, 05:27:55 pm »

It should be WOOD:NO_SUBTYPE:PLANT_MAT:ECHANORIAT:WOOD. You defined the species to pull from, but not the material from that species.
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.

Fatace

  • Bay Watcher
  • Cease hostilities? Never!
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #467 on: April 05, 2018, 06:13:50 pm »

That works! thank you!
Logged
I once had a 30 dwarf glacier fortress once.. was going great till the dwarf merchants brought along a WereKoala and killed everyone...

Zydramir

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #468 on: April 05, 2018, 08:40:21 pm »

VERY GOOD THINGS

Thank you SO SO much!  The notes you left are super appreciated too for future projects.
Logged

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #469 on: April 05, 2018, 11:22:32 pm »

I'm having trouble with a reaction. I'm trying to use sugar to make yeast, but it keeps telling me that I have sugar, but that I don't have a sugar bag. I tried removing the bag, and now it tells me I don't have sugar...

Spoiler (click to show/hide)

Any obvious errors?
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!

Zydramir

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #470 on: April 05, 2018, 11:51:41 pm »

Unfortunately, it doesn't seem like the edits made by FantasticDorf have worked for the problem I'm having.  The dorfs still are not wanting to use the boar wool for the spinning job.

Edit: GOT IT TO WORK!
« Last Edit: April 06, 2018, 03:07:03 am by Zydramir »
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] 0.44.x questions thread
« Reply #471 on: April 06, 2018, 02:40:30 pm »

I'm having trouble with a reaction. I'm trying to use sugar to make yeast, but it keeps telling me that I have sugar, but that I don't have a sugar bag. I tried removing the bag, and now it tells me I don't have sugar...
maybe add the "BOX" declaration and the BAG tag?
   [REAGENT:bag:1:BOX:NONE:NONE:NONE]
[BAG]  [PRESERVE_REAGENT]  [CONTAINS:sand]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] 
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: [MODDING] 0.44.x questions thread
« Reply #472 on: April 06, 2018, 09:18:58 pm »

so I am doing some simple edits to kobolds (making them more like the D&D kobolds), currently I am trying to change how common certain scale colors are. I can't seem to find anything about frequency of skin/fur/hair colors so can someone explain to me how they work.
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?

Klisz

  • Bay Watcher
  • Dabbling Modder
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #473 on: April 06, 2018, 09:47:27 pm »

so I am doing some simple edits to kobolds (making them more like the D&D kobolds), currently I am trying to change how common certain scale colors are. I can't seem to find anything about frequency of skin/fur/hair colors so can someone explain to me how they work.

The number, in your case always 1, determines the frequency.
Logged

deathpunch578

  • Bay Watcher
  • local satanist practices black magic in cornfields
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #474 on: April 06, 2018, 09:51:32 pm »

so I am doing some simple edits to kobolds (making them more like the D&D kobolds), currently I am trying to change how common certain scale colors are. I can't seem to find anything about frequency of skin/fur/hair colors so can someone explain to me how they work.

The number, in your case always 1, determines the frequency.
I understand that, I want to know how to make some colors more common than others (I have no clue what the frequency scale is).
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?

bloop_bleep

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #475 on: April 06, 2018, 09:57:04 pm »

I think it works like bodypart relsizes in that it's a weighted system; basically the frequency of a certain color is (color frequency number)/(sum of all frequency numbers).
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.

deathpunch578

  • Bay Watcher
  • local satanist practices black magic in cornfields
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #476 on: April 06, 2018, 10:00:07 pm »

I think it works like bodypart relsizes in that it's a weighted system; basically the frequency of a certain color is (color frequency number)/(sum of all frequency numbers).
okay, but is a higher number more or less rare?
never mind I figured it out
« Last Edit: April 06, 2018, 10:27:12 pm by deathpunch578 »
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?

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #477 on: April 06, 2018, 10:29:00 pm »

Less rare, strictly in relation to the rest. If you have a frequency 1 for red, 3 for green and 5 for blue skin, you have 1/9 chance for red boys, 3/9 chance for green and 5/9 for blue. Multiply all three numbers by 99 and the ratios stay exactly the same.
Logged

deathpunch578

  • Bay Watcher
  • local satanist practices black magic in cornfields
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #478 on: April 06, 2018, 10:56:42 pm »

fixed issue
« Last Edit: April 06, 2018, 11:32:27 pm by deathpunch578 »
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?

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #479 on: April 07, 2018, 09:41:04 am »

I'm having trouble with a reaction. I'm trying to use sugar to make yeast, but it keeps telling me that I have sugar, but that I don't have a sugar bag. I tried removing the bag, and now it tells me I don't have sugar...
maybe add the "BOX" declaration and the BAG tag?
   [REAGENT:bag:1:BOX:NONE:NONE:NONE]
[BAG]  [PRESERVE_REAGENT]  [CONTAINS:sand]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

Tried that, still no luck. Arrgh! Here's the current full raws being used:

Spoiler (click to show/hide)
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!
Pages: 1 ... 30 31 [32] 33 34 ... 120