Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 12 13 [14] 15 16 ... 19

Author Topic: Modding questions thread.  (Read 20040 times)

roguester

  • Bay Watcher
    • View Profile
Re: Modding questions thread.
« Reply #195 on: October 09, 2008, 02:07:12 pm »

It was too big for dwarves, it was for a much larger race to use, but even when I set the minimum size to 1 it does the same thing.

Hmmm.. I should try using it with dwarves now.
Logged

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: Modding questions thread.
« Reply #196 on: October 09, 2008, 04:27:01 pm »

[REACTION:MagicSteel]
[NAME:make steel bars]
[SMELTER]
[PRODUCT:100:50:BAR:NO_SUBTYPE:METAL:STEEL]
[FUEL]
It shouldn't matter, but it's generally a good idea to have everything in the raws except for names capitalized.
The game still interprets it if it's not in caps as far as I know, but, for instance, you can't tell the difference between a capital I and a lowercase l in the Notepad default font...
Ill <--The word ILL.  See what I mean?
Logged
Mishimanriz: Histories of Pegasi and Dictionaries

The Grackle

  • Bay Watcher
    • View Profile
Re: Modding questions thread.
« Reply #197 on: November 19, 2008, 06:14:16 am »

What happens if I reduce the value of a plant/drink to 0? That's it's monetary/happiness value right? Or is it also it's nutritional value?  Will the dwarfs eat it and starve?
Logged

Mad Larks

  • Bay Watcher
  • The Music Meister!
    • View Profile
Re: Modding questions thread.
« Reply #198 on: November 19, 2008, 07:18:42 am »

What happens if I reduce the value of a plant/drink to 0? That's it's monetary/happiness value right? Or is it also it's nutritional value?  Will the dwarfs eat it and starve?

Efficient diet foodstuffs, that.
Logged
It's like Schrödinger's cat spinning violently around your head vomiting multicolored flickering 1s and 0s on your eyeballs just trying to contemplate that on any meaningful level.
Follow the ups and down of Urist McBeard, Minerdorf

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Modding questions thread.
« Reply #199 on: November 19, 2008, 09:15:15 am »

I am pretty sure that value means only monetary value and dwarves eat any 1 unit of food per a curtain period of time.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

IronValley

  • Bay Watcher
  • Purple Smile!
    • View Profile
Re: Modding questions thread.
« Reply #200 on: November 20, 2008, 06:57:19 am »

Is there a way of "creating" creatures at a smelter?

Like, having a "iron golem" require 10 iron bars and 10 mechanisms?

oh, and having them come out "tamed" would probably be a good idea aswell ;)

I couldprobably design the creature myself, but smelter reactions are a bit beond me at the moment...
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Modding questions thread.
« Reply #201 on: November 20, 2008, 07:02:14 am »

^^^ No.  You can make vermin, but that's it.
Logged

IronValley

  • Bay Watcher
  • Purple Smile!
    • View Profile
Re: Modding questions thread.
« Reply #202 on: November 20, 2008, 07:36:34 am »

A shame... I wanted to craft Adamantine Golems, make them trainable, and have a golem master patrol the fortress exterior =(
Logged

daemoria

  • Bay Watcher
  • [VERTEX_SMITH]
    • View Profile
Re: Modding questions thread.
« Reply #203 on: November 20, 2008, 08:12:16 am »

There's nothing stopping you from making the golems...they will just be teleporting golems that phase through doors/walls/floors and that might get killed by your cats.

Seeing as cave spiders can bite dwarfs, vermin creatures can attack whoever they consider 'hostile'. I don't think they will come out of the smelter tame tho, so if you can get the item tokens for mechanisms and the metals you want, place the smelter in a room with cage traps. You'll most likely lose the soap maker turned furnace operator.
Logged
3 <≡Vertex≡>
This is a exceptionally prepared stack of 3 vertex. It forms the shape of a triangle.

IronValley

  • Bay Watcher
  • Purple Smile!
    • View Profile
Re: Modding questions thread.
« Reply #204 on: November 20, 2008, 08:32:35 am »

and I'll have to use animal traps....

And the golemmaster will probably try to wear the adamantine golens on the head....
Logged

Petra

  • Bay Watcher
  • Vortex of Doom
    • View Profile
Re: Modding questions thread.
« Reply #205 on: December 09, 2008, 02:03:11 pm »

I know this is an old thread, but I have a question that has already been answered in the past.

Shells. I want to smelt them. I'm tired of seeing my moody dwarves dying of insanity because they don't drink anything.
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Modding questions thread.
« Reply #206 on: December 09, 2008, 02:05:36 pm »

[PRODUCT:100:1:SHELL:NO_SUBTYPE:SHELL:TURTLE]

[PRODUCT:100:1:SHELL:NO_SUBTYPE:SHELL:LOBSTER_CAVE]

Untested, but I think I've used those successfully in the past.
Logged

Petra

  • Bay Watcher
  • Vortex of Doom
    • View Profile
Re: Modding questions thread.
« Reply #207 on: December 09, 2008, 02:12:07 pm »


Thank you soo much!
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Modding questions thread.
« Reply #208 on: December 09, 2008, 02:27:55 pm »

Hmm.  Oddly that just produces generic "shell," I can't get shell from a particular creature.  It should still satisfy mood requests, though.

Anybody had experience with shell reaction products?
Logged

Assassinfox

  • Bay Watcher
  • [FANCIFUL]
    • View Profile
    • Raging at the Box
Re: Modding questions thread.
« Reply #209 on: December 09, 2008, 02:32:41 pm »

Try using the creature name as the matgloss for the reaction.

[PRODUCT:100:1:SHELL:NO_SUBTYPE:TURTLE:NONE]

instead of

[PRODUCT:100:1:SHELL:NO_SUBTYPE:SHELL:TURTLE]

Since, apparently, if you try to create bones, putting anything other than the creature name in the matgloss results in boiling bones freezing your furnace operator solid.  So, I imagine it might be the same deal with shells.
Pages: 1 ... 12 13 [14] 15 16 ... 19