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Author Topic: Modding questions thread.  (Read 20041 times)

rufus

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Re: Modding questions thread.
« Reply #90 on: July 22, 2008, 03:21:10 pm »

I'm attempting a full conversion mod.

Everything was going smoothly until I deleted most of the creature_ definitions.
I left the creature_standard unmodified, and I started rewriting creature_domestic, taking out all the domestic animals and adding in new ones with similar purposes.

The game doesn't seem to like it when I do that, because it crashes.


Basically, what I'm asking is, how do I make a full-conversion mod of the creatures?

I know how to modify them.  I just want to know what I have to do, what I have to keep in the game, to keep it from exploding.
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Sean Mirrsen

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Re: Modding questions thread.
« Reply #91 on: July 22, 2008, 03:33:12 pm »

You have to have vermin. And powers. And megabeasts, if the previous isn't covered by that. An ENDING creature with spheres attached. Probably FANCIFUL creatures. Creatures that are assigned to entities. EVIL, GOOD, and SAVAGE creatures must be present. That's all I can remember, there's probably something else.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

rufus

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Re: Modding questions thread.
« Reply #92 on: July 22, 2008, 03:43:54 pm »

creature_standard seems to have all of that (demon, dragon, sasquatch, sea serpent, unicorns) and I included a few files with vermin.
As I said, I left creature_standard untampered.  It still has humans, dwarves, elves, and all that, but it doesn't seem to work.
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Sean Mirrsen

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Re: Modding questions thread.
« Reply #93 on: July 22, 2008, 03:58:54 pm »

Fish? Any ALL_MAIN or ANY_LAND creatures to cover all biomes? Like I said, I'm not sure. It might look for all the files in the folder, for all I know.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Devath

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Re: Modding questions thread.
« Reply #94 on: July 22, 2008, 04:46:48 pm »

Also: Did you make a new world?
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"Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup." - Unknown

rufus

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Re: Modding questions thread.
« Reply #95 on: July 22, 2008, 05:12:25 pm »

I did.  I also clean out /data/objects/ before everytime I make a new world.
I left the objects intact once when I made a few major testing and debugging changes to the creature files because I didn't know about them, and Dwarf Fort suddenly became Lizardman Fort.

Their ( silk clothing) boiled while they froze to death.  Two of them survived.  One of the survivors went absolutely batty and killed everyone who hadn't died from the boiling silk and freezing death.  Strangely enough, he made a lover in these brief three seconds, and then killed her in a tantrum.

The last survivor escaped the onslaught and ran away, never to be seen again.


I think what I'll do is just leave all the original creatures intact and try to replace most of the ones that need replacing, while deleting unnecessary others.  Hopefully, that should solve my problem.
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Mephansteras

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Re: Modding questions thread.
« Reply #96 on: July 22, 2008, 05:24:33 pm »

These weird things can also happen if you have duplicates of a creature. If you added anything in, make sure you don't have dups.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Nonanonymous

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Re: Modding questions thread.
« Reply #97 on: July 22, 2008, 08:55:55 pm »

Err, just ignore this post.

Okay, found a use for it after all.  For one reason or another, Utilii Stillarii's body tokens aren't being recognized by DF, or something, they show up in the error log, anyway.
« Last Edit: July 22, 2008, 09:04:49 pm by Nonanonymous »
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Shadowlord

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Re: Modding questions thread.
« Reply #98 on: July 23, 2008, 07:10:36 pm »

Everything was going smoothly until I deleted most of the creature_ definitions.
I left the creature_standard unmodified, and I started rewriting creature_domestic, taking out all the domestic animals and adding in new ones with similar purposes.

I would try saving a copy of your new version, then reverting to the standard creatue_domestic, and then change over one creature at a time, testing to make sure DF doesn't blow up. Eventually you should either hit the problem, realize you had forgotten an animal or purpose the last time, or reach the end without incident and have it working without any idea what went wrong before. Any of those three (well, possibly except the last :P) is an improvement, eh?  ;)
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Nonanonymous

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Re: Modding questions thread.
« Reply #99 on: July 23, 2008, 07:27:06 pm »

So...  Has anyone else had trouble with that mod pack doing things like that?
Oh, and is [BLOODTYPE:SLIME] a valid token, and if so, what color is the slime?
« Last Edit: July 23, 2008, 07:30:51 pm by Nonanonymous »
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Devath

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Re: Modding questions thread.
« Reply #100 on: July 23, 2008, 10:35:51 pm »

Nope. [BLOODTYPE:O] does the equivalent action, however.
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"Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup." - Unknown

umiman

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Re: Modding questions thread.
« Reply #101 on: July 24, 2008, 10:25:33 am »

How do you get your adventurers to start with metal backpacks and metal flasks? Is it possible?

TheSpaceMan

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Re: Modding questions thread.
« Reply #102 on: July 24, 2008, 03:25:51 pm »

BIOME tags. Is a creature limited to one or can they be multiple?
It's a question on Checkbox Vs. Dropdown list.
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

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Sean Mirrsen

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Re: Modding questions thread.
« Reply #103 on: July 24, 2008, 03:29:54 pm »

Multiple. None are mutually exclusive, but many include others.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Nonanonymous

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Re: Modding questions thread.
« Reply #104 on: July 24, 2008, 04:21:29 pm »

What exactly determines if a creature/limb 'shatters' when it dies/is cut off instead of the more organic sorts of death and limb removal?
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