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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431923 times)

katana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3120 on: June 20, 2011, 05:46:52 am »

Ok. It's just a bit weird, since I copied frequency from plump helmets.

EDIT: and they still don't pop up.

EDIT2: plant raws:
Code: [Select]

[OBJECT:PLANT]

[PLANT:BERRIES_HOPPER_SL]
//AKA nirakznoo :3
[NAME:hopper berry][NAME_PLURAL:wild hopperberries][ADJ:hopper berry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:58][PICKED_COLOR:4:0:0]
[DRY][BIOME:NOT_FREEZING]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen hopper juice]
[STATE_NAME_ADJ:LIQUID:hopper juice]
[STATE_NAME_ADJ:GAS:boiling juice]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_COOKED]
[SEED:hopper berry seed:hopper berry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:100]
[CLUSTERSIZE:10]
[PREFSTRING:tangy flavor]

[PLANT:VINE_EMERALD_SL]
[NAME:emerald vine][NAME_PLURAL:emerald vines][ADJ:emerald vine]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen emerald wine]
[STATE_NAME_ADJ:LIQUID:emerald wine]
[STATE_NAME_ADJ:GAS:boiling emerald wine]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[WET][BIOME:NOT_FREEZING][DRY]
[VALUE:1]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:10]
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[PREFSTRING:bright color]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:emerald vine seed:emerald vine seeds:6:0:0:LOCAL_PLANT_MAT:SEED]

[PLANT:PURPLE_CAP_PLANT_SL]
[NAME:dwarf cap][NAME_PLURAL:dwarf caps][ADJ:dwarf cap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PICKED_TILE:6][PICKED_COLOR:5:0:0]
[GROWDUR:3000][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
The material template is just called "alcohol" so we need to give it a proper name.
[STATE_NAME_ADJ:ALL_SOLID:frozen cap wine]
[STATE_NAME_ADJ:LIQUID:cap wine]
[STATE_NAME_ADJ:GAS:boiling cap wine]
We also set a few more numbers to distinguish the alcohol from the template.
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]

[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:dwarf cap spawn:dwarf cap spawn:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:2]
[PREFSTRING:great size]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

[PLANT:PURPLE_CAP_SL]
[NAME:giant dwarf cap][NAME_PLURAL:giant dwarf caps][ADJ:giant dwarf cap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:purple-cap]
[STATE_ADJ:ALL_SOLID:purple-cap]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:PURPLE]
[DISPLAY_COLOR:5:0:1]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:6]
[PREFSTRING:purple wood]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[WET][DRY]
[SOLID_DENSITY:600]
[TREE_COLOR:7:0:1]
[DEAD_TREE_COLOR:0:0:1]
[SAPLING_COLOR:7:0:1]
[DEAD_SAPLING_COLOR:0:0:1]
« Last Edit: June 20, 2011, 05:49:14 am by katana »
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Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3121 on: June 20, 2011, 05:49:07 am »

IIRC, the plump helmets only appear where there is cave grass, therefore, SUBTERRANEAN_WATER.
Your civ must've settled in an area of SUBTERRANEAN_CHASM.
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katana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3122 on: June 20, 2011, 06:03:01 am »

But how come there were plump helmets on embark then?
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3123 on: June 20, 2011, 06:09:47 am »

I'm not really sure now. I'm not an expert in plant modding, and you say you copied it from plumpies?

You might as well check for differences in that plant and the plump helmet, see why it appears.

I'll see what I can do with that, after I download the vanilla version again... (using genesis mod currently)
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arclance

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3124 on: June 20, 2011, 10:59:49 am »

Ok. It's just a bit weird, since I copied frequency from plump helmets.

EDIT: and they still don't pop up.

EDIT2: plant raws:
Code: [Select]

[OBJECT:PLANT]

[PLANT:PURPLE_CAP_PLANT_SL]
[NAME:dwarf cap][NAME_PLURAL:dwarf caps][ADJ:dwarf cap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PICKED_TILE:6][PICKED_COLOR:5:0:0]
[GROWDUR:3000][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
The material template is just called "alcohol" so we need to give it a proper name.
[STATE_NAME_ADJ:ALL_SOLID:frozen cap wine]
[STATE_NAME_ADJ:LIQUID:cap wine]
[STATE_NAME_ADJ:GAS:boiling cap wine]
We also set a few more numbers to distinguish the alcohol from the template.
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]

[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:dwarf cap spawn:dwarf cap spawn:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:2]
[PREFSTRING:great size]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
It might be that space you have in your dwarf cap raw.
It also might be where you have [EDIBLE_RAW] and [EDIBLE_COOKED] after [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL] I don't think you can put those there.
I think your raws should look like this.
Spoiler (click to show/hide)
You will need to generate a new world to test this.

If that does not work here are the raws from my glue cap plant which does work for comparison.
Spoiler (click to show/hide)
« Last Edit: June 20, 2011, 11:26:35 am by arclance »
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katana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3125 on: June 20, 2011, 11:10:10 am »

lul, glueshine.

Thanks!
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(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3126 on: June 20, 2011, 06:57:20 pm »

Thought about workshop failures. Came up with these options:
1. a fire starts
2. a deadly contact poison is created (or maybe freezing)
3. a mild poison, bleeding bruising pain, off to hospital for a month
4. created debris, 10 to 30 unwanted junk toys called "scraps" which is an annoyance.
5. created something nasty smelling rotting organic, get miasma soon

Too bad the debris might hurt FPS too much. But would be nice that the failure in workshop made the workshop slower/cluttered!
Heyyy should have a zero-value stone for those junk toys. Anyone already have a no-value stone?

Modders: noticed there's a [NOT_IMPROVED] tag, might be useful for the attach-bayonet-to-crossbow reaction.
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3127 on: June 21, 2011, 10:15:04 am »

Will this creature show up in 40d and if so, how often?

Spoiler (click to show/hide)
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3128 on: June 21, 2011, 10:24:30 am »

Hi, it's me again.
Just wondering, is it possible to give gloves an attack?
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3129 on: June 21, 2011, 10:35:38 am »

Hi, it's me again.
Just wondering, is it possible to give gloves an attack?
Nope. Because then they're no longer gloves, they're weapons.

However you can make a Boxing Gloves item which requires the dwarf to use both hands to wield it, and uses the striking skill.
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Haspen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3130 on: June 21, 2011, 10:54:34 am »

Will this creature show up in 40d and if so, how often?

Spoiler (click to show/hide)

Population number is the number of population spawned every year on fort map, and cluster number determines how large groups of those will appear until said population will be depleted.

Cluster number also affects ambushers group size.

Whip up the population to 30:50 and they should show up as often as wolves, muskoxen and all those group animals.

PS: And hey, someone still playing 40d, I'm not alone :P
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3131 on: June 21, 2011, 05:55:36 pm »

Population number is the number of population spawned every year on fort map, and cluster number determines how large groups of those will appear until said population will be depleted.
Toady replied to me that he thinks popnumber is creatures per biome map square. See, the size of embark map can vary greatly.

Hello T, a quick question: is POPULATION_NUMBER how many groups live in your embark (or your swamp region); or how many individuals? If you have a cluster_number 10:10 and pop number 3:3, will you run out of them after hunting 3 or 30 of them? Or never run out of them?
Cluster number is how many come in each group, and pop number is the number per square of the region, I think.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3132 on: June 21, 2011, 09:18:10 pm »

Thought about workshop failures. Came up with these options:
1. a fire starts
2. a deadly contact poison is created (or maybe freezing)
3. a mild poison, bleeding bruising pain, off to hospital for a month
4. created debris, 10 to 30 unwanted junk toys called "scraps" which is an annoyance.
5. created something nasty smelling rotting organic, get miasma soon

Too bad the debris might hurt FPS too much. But would be nice that the failure in workshop made the workshop slower/cluttered!
Heyyy should have a zero-value stone for those junk toys. Anyone already have a no-value stone?



I have done and tested 4 of these 5 ideas already, so I'd be happy to post my raws if someone is interested in how to do this.  The debris chunks idea will eat FPS, but you can also include a "clean up" reaction to get rid of these items.

However, an unintended side effect of the debris idea is that it will very quickly advance the skill when these items are produced, since experience gained is directly tied to the number of products from a given reaction.  If you're very clever, you can use this to your advantage in training workshops.
« Last Edit: June 21, 2011, 09:19:42 pm by narhiril »
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Patchouli

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3133 on: June 21, 2011, 11:34:18 pm »

What is it that exactly causes butchering to always yield one skull, regardless of the size of the creature?
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3134 on: June 22, 2011, 12:52:35 pm »

I believe it's TOTEMABLE.

Also, many tissue/materials will produce only one of that type of tissue/material per creature (like skin.  Creatures usually produce only one piece of skin).  I think what drives this behavior is the material used.  I believe that as long as the material doesn't have a butcher special tag and doesn't have the BONE tag, it will stay in one piece during butchering and therefore produce only one item of that material.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)
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