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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431886 times)

Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3135 on: June 22, 2011, 03:11:29 pm »

How do I mod in castes and how do I make them have specific traits? Mainly hair colour and stats.
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katana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3136 on: June 23, 2011, 06:05:55 am »

How would I make the product of a reaction bones?

Now, what about a specific bone type, like cat bones.

EDIT: also, for some reason this doesn't show up in the game:
Code: [Select]
[PLANT:IRON_CAP_SL]
   [NAME:iron cap][NAME_PLURAL:iron caps][ADJ:iron cap]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
      [MATERIAL_VALUE:10]
      [EDIBLE_COOKED]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [PICKED_TILE:6][PICKED_COLOR:3:0:0]
   [GROWDUR:3000][VALUE:10]
   [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 iron beer]
      [STATE_NAME_ADJ:LIQUID:iron beer]
      [STATE_NAME_ADJ:GAS:boiling iron beer]
      We also set a few more numbers to distinguish the alcohol from the template.
      [MATERIAL_VALUE:10]
      [DISPLAY_COLOR:3:0:0]
      [EDIBLE_RAW]
      [EDIBLE_COOKED]
      [PREFIX:NONE]
   [DRINK:LOCAL_PLANT_MAT:DRINK]
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:1]
      [EDIBLE_COOKED]
   [SEED:iron cap spawn:iron cap spawn:4:0:1:LOCAL_PLANT_MAT:SEED]
   [SPRING][SUMMER][AUTUMN][WINTER]
   [FREQUENCY:100]
   [CLUSTERSIZE:2]
   [PREFSTRING:toughness]
   [WET][DRY]
   [BIOME:SUBTERRANEAN_WATER]
   [UNDERGROUND_DEPTH:1:3]
   [SHRUB_TILE:58]
   [DEAD_SHRUB_TILE:58]
   [SHRUB_COLOR:3:0:0]
   [DEAD_SHRUB_COLOR:0:0:1]
why?!

EDIT2: nvm
« Last Edit: June 23, 2011, 07:00:03 am by katana »
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outofpractice

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3137 on: June 23, 2011, 08:23:13 am »

Figure this should go in here.

How would I go about modding in 'bundles' of stone etc for the merchants to bring rather than individual rocks. IE 1 bundle = 10 rocks. And then say use a masons workshop or something to break down the bundle to its individual rocks.
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3138 on: June 23, 2011, 12:13:40 pm »

How would I make the product of a reaction bones?

Now, what about a specific bone type, like cat bones.
I tried unsuccessfully to create bones in the arena but it kept crashing DF.

As far as I know there is no generic bone material since it's an organic - but rather a cat bone material, dog bone material, horse bone material, etc. Because of this you pretty much have to make a specific creature bone item, unless you're going to mod in a new "generic" bone material as an inorganic.

Depending on what you want to do, I know that producing a specific item out of bone works fine (in contrast to just producing bones). For example, [PRODUCT:100:1:WEAPON:ITEM_WEAPON_FLAIL:CREATURE_MAT:CAT:BONE] produced a cat bone flail just fine for my goblin in the arena.
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3139 on: June 23, 2011, 12:34:51 pm »

Figure this should go in here.

How would I go about modding in 'bundles' of stone etc for the merchants to bring rather than individual rocks. IE 1 bundle = 10 rocks. And then say use a masons workshop or something to break down the bundle to its individual rocks.

First you need to decide how to make your bundles - you can either make an item (tool or toy are popular), a new inorganic (would need one for every stone you'd want bundled...). I'd recommend the item method.

[ITEM_TOY:BUNDLED_MATERIALS]
[NAME:bundle:bundles]
[HARD_MAT]

OR

[ITEM_TOOL:BUNDLED_MATERIALS]
[NAME:bundle:bundles]
[VALUE:10]
[TILE:'o']
[SIZE:10000]
[MATERIAL_SIZE:10]
[HARD_MAT]
[UNIMPROVABLE]

Then for separating the bundles you can't use the mason's workshop. Closest I could see from default buildings is craftsdwarfs shop - or you could make a custom building. Going with the former for this example.

[REACTION:SEPARATE_BUNDLE]
   [NAME:separate bundle]
   [BUILDING:CRAFTSMAN:NONE]
   [REAGENT:bundle:1:TOOL:BUNDLED_MATERIALS:NONE:NONE] ** Change TOOL to TOY if you went with the TOY item
   [PRODUCT:100:10:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:bundle:NONE]
   [SKILL:MASONRY]

Make sure that whichever civ you want to bring these items has either [TOOL:BUNDLED_MATERIALS] or [TOY:BUNDLED_MATERIALS] in their entity file so they will actually have/bring them.

EDIT:
Quote
« Reply #3139 on: Today at 12:34:51 pm »
ARGH! SO close to 123456 :(
« Last Edit: June 23, 2011, 12:36:26 pm by Kweri »
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Eldrick Tobin

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3140 on: June 23, 2011, 12:52:25 pm »

Hopefully someone can explain what's missing on this "Let's make a large fluffy wambler (Lazy Wambler), remove it's vermin-ness and then make it milkable" plan. Because the current plan is dangerously unstable in the arena. All the pudge and fluff melts off. I either have to change the critter's homeotherm to like 9950, or change the numbers on the milk_template itself... which I bet would mess something ELSE up.

The Lazy Wambler:
Spoiler (click to show/hide)

CV-Milkable Humanoid

Spoiler (click to show/hide)

Temp on the critter the second it is in the arena instantly becomes "It is burning" and with a step things start melting off. After the milk has exited the body for the arena floor the critter hardly knows anything was wrong. However all fluff and pudge have melted off.


Can anyone help @.@? I'd rather they not self flambe like this. What needs fixing? Nothing in the error_log about this...

(Edit to change it from spoiler quote to spoiler code. oopsie)
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3141 on: June 23, 2011, 01:37:02 pm »

Can anyone please tell me what I'm doing wrong here? I think this is actually the second time I've posted about this.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3142 on: June 23, 2011, 02:31:40 pm »

Can anyone please tell me what I'm doing wrong here? I think this is actually the second time I've posted about this.
[BODY:BLADE:X_GUARD:HANDLE:CONNECTOR:ESSENTIAL_GEMS]
Looks like should delete unknown [CONNECTOR] tag from BLADE
and make a central bodypart called CONNECTOR that has [BP:UB:mything:mythings][UPPERBODY][LOWERBODY][CATEGORY:BODY]. Unless you want the blade to be the core bodypart.
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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

Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3143 on: June 23, 2011, 03:05:13 pm »

Hopefully someone can explain what's missing on this "Let's make a large fluffy wambler (Lazy Wambler), remove it's vermin-ness and then make it milkable" plan. Because the current plan is dangerously unstable in the arena. All the pudge and fluff melts off. I either have to change the critter's homeotherm to like 9950, or change the numbers on the milk_template itself... which I bet would mess something ELSE up.

The Lazy Wambler:
Spoiler (click to show/hide)

CV-Milkable Humanoid

Spoiler (click to show/hide)

Temp on the critter the second it is in the arena instantly becomes "It is burning" and with a step things start melting off. After the milk has exited the body for the arena floor the critter hardly knows anything was wrong. However all fluff and pudge have melted off.


Can anyone help @.@? I'd rather they not self flambe like this. What needs fixing? Nothing in the error_log about this...

(Edit to change it from spoiler quote to spoiler code. oopsie)

Through trial and error, it's your variation causing this. Loaded up with no changes, they melt. I took out the variation - they're fine. I added the tags directly into the creature - no melting, still.

I don't know much about using creature variations, but nothing stood out as terribly wrong to me. :\
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Eldrick Tobin

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3144 on: June 23, 2011, 03:18:17 pm »

So just that it is in a C_Variation... @.@

Thanks for pounding your noggin at the problem as well... @.@

EldrickTobin stops working on raws: Gone Insane @.@ (I've been working on this for 24 hours)
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Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3145 on: June 23, 2011, 03:45:40 pm »

Can anyone please tell me what I'm doing wrong here? I think this is actually the second time I've posted about this.
[BODY:BLADE:X_GUARD:HANDLE:CONNECTOR:ESSENTIAL_GEMS]
Looks like should delete unknown [CONNECTOR] tag from BLADE
and make a central bodypart called CONNECTOR that has [BP:UB:mything:mythings][UPPERBODY][LOWERBODY][CATEGORY:BODY]. Unless you want the blade to be the core bodypart.
I'm a bit confused about your explanation, because the body token page on the wiki would have me believe that CATEGORY:BODY isn't necessary, and I already have a body part ID'd as CONNECTOR.
Could you provide an example or something please?
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3146 on: June 23, 2011, 03:57:39 pm »

I'm a bit confused about your explanation, because the body token page on the wiki would have me believe that CATEGORY:BODY isn't necessary, and I already have a body part ID'd as CONNECTOR.
Could you provide an example or something please?
Hmm... Try
Spoiler (click to show/hide)
and make sure you assign tissues to all bits. steel[TISSUE_LAYER:BY_CATEGORY:BLADE:X_GUARD:CONNECTOR:STEEL_BLADE] hmm add a category definition for all your BPs.
« Last Edit: June 23, 2011, 04:00:50 pm by TomiTapio »
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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 #3147 on: June 24, 2011, 12:00:24 pm »

40d question: Why the hell isn't this beetle showing up anywhere?


[CREATURE:WARSECT_SKULL]
   [NAME:skull beetle:skull beetles:skull beetle]
   [TILE:'B'][COLOR:7:0:1]
        [LARGE_ROAMING] [CHITIN]
   [POPULATION_NUMBER:10:20]
   [CLUSTER_NUMBER:5:15]
   [LARGE_ROAMING][DIFFICULTY:2]
        [BENIGN][MEANDERER] [FREQUENCY:6]
   [PETVALUE:1500]
   [GRASSTRAMPLE:0]
   [PREFSTRING:long horns]
   [NATURAL][PET_EXOTIC][SAVAGE][LARGE_PREDATOR][NOPAIN][NOSLEEP]
   [BODY:HUMANOID:2WINGS:2EYES:2EARS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:2HEAD_HORN:MOUTH]
   [BODYGLOSS:CLAW]
   [MAXAGE:10:20]
   [ATTACK:MAIN:BYTYPE:STANCE:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:1][CHILDNAME:skull beetle spawn:skull beetle spawns]
   [SIZE:10]
   [FAT:2]
   [BIOME:DESERT_BADLAND]
   [BIOME:DESERT_ROCK]
   [BIOME:DESERT_SAND]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:200]
   [MUNDANE]
« Last Edit: June 24, 2011, 10:41:55 pm by Angel Of Death »
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3148 on: June 24, 2011, 01:06:18 pm »

   [DIURNA]

I don't know about 40d modding, but I do see you have at least one typo there.
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3149 on: June 24, 2011, 01:36:03 pm »

I'm a bit confused about your explanation, because the body token page on the wiki would have me believe that CATEGORY:BODY isn't necessary, and I already have a body part ID'd as CONNECTOR.
Could you provide an example or something please?
Hmm... Try
Spoiler (click to show/hide)
and make sure you assign tissues to all bits. steel[TISSUE_LAYER:BY_CATEGORY:BLADE:X_GUARD:CONNECTOR:STEEL_BLADE] hmm add a category definition for all your BPs.
Having tried this, I still get this error log:
Spoiler (click to show/hide)
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