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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430309 times)

Hydrall

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1350 on: December 15, 2010, 10:54:43 pm »

Hmm... I'm fiddling around with my original idea, just to see if it was possible...

Are limbs not allowed to have three joints? My plan was upper arm -> lower arm -> wing, with the hand attached to the lower arm like normal. I just end up with the same setup as your earlier code, so it's either that or the [CATEGORY: WING] token overrides everything else.
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After seven days and seven nights, God said "Screw this!" and abandoned the fortress.

Uristmcfisherdwarf cancels fish: Interrupted by harmless minnow

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1351 on: December 15, 2010, 10:59:35 pm »

This is untested by myself, but I think what you want looks like this,

Code: [Select]
[BODY:2_HANDED_WINGS]
[BP:RUA:right upper arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:ARM_UPPER][DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:ARM_UPPER][DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER][DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER][DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND][DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND][DEFAULT_RELSIZE:80]
[BP:RWING:right wing:STP][CON:RLA][LIMB][RIGHT][FLIER][CATEGORY:WING][DEFAULT_RELSIZE:500]
[BP:LWING:left wing:STP][CON:LLA][LIMB][LEFT][FLIER][CATEGORY:WING][DEFAULT_RELSIZE:500]

Hydrall

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1352 on: December 15, 2010, 11:06:40 pm »

That's exactly what I have, I think, but it doesn't seem to be working.

Unless I'm doing something stupid again. Newbie modders must get grating, huh...?

Wait, what? It worked that time!

I don't get it, I just don't get it. =_=
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After seven days and seven nights, God said "Screw this!" and abandoned the fortress.

Uristmcfisherdwarf cancels fish: Interrupted by harmless minnow

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1353 on: December 15, 2010, 11:08:12 pm »

I'm going to assume your working with the object testing arena. When you changed the file and saved, did you exit out of the arena and go back in?

Hydrall

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1354 on: December 15, 2010, 11:14:10 pm »

Yeah. Also, I figured out my problem

I had two of the same body type (2_HANDED_WINGS), and I'd fixed the copy that was the same as your original. Looks like I'm gonna have to keep a close eye on these things, since I didn't even realize I'd done that...
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After seven days and seven nights, God said "Screw this!" and abandoned the fortress.

Uristmcfisherdwarf cancels fish: Interrupted by harmless minnow

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1355 on: December 15, 2010, 11:17:05 pm »

The fact that you pulled out the correct script on your own, despite being newer to modding, is a tribute to your natural abillity. I'm sure you will quickly pick up on all the tips and tricks.

And trust me, everybody makes silly little mistakes like that. I spent a few hours messing with my raws before I relised I was getting problems because I used MONARCH instead of KING.

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1356 on: December 16, 2010, 12:54:33 am »

Okay, so if I only put a savage token, for instance, it will only show up in untamed wilds? Just making sure I've got this clear.

That's right.
You sure about that? I remember savage creatures showing up on joyous and terrifying too.
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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 #1357 on: December 16, 2010, 01:00:53 am »

They may do, which is why I said

Quote
Non-evil creatures can show up as undead on evil biomes

Actually, on the converse, I don't know why I said that. I thought I knew that BENIGN/SAVAGE/GOOD/EVIL only limit the biomes a creature can show up in, not expand them.
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NobodyPro

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1358 on: December 16, 2010, 01:08:03 am »

*** Error(s) finalizing the creature HYDRA
HYDRA:DEFAULT:body, layer 3: Tissue  was not found, using first tissue instead
HYDRA:DEFAULT:tentacle end, layer 3: Tissue  was not found, using first tissue instead

What's wrong here?
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1359 on: December 16, 2010, 01:13:07 am »

Looks like it's looking for a layer without a name. Make sure there aren't any blank spaces in your tissue definitions, or if you're using a detail plan, make sure it's 1. got the right number of arguments set and 2. actually points to those bodyparts.
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1360 on: December 16, 2010, 01:21:11 am »

Post raw for your hydra?
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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.

NobodyPro

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1361 on: December 16, 2010, 02:17:36 am »

Here

[CREATURE:HYDRA]
   [DESCRIPTION:A hydra tentacle.]
   [NAME:hydra tentacle:hydra tentacles:hydra tentacle]
   [CASTE_NAME:hydra tentacle:hydra tentacles:hydra tentacle]
   [CREATURE_TILE:'H'][COLOR:6:0:0]
   [PETVALUE:500]
   [FREQUENCY:20]
   [NATURAL][NOBONES][LARGE_PREDATOR]
   [LARGE_ROAMING]
   [AQUATIC][UNDERSWIM][IMMOBILE_LAND]
        [NOTHOUGHT] [NO_THOUGHT_CENTER_FOR_MOVEMENT]
   [BIOME:OCEAN_TEMPERATE]
   [BIOME:OCEAN_TROPICAL]
   [POPULATION_NUMBER:1:100]
   [CLUSTER_NUMBER:1:1]
   [PREFSTRING:grace]
   [BODY:BASIC_1PARTBODY_HYDRA:HEART:GUTS:TENTACLE_HYDRA]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
   [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:MUSCLE]
   [HAS_NERVES]
   [SWIMS_INNATE][SWIM_SPEED:500]
   [USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
   [BODY_SIZE:0:0:50000]
   [BODY_SIZE:1:0:500000]
   [BODY_SIZE:5:0:2000000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [MAXAGE:500:1000]
   [ATTACK:STAB:BODYPART:BY_CATEGORY:TENTACLE]
      [ATTACK_SKILL:WRESTLING]
      [ATTACK_VERB:stab:stabs]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_EDGE]
   [ALL_ACTIVE]
   [NO_SLEEP]
   [NO_DRINK]
   [NO_DIZZINESS]
   [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
      [TL_COLOR_MODIFIER:BLUE:1]
         [TLCM_NOUN:skin:SINGULAR]
   [SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:2]
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1362 on: December 16, 2010, 02:21:40 am »

You should define a third argument for EXOSKELETON_TISSUE_LAYERS.
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1363 on: December 16, 2010, 03:02:05 am »

No realy, do tree loving diplomats count as trade or seige? I mean they don't show up for a little while in vanilla, so I'm guessing its seige, but then I see
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:0]
   [PROGRESS_TRIGGER_TRADE_SIEGE:0]
and it seems they will start attacking you when you have over three dwarves... And they hate you. Basicaly I want a race that likes you, will not trade with you, and will go to war with you over trees. So I can't turn off all active sesons, because then they won't attack, but I can set

   [PROGRESS_TRIGGER_POPULATION:1000]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
so that because you will never have 1000 dwarves, they will never trade with you. Problem I'm having is, 'what if they never send diplomats to stop logging as well?' So, advice?

Frogwarrior

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1364 on: December 16, 2010, 05:32:11 am »

As I recall, the "population" trigger is not number of dwarves, but certain MILESTONES. Like, 1 is 20, 2 is 50, 3 is 80 or something.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0
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