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Author Topic: Modding questions thread.  (Read 20047 times)

Deon

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Re: Modding questions thread.
« Reply #45 on: June 28, 2008, 08:37:02 am »

You should generate a new world if you added a reaction with new tag.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Haven

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Re: Modding questions thread.
« Reply #46 on: June 28, 2008, 10:41:18 am »

Not so much a straight modding question, but does anyone know the proper tag to change to remove one of your dwarves from your civ, possibly into another? I'm looking for something to start a civil war with...
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Deon

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Re: Modding questions thread.
« Reply #47 on: June 28, 2008, 11:06:36 am »

Tags in raws affect every creature.
You can use dwarf companion to do the thing you want. So it doesn't belong to modding at all.
If you don't know how to use dwarf companion, ask in the program's thread:
http://www.bay12games.com/forum/index.php?topic=775.0
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Haven

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Re: Modding questions thread.
« Reply #48 on: June 28, 2008, 07:56:26 pm »

Hm. I guess an organic multi-faction fort is out then. Thanks for the info, anyhow.
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Makrond

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Re: Modding questions thread.
« Reply #49 on: June 28, 2008, 11:38:56 pm »

You should generate a new world if you added a reaction with new tag.

I'm in the middle of testing... I keep embarking on aquifers, making it impossible to get to stone...  :-\
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Quote from: Jusal
Darwinism? Bah! This is Dwarvinism!

Deon

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Re: Modding questions thread.
« Reply #50 on: June 28, 2008, 11:43:54 pm »

Why do you do it?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Makrond

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Re: Modding questions thread.
« Reply #51 on: June 28, 2008, 11:51:26 pm »

I don't bother to look properly at the embark screen (I'm testing, dammit! I shouldn't need to look!) and by virtue of extreme bad luck, I always end up with an aquifer.

Anyway, found a spot. It works now for some reason. I must have made a typo the first time I modded the raw.

Thanks for the help ;D
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Quote from: Jusal
Darwinism? Bah! This is Dwarvinism!

Deon

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Re: Modding questions thread.
« Reply #52 on: June 29, 2008, 12:44:20 am »

I think it's much easier to make a glance once at embark screen than re-embark =).
You're too straightforward. X_X
Quote
It works now for some reason
"Some reason" is that the code is written correctly. I'm glad you're OK.

Can you comment on this, please?
Quote
I'm testing, dammit! I shouldn't need to look!
It's very mysterious for me... How can you judge your results if you don't even look at them and other simply things? Do you have some kind of superhuman sense? =)
« Last Edit: June 29, 2008, 12:48:04 am by Deon »
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Makrond

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Re: Modding questions thread.
« Reply #53 on: June 29, 2008, 08:57:45 am »

I think it's much easier to make a glance once at embark screen than re-embark =).
You're too straightforward. X_X

Some call me pig-headed, others just simply stupid. 'Straightforward' has a nice ring.

Quote from: Deon
Quote
It works now for some reason
"Some reason" is that the code is written correctly. I'm glad you're OK.

Yeah, it's wierd though. I usually pick up even small errors quite quickly.

What I actually meant was that I had made the adjustment, then generated a new world, and it didn't work. Obviously this was by way of a typo on my part, but even fixing this typo didn't take effect until I generated a new world.

Quote from: Deon
Can you comment on this, please?
Quote
I'm testing, dammit! I shouldn't need to look!
It's very mysterious for me... How can you judge your results if you don't even look at them and other simply things? Do you have some kind of superhuman sense? =)

I wish; then I wouldn't need to keep re-embarking.
Seriously, though, it was the same biome each time. Obviously I didn't move the cursor far enough.
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Quote from: Jusal
Darwinism? Bah! This is Dwarvinism!

Chaz Turbo

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Re: Modding questions thread.
« Reply #54 on: June 29, 2008, 08:40:25 pm »

I'm curious, has anyone tried to mix the weapon and armor tags together on a item.  More specifically, I was wondering if it was possible to make a weapon block like a shield.
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Deon

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Re: Modding questions thread.
« Reply #55 on: June 29, 2008, 08:52:58 pm »

No.
There're special tokens for each type of item and they can't be mixed.
Only [SHIELD:] can block.
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Daggetd

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Re: Modding questions thread.
« Reply #56 on: July 05, 2008, 08:29:28 am »

Is it possible to mod a weapon so it can be used for woodcutting?
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Sean Mirrsen

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Re: Modding questions thread.
« Reply #57 on: July 05, 2008, 09:06:06 am »

Any weapon that uses the axe skill is used for woodcutting. That's one reason I think having warscythes is weird and funny. I mean, really, which of the existing skills should it use? Axe? Spear? Polearm/pike?
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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

Loctavus

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Re: Modding questions thread.
« Reply #58 on: July 09, 2008, 10:58:46 am »

I'm sure someone somewhere has done this before, but nothing I dug up on the search actually worked.

These reactions don't give me any errors in the errorlog anymore, but they are still not showing up in the smelter.

One is duplicated from the other, so I am sure they have the same problem, and it's something to do with the reagent, but I'm stumped.

Bone is listed in my stone_mineral file and mother of pearl in gemstones, as that is what it (hopefully) should produce, a raw gemstone.

[REACTION:BONE_MAKE]
[NAME:make bone block]
[SMELTER]
[REAGENT:5:BONES:NO_SUBTYPE:BONE:NO_MATGLOSS]
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:BONEROCK]
[FUEL]

[REACTION:PEARLMOTHER_MAKE]
[NAME:make mother of pearl]
[SMELTER]
[REAGENT:1:SHELL:NO_SUBTYPE:SHELL:NO_MATGLOSS]
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:PEARLMOTHER]
[FUEL]
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Tea and -Elf Tallow Biscuits- anyone?

Sean Mirrsen

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Re: Modding questions thread.
« Reply #59 on: July 09, 2008, 11:02:27 am »

Go look for a thread titled something like "Sean Mirrsen, modder, looses a roaring laughter, fell and terrible". That doesn't entirely convey its meaning, but anyway.

In short, the bones and shells follow the same logic as plants - you can't use them by specifying exact materials. You can get "any bone" or "any shell" by specifying an invalid material type so that the game replaces it with a random choice.

And yes, "bone rock" has already been made, by me no less.
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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
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