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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419431 times)

Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1200 on: December 02, 2010, 02:51:28 am »

LordBistian I don't know the tileset but that looks like transparency issues if you ask me. Did you save the file as a .png using a program that supports transparency?
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LordBistian

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1201 on: December 02, 2010, 07:34:26 am »

Yush.
But I tried making it occupant and converting it to .bmp
Didnt seem to work at all
Also, choosing any other tileset does the same while said tileset is in the Art folder.
Does DF load all- Nevermind. I fail.

The shit. Removing said .png or converting it to .bmp doesnt works at all.
Rage.

Fixed. Copying to a new .bmp worked :3
« Last Edit: December 02, 2010, 10:30:16 am by LordBistian »
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1202 on: December 03, 2010, 12:31:40 pm »

 [SPECIALATTACK_INJECT_EXTRACT:<Main type>:<Sub type>:<state>:<min>:<max>]
What do these min max values represent? I've been using it as the quantity injected, but it look like 1000000:100000 doesn't immediately explode an ant with gallons of drugs.
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Korbac

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1203 on: December 03, 2010, 03:00:53 pm »

Rephikul:

Have you defined a syndrome for the extract? At the moment, injecting creatures full of liquids won't make them explode (as fun and semi - realistic as that would be.) Secondly, your min value is bigger than your max value, perhaps causing an error.

My question to the community - what skill token applies for the "Dodging" skill? DODGER doesn't work, and I believe I've tried DODGE...

Edit: NVM, it's DODGING.
« Last Edit: December 03, 2010, 03:31:47 pm by Korbac »
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1204 on: December 03, 2010, 04:36:24 pm »

Rephikul:

Have you defined a syndrome for the extract? At the moment, injecting creatures full of liquids won't make them explode (as fun and semi - realistic as that would be.) Secondly, your min value is bigger than your max value, perhaps causing an error.

My question to the community - what skill token applies for the "Dodging" skill? DODGER doesn't work, and I believe I've tried DODGE...

Edit: NVM, it's DODGING.
It's dodging  8)
My syndrome min:max is just an example. The ones i use actually work fine. I'm just curious about true min:max usage.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1205 on: December 03, 2010, 05:22:19 pm »

The suspicion in 28.40d was that the values represented the chance of the special attack working; I think the idea was that the game checked both values and made a roll based on them in some manner.
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1206 on: December 04, 2010, 12:06:26 pm »

I've got some questions about the TISSUE_LAYER_APPEARANCE_MODIFIER tokens.

It seems they are relative in their description. So the following:
Code: [Select]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:60:60:60:60:60:60:80]Will only describe the length of hair for those creatures with 80 and the rest just have hair. It seems to look for deviation from the average for descriptions.

The problem is I want to have all my creatures described as having short, sparse hair. Can this be achieved?

One hack I could use:
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:CLEAR:1]
[TLCM_NOUN:short, sparse hair:SINGULAR]
Which gives:
Quote
Its short, sparse hair is clear.

But I'd like to do it how Toady intended if possible.
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1207 on: December 04, 2010, 02:17:11 pm »

It seems to look for deviation from the average for descriptions.
You answered your question. If everyone has "short" hair then "short" is the new "average" in their culture. Use your hack.
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1208 on: December 04, 2010, 06:37:16 pm »

Yeah, this is something I realised recently as well. It's a little counter-intuitive to say the least, but I think it's possible to get the results you want with enough tweaking.

I suggest reading this post before attempting to do that, if you haven't already, as it offers the best explaination I've found of how appearance modifiers work.
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Deviled

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1209 on: December 04, 2010, 08:06:07 pm »

Does any one know where bags are located
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1210 on: December 04, 2010, 08:09:55 pm »

They're not in the raws, nor are any of the furniture objects. You can reference them in a reaction with BAG.
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Deviled

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1211 on: December 04, 2010, 08:25:52 pm »

thanks
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1212 on: December 04, 2010, 08:36:04 pm »

Can someone tell me whats wrong with this reaction.

Code: [Select]
[REACTION:MAKE_BAG]
[NAME:make bag]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:BAG:NONE:NONE][FORCE_EDGE]
[SKILL:KNAPPING]
Every time I try it the game crashes.
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1213 on: December 04, 2010, 08:45:58 pm »

Actually, I was wrong. I forgot that bags are just leather containers. The reaction should look something like this:

Code: [Select]
[REACTION:MAKE_BAG]
   [NAME:make bag]
   [ADVENTURE_MODE_ENABLED]
   [PRODUCT:100:1:BOX:NONE:CREATURE_MAT:DONKEY:LEATHER]
   [SKILL:KNAPPING]
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Deviled

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1214 on: December 04, 2010, 08:53:26 pm »

thanks again
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