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Author Topic: Modding questions thread.  (Read 20051 times)

Feebleaxe

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Re: Modding questions thread.
« Reply #75 on: July 17, 2008, 04:37:51 pm »

A fairly hopeless question I know but I thought I'd ask it:

Is there any conceivable way to save a world at a certain point in time, play in it, export it and then feed it back into the world generator to progress time rapidly again?
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Thatgoblin

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Re: Modding questions thread.
« Reply #76 on: July 17, 2008, 08:22:48 pm »

I've been playing Dwarf Fortress for awhile with the Mike Mayday prepack and I just recently downloaded 39c and set up the pack with DF. The only problem I have with it is barrels, wood and designations are now the original beige color. How do I change the color to the Mayday brown?
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Keiseth

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Re: Modding questions thread.
« Reply #77 on: July 17, 2008, 09:59:39 pm »

Is there any conceivable way to save a world at a certain point in time, play in it, export it and then feed it back into the world generator to progress time rapidly again?

Not really, no. I mean, technically? With a ridiculous knowledge of memory hacking, the ability to decompress DF's save files and a few weeks of work... basically, no. It would be awesome, though, I was thinking about that myself. I'd love to play a few adventurers in year 5~10, and advance time to 50~60, then 300~400... and so on.
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Sean Mirrsen

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Re: Modding questions thread.
« Reply #78 on: July 18, 2008, 03:27:42 am »

I didn't find any new raws. All I did in the latest MA mod version was add a module that balances out religion spheres, sphere affinity, and ethics. I still don't know if it's good enough, but at least elves are now less of a global threat, and goblins and dwarves now also find quite a few reasons to fight.
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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

Deon

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Re: Modding questions thread.
« Reply #79 on: July 18, 2008, 05:07:37 am »

Hey there, I've found a lot of "nothing" creatures in my mod (outdoor animal population: 5728518 nothing), however it happens with the creature raws which have never generated a "nothing" before.
Did you see this and what could be the cause?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sean Mirrsen

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Re: Modding questions thread.
« Reply #80 on: July 18, 2008, 05:32:30 am »

You could have missed a name tag somewhere...

If it happens with Modbase, it might be something awful with conditional entries, but I doubt it.
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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

Deon

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Re: Modding questions thread.
« Reply #81 on: July 18, 2008, 08:34:54 am »

Nono, it's just a stand-alone test, I didn't configure it still to be modbase-compatible. It's very weird this way, I can swear I didn't change any names.
But this may be a bug due to copy-paste. Does the absence of the name token make the creature to be "Nothing"? If so, then it's the cause.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sean Mirrsen

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Re: Modding questions thread.
« Reply #82 on: July 18, 2008, 10:31:27 am »

It could be a "default" name the game uses to avoid blank creatures.
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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

GoreTaco

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Re: Modding questions thread.
« Reply #83 on: July 18, 2008, 10:47:23 pm »

I've got a problem, my newly created creature doesn't seem to show up in Legends or Adventure mode. Here are the .txts:

Creature:
Code: [Select]
creature_new

[OBJECT:CREATURE]

[CREATURE: HELLION]
[NAME:hellion:helliun:hellion]
[TITLE:' H '] [COLOR:15 : 8 : 8]
[MODVALUE:300]
[INTELLIGENT]
[CANOPENDOORS]
[BUTCHERABLE_NONSTANDARD]
[LIKES_FIGHTING]
[CAN_LEARN]
[NOEMOTION]
[NOFEAR]
[NOPAIN]
[NOSLEEP]
[NOSTUN]
[SIZE:8]
[BLOODTYPE:M]
[PREFSTRING:good taste in vomit]
[PREFSTRING:sadistic creativity]
[PREFSTRING:grotesque features]
[PREFSTRING:single, soul piercing eye]
[BODY:HUMANOID:EYE:2EARS:2LUNGS:HEART:3GUTS:ORGANSHELLION:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[MAXAGE:350:370]
[ATTACK:MAIN:BYTYPE:SIGHT:burn:burns:2:8:BURN][ATTACKFLAG_CANLATCH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_SUCK_BLOOD:50:100]
[NOCTURNAL]
[EVIL]
[STANDARD_FLESH]
[FIXED_TEMP:100000]

Entity:
Code: [Select]
[ENTITY:HELLION]
[INDIV_CONTROLLABLE]
[ADVENTURE_TIER:4]
[CREATURE:HELLION]
[TRANSLATION:GOBLIN]
[SIEGER]
[SELECT_SYMBOL:ALL:EVIL]
[SELECT_SYMBOL:ALL:OLD]
[SELECT_SYMBOL:ALL:MYSITCAL]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:GOOD]
[METAL_PREF]
[STONE_PREF]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[RELIGION_SPHERE:TORTURE]

Body:
Code: [Select]
body_hellion

[OBJECT:BODY]

[BODY:ORGANSHELLION]
[BP:FSTOMACH:first stomach][CONTYPE:LOWERBODY][INTERNAL]
[BP:SSTOMACH:second stomach][CONTYPE:LOWERBODY][INTERNAL]
[BP:TSTOMACH:third stomach][CONTYPE:LOWERBODY][INTERNAL]
[BP:PANCREAS:pancreas][CONTYPE:LOWERBODY][INTERNAL][SMALL]
[BP:SPLEEN:spleen][CONTYPE:LOWERBODY][INTERNAL][SMALL]
[BP:RKIDNEY:right kidney][CONTYPE:LOWERBODY][INTERNAL][SMALL][RIGHT]
[BP:LKIDNEY:left kidney][CONTYPE:LOWERBODY][INTERNAL][SMALL][LEFT]


[BODY:EYE]
[BP:EYE:eye][CONTYPE:HEAD][SIGHT][EMBEDDED][GUTS]
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Deon

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Re: Modding questions thread.
« Reply #84 on: July 19, 2008, 12:32:27 am »

There're a few huge problems here.
1) do you really have a space in [CREATURE: HELLION]? It should be [CREATURE:HELLION] because it may understand the 1st one as " hellion" and search for "hellion" (without space) for an entity.
2) The entity tokens' list is really small. They should have at least a default site type and biome settings.
3) A minor problem, butcherable_nonstandard is no longer supported. Just remove it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

GoreTaco

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Re: Modding questions thread.
« Reply #85 on: July 19, 2008, 10:55:32 am »

Ok, I'll try it once I get back on.
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Feebleaxe

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Re: Modding questions thread.
« Reply #86 on: July 22, 2008, 08:57:43 am »

If I make races like humans and goblins butcherable, does that mean 1) that I'll get problems with my hunters attacking human caravans etc all the time
2)Do I find a use for all the dead goblins after a siege?

Yeah basically what happens if you make major races butcherable?
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Sean Mirrsen

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Re: Modding questions thread.
« Reply #87 on: July 22, 2008, 10:44:28 am »

BUTCHERABLE_NONSTANDARD has been replaced now. Entity ethics are in effect. If your race thinks that eating enemies' corpses is alright, they'll butcher and eat them. If they think it's unthinkable, they won't. I don't know how will it work if you set it to a mediocre value, like PERSONAL_MATTER, but I suspect you'll be able to eat the corpses, but there will be some repercussions.
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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 #88 on: July 22, 2008, 01:43:41 pm »

What's the best way to make a civ more likely to survive worldgen?  Also, can you define a weapon as using the armor use or wrestling skills?
« Last Edit: July 22, 2008, 02:11:49 pm by Nonanonymous »
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Sean Mirrsen

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Re: Modding questions thread.
« Reply #89 on: July 22, 2008, 02:47:00 pm »

Yes, you can define a weapon like that. However, unless you just find it in a shop or somewhere, you won't find it, as it won't spawn. You can use it in adventure mode, since you can wield anything, but you won't spawn with it, and fort mode dwarves will never use it.
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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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