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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431889 times)

thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3150 on: June 24, 2011, 03:12:58 pm »

Spoiler (click to show/hide)
Everything is working fine now.
« Last Edit: June 24, 2011, 03:38:53 pm by thatkid »
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kotekzot

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3151 on: June 24, 2011, 04:23:24 pm »

Anybody know what properties of workshops can't be changed after worldgen? I want to make a bunch of placeholder workshops in case I'm struck by a modding mood.
Also: can you change which workshop a reaction belongs to after worldgen?
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Dwarf Fortress: Where violent death is a renewable resource
Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?

thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3152 on: June 24, 2011, 05:21:15 pm »

I know you can alter the reagents and product lines after world gen. I'm not sure about much else in that department.
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3153 on: June 24, 2011, 05:25:49 pm »

Judging from trends on what needs a worldgen and what doesn't in the past I am roughly 60% confident that it will work.  Give it a shot.

Oh and yes placeholders reactions work fine, so placeholder workshops are probably the same.  Just make sure your civ has access to all of the placeholders in their entity file.
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3154 on: June 24, 2011, 10:55:38 pm »

40d question: Why the hell isn't this beetle showing up anywhere?
   [LARGE_ROAMING][DIFFICULTY:2]
        [BENIGN][MEANDERER] [FREQUENCY:6]
First try without any difficulty tag, and with frequency 100. After you approve of the creature, drop it back to 12-20 freq range.
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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

Boogeyman

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3155 on: June 24, 2011, 11:45:49 pm »

Hello,

Dropping this to reaction_other.txt:

[REACTION:MAKE_WOODEN_MECHANISM]
   [NAME:make wooden mechanisms]
   [BUILDING:CRAFTSMAN:CUSTOM_M]
   [REAGENT:logs:1:WOOD:NO_SUBTYPE:NONE:NONE]
   [PRODUCT:100:1:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:MECHANICS]

But it doesn't work?
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Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3156 on: June 24, 2011, 11:54:55 pm »

Hello,

Dropping this to reaction_other.txt:

[REACTION:MAKE_WOODEN_MECHANISM]
   [NAME:make wooden mechanisms]
   [BUILDING:CRAFTSMAN:CUSTOM_M]
   [REAGENT:logs:1:WOOD:NO_SUBTYPE:NONE:NONE]
   [PRODUCT:100:1:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:MECHANICS]

But it doesn't work?

Try replacing the colored text with "logs"
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Boogeyman

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3157 on: June 25, 2011, 12:03:42 am »

Hello,

Dropping this to reaction_other.txt:

[REACTION:MAKE_WOODEN_MECHANISM]
   [NAME:make wooden mechanisms]
   [BUILDING:CRAFTSMAN:CUSTOM_M]
   [REAGENT:logs:1:WOOD:NO_SUBTYPE:NONE:NONE]
   [PRODUCT:100:1:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:MECHANICS]

But it doesn't work?

Try replacing the colored text with "logs"

[REACTION:MAKE_WOODEN_MECHANISM]
   [NAME:make wooden mechanisms]
   [BUILDING:CRAFTSMAN:CUSTOM_M]
   [REAGENT:logs:1:WOOD:NO_SUBTYPE:NONE:NONE]
   [PRODUCT:100:1:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:logs:NONE]
   [SKILL:MECHANICS]

Not working.
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kotekzot

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3158 on: June 25, 2011, 12:31:38 am »

Simply putting that into a generated world's raws will not work. Try replacing the brass reaction at a smelter, see if that works. If it does and you want it to be a separate reaction, you'll have to get a new world.
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Dwarf Fortress: Where violent death is a renewable resource
Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?

Boogeyman

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3159 on: June 25, 2011, 12:39:55 am »

Simply putting that into a generated world's raws will not work. Try replacing the brass reaction at a smelter, see if that works. If it does and you want it to be a separate reaction, you'll have to get a new world.

I've genned a new world every time testing this.
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Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3160 on: June 25, 2011, 12:44:05 am »

Hello,

Dropping this to reaction_other.txt:

[REACTION:MAKE_WOODEN_MECHANISM]
   [NAME:make wooden mechanisms]
   [BUILDING:CRAFTSMAN:CUSTOM_M]
   [REAGENT:logs:1:WOOD:NO_SUBTYPE:NONE:NONE]
   [PRODUCT:100:1:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:MECHANICS]

But it doesn't work?

Try replacing the colored text with "logs"

[REACTION:MAKE_WOODEN_MECHANISM]
   [NAME:make wooden mechanisms]
   [BUILDING:CRAFTSMAN:CUSTOM_M]
   [REAGENT:logs:1:WOOD:NO_SUBTYPE:NONE:NONE]
   [PRODUCT:100:1:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:logs:NONE]
   [SKILL:MECHANICS]

Not working.

Not sure about this, but change that NO_SUBTYPE with NONE.
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kotekzot

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3161 on: June 25, 2011, 12:51:17 am »

And you've added it to the list of permitted reactions for the civ you're playing as?
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Dwarf Fortress: Where violent death is a renewable resource
Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?

Boogeyman

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3162 on: June 25, 2011, 12:59:39 am »

And you've added it to the list of permitted reactions for the civ you're playing as?

Yes.

With a typo. Works fine without it. Thanks all. :)
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Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3163 on: June 25, 2011, 11:17:23 am »

My creature still isn't showing up. Is there something still wrong with it?

[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][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]
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Glanzor

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3164 on: June 25, 2011, 11:52:22 am »

Is there a tag that makes the night creature show up armed with knifes, forks and hatchets ever so often?

Because the night creatures I made myself never have any of those.
Some of then have [HABIT:USE_ANY_MELEE_WEAPON:100] but that only makes them use picks and swords, not kitchen utensils.
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