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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 188923 times)

Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #510 on: April 19, 2018, 04:06:57 pm »

They just don't spawn at all down there, I think its just not allowed for them to spawn, I tried 14 randomly generated worlds with a high amount of megabeasts, and still it never spawned nor showed up in legends, so I just assume its not possible, but I still attempted to ask incase I missed something.
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I once had a 30 dwarf glacier fortress once.. was going great till the dwarf merchants brought along a WereKoala and killed everyone...

wolflance

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Re: [MODDING] 0.44.x questions thread
« Reply #511 on: April 20, 2018, 03:09:52 am »

Question: As of the latest version, is there any workaround for "armor with UBSTEP:MAX does not cover hands but protect fingers" problem?
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scamtank

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Re: [MODDING] 0.44.x questions thread
« Reply #512 on: April 20, 2018, 04:44:13 am »

Question: As of the latest version, is there any workaround for "armor with UBSTEP:MAX does not cover hands but protect fingers" problem?

As in make it protect the hands too? No.

As in make it stop covering fingers and other anomalous bits? Yes. Switch the UBSTEP from MAX to 2. Applicable to pants and toes as well.
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FallingWhale

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Re: [MODDING] 0.44.x questions thread
« Reply #513 on: April 22, 2018, 01:17:59 am »

Is the [webber] tag's leaving webs everywhere still tied to the [vermin] tag? Is there a way around this?
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Hugo_The_Dwarf

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Re: [MODDING] 0.44.x questions thread
« Reply #514 on: April 22, 2018, 02:16:50 am »

Is the [webber] tag's leaving webs everywhere still tied to the [vermin] tag? Is there a way around this?

No? Anything with WEBBER will leave behind webs to be collected in respected BIOMEs that support that creature. Giant Cave Spiders are not Vermin and have WEBBER and you can find their webs about (Unless something changed about WEBBER that I missed the memo on)
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D_E

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Re: [MODDING] 0.44.x questions thread
« Reply #515 on: April 24, 2018, 10:39:50 pm »

Has anyone done extensive testing on MULTIPART_FULL_VISION?

It seems to be very picky in ways that result in it ONLY working on hydra-type creatures (as opposed to creatures that just have lots of eyes all over their body), but I haven't been able to figure out what set of tags exactly it needs to function.
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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)

Warlord255

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Re: [MODDING] 0.44.x questions thread
« Reply #516 on: April 25, 2018, 11:09:25 pm »

Trying to figure out how to craft things using skulls. The goal is to make a "____ skull mask" rather than a "___ bone mask" or "___ bone skull mask". A dummy material for the product may be in order, but that's not the issue.

The issue I'm having is I can't seem to find any way to define a skull, rather than a bone, as a reagent. I could add HAS_MATERIAL_REACTION_PRODUCT:SKULL, but skulls don't seem to be a tissue template. Are totems and totemable head-bones just hardcoded?
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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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scamtank

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Re: [MODDING] 0.44.x questions thread
« Reply #517 on: April 25, 2018, 11:19:12 pm »

Yeah, the TOTEMABLE tag in the body plan is what makes the bodypart pop out of the corpse as a special thingamabob. Skulls are just fancy head bones otherwise.

And considering how reactions don't have a special reagent filter for totemable bits, I don't see an elegant solution to the mess. :/
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Warlord255

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Re: [MODDING] 0.44.x questions thread
« Reply #518 on: April 26, 2018, 10:40:14 am »

It seems Adventurecraft has the answers I seek. Still, it's disappointing to have to make such a complex workaround.
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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!

Just Some Guy

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Re: [MODDING] 0.44.x questions thread
« Reply #519 on: April 26, 2018, 02:50:19 pm »

How hard would it be to make blocks out of meat? Asking for a friend.

scourge728

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Re: [MODDING] 0.44.x questions thread
« Reply #520 on: April 26, 2018, 03:58:30 pm »

How hard would it be to make blocks out of meat? Asking for a friend.
\
Modded Hell has that exact thing, and it was actually added intentionally

Hugo_The_Dwarf

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Re: [MODDING] 0.44.x questions thread
« Reply #521 on: April 26, 2018, 06:40:21 pm »

How hard would it be to make blocks out of meat? Asking for a friend.

Custom reaction

Code: [Select]
[REAGENT:meat:1:MEAT:NONE:NONE:NONE][UNROTTEN]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:meat:NONE]
[MAX_MULTIPLIER:1]

how hard? not hard
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FallingWhale

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Re: [MODDING] 0.44.x questions thread
« Reply #522 on: April 27, 2018, 03:08:45 am »

Is the [webber] tag's leaving webs everywhere still tied to the [vermin] tag? Is there a way around this?

No? Anything with WEBBER will leave behind webs to be collected in respected BIOMEs that support that creature. Giant Cave Spiders are not Vermin and have WEBBER and you can find their webs about (Unless something changed about WEBBER that I missed the memo on)
It will make biomes with a local population spawn webs on discovery but they won't leave webs walking around the way vermin spiders do, or if they do it's so rare as to not be worth interest.
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #523 on: April 27, 2018, 03:13:46 am »

2 things...

1. is it possible to make an reaction to enhance the quality of an item? (not improvements wise)


2. is it possible to make a reaction just to purely add adj. to items?
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I once had a 30 dwarf glacier fortress once.. was going great till the dwarf merchants brought along a WereKoala and killed everyone...

onciblu

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Re: [MODDING] 0.44.x questions thread
« Reply #524 on: April 27, 2018, 10:25:59 am »

Is it possible to make a mod that adds actions on the image creation menu?
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