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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 427351 times)

TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3195 on: June 30, 2011, 10:52:45 pm »

Pardon the offtopic but...
TomiTapio, is your font a little off in the last post or my eyes are getting weird? I could swear it's a bit too tall...
Hee hee subtly focusing your attention to my Genesis advertising..
(it's _font=trebuchet ms_ and fontsize adjustment)

So, what kind of trailing nasty slime is your favorite among y'all's modded creatures?
« Last Edit: June 30, 2011, 10:54:27 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

Koji

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3196 on: July 01, 2011, 10:38:58 pm »

I have an inorganic syndrome substance that isn't working! The ones that cause nausea and other nonspecific effects work fine, but the targeted heart necrosis doesn't seem to be working. Can anyone tell me why?

Code: [Select]
[INORGANIC:INITROPIDRIL_SMOKE]
[USE_MATERIAL_TEMPLATE:CHEM_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BLUE]
[STATE_NAME:ALL_SOLID:initropidril]
[STATE_ADJ:ALL_SOLID:initropidril]
[STATE_COLOR:LIQUID:BLUE]
[STATE_NAME:LIQUID:initropidril]
[STATE_ADJ:LIQUID:initropidril]
[STATE_COLOR:GAS:BLUE]
[STATE_NAME:GAS:initropidril smoke]
[STATE_ADJ:GAS:initropidril smoke]
[DISPLAY_COLOR:4:6:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:9000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:800]
[LIQUID_DENSITY:8]
[SYNDROME]
  [SYN_NAME:initropidril poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
  [SYN_INHALED][SYN_CONTACT][SYN_INJECTED]
[CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:BP:BY_CATEGORY:HEART:ALL:START:5:PEAK:30:END:1000]

And yes, this effect is supposed to be basically instant death for anyone exposed to it.
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3197 on: July 02, 2011, 12:00:25 am »

I have an inorganic syndrome substance that isn't working! The ones that cause nausea and other nonspecific effects work fine, but the targeted heart necrosis doesn't seem to be working. Can anyone tell me why?
[SYN_INHALED][SYN_CONTACT][SYN_INJECTED]    
[CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:BP:BY_CATEGORY:HEART:ALL:START:5:PEAK:30:END:1000] And yes, this effect is supposed to be basically instant death for anyone exposed to it.
Hmm... I would remove the RESISTABLE and increase severity to 3000%. Maybe add [ENTERS_BLOOD] to the syndrome.
At least paralysis is guaranteed death, due to breathing stopping: [CE_PARALYSIS:SEV:300:PROB:100:START:0:PEAK:10] (from old Illithid raws)

Edit:
That seemed to do it. My custom reaction produces two boulders of this material, which sublimate immediately. My only complaint is that there's not enough gas. If I add more boulders, the game locks up and then crashes. I wonder if I can make a slowly-evaporating substance that gave me a few seconds of smoke?
Try [SOLID_DENSITY:28500] on the boulder, around ten times the usual density/mass.
DF time moves in ticks, so I don't think there's anything slowly-evaporating. Miasma is probably hardcoded.
« Last Edit: July 02, 2011, 08:27:38 am 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

Koji

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3198 on: July 02, 2011, 04:22:19 am »

That seemed to do it. My custom reaction produces two boulders of this material, which sublimate immediately. My only complaint is that there's not enough gas. If I add more boulders, the game locks up and then crashes. I wonder if I can make a slowly-evaporating substance that gave me a few seconds of smoke?
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katana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3199 on: July 02, 2011, 05:39:33 pm »

Why isn't this decorating the weapon?
Code: [Select]

[REACTION:STUD_WEAPON_GEM]
   [NAME:stud weapon with gems]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_G]
   [REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
   [REAGENT:weapon:1:WEAPON:NONE:NONE:NONE]
      [PRESERVE_REAGENT]
   [IMPROVEMENT:100:weapon:COVERED:GET_MATERIAL_FROM_REAGENT:GEM:NONE]
   [SKILL:ENCRUSTGEM]
It takes a gem and a weapon, but the end result is the same weapon with no changes?
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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)

Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3200 on: July 02, 2011, 07:18:00 pm »

I don't have time to slip this into my game to test tonight, but just looking at the reaction - is DF case-sensitive? If so, you have "gem" as the reagent name but in GET_MATERIAL_FROM_REAGENT you use "GEM".

If this doesn't fix it, I can fiddle more with it tomorrow in-game.
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stabbymcstabstab

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3201 on: July 02, 2011, 07:37:27 pm »

Why isn't this decorating the weapon?
Code: [Select]

[REACTION:STUD_WEAPON_GEM]
   [NAME:stud weapon with gems]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_G]
   [REAGENT:GEM:1:SMALLGEM:NONE:NONE:NONE]
   [REAGENT:WEAPON:1:WEAPON:NONE:NONE:NONE]
      [PRESERVE_REAGENT]
   [IMPROVEMENT:100:WEAPON:COVERED:GET_MATERIAL_FROM_REAGENT:GEM:NONE]
   [SKILL:ENCRUSTGEM]
that should fix it df only reads caps
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narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3202 on: July 02, 2011, 10:25:29 pm »

Why isn't this decorating the weapon?
Code: [Select]

[REACTION:STUD_WEAPON_GEM]
   [NAME:stud weapon with gems]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_G]
   [REAGENT:GEM:1:SMALLGEM:NONE:NONE:NONE]
   [REAGENT:WEAPON:1:WEAPON:NONE:NONE:NONE]
      [PRESERVE_REAGENT]
   [IMPROVEMENT:100:WEAPON:COVERED:GET_MATERIAL_FROM_REAGENT:GEM:NONE]
   [SKILL:ENCRUSTGEM]
that should fix it df only reads caps

Your problem is that the reagent was "gem" and the call to the reagent was "GEM" - DF actually can read lowercase for some things (i.e. reagent names), but since this is a relatively recent change, most of us still just use caps for everything.  It's a good habit to get into for consistency.  The formats for the tokens are (in parenthesis)...

[REAGENT:(name):(number):(item class):(item subtype):(material class):(material subtype)]

[IMPROVEMENT:(percent chance):(name of reagent to be improved):(improvement type):GET_MATERIAL_FROM_REAGENT:(reagent to be used for improvement):NONE]

The names of the reagents called in the improvement token must match the reagents' earlier defined names exactly.  I tend to use simple names like "A" and "B" for reagents just to keep track of what is a reagent name and what is an item class token.

katana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3203 on: July 03, 2011, 05:19:07 am »

Thanks, that worked. But there aren't any quality modifiers? How would I give it a quality modifier? Also, [NOT_IMPROVED] will mean that I can't decorate something decorated at all, but how would I allow it to be decorated by one type of gem once?
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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)

Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3204 on: July 03, 2011, 01:11:24 pm »

Decoration quality is unfortunately bugged. You also can't specify that an object can only be improved once with a given gem, but still can be improved with others - it's either NOT_IMPROVED, or allow the same gem multiple times.
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3205 on: July 03, 2011, 11:59:33 pm »

I don't suppose it's possible to dye cloth or thread with a custom reaction?
I'm trying to make an adventurer reaction for that sort of thing.

Also, any idea why the following reaction doesn't work?

Code: [Select]
[REACTION:COLD_IRON_BOX_ADV]
[NAME:magically shape a cold iron box]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:BAR:NONE:INORGANIC:COLD_IRON:NONE]
[REAGENT:B:1:POWDER_MISC:NONE:PLANT_MAT:FAE_ROOT:MILL]
[PRODUCT:100:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:DISCIPLINE]
To clarify, I can pick the first reagent but nothing shows up when I go to pick the milled root for reagent B.
I have milled fae root in a bag thanks to this reaction:

Code: [Select]
[REACTION:MAKE_MORTAR_AND_PESTLE_ADV]
[NAME:knap mortar and pestle]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool stone one:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:tool stone two:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:hammerstone:1:ROCK:NONE:NONE:NONE][PRESERVE_REAGENT][NO_EDGE_ALLOWED]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MORTAR:GET_MATERIAL_FROM_REAGENT:tool stone one:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_PESTLE:GET_MATERIAL_FROM_REAGENT:tool stone two:NONE]
[SKILL:KNAPPING]

Removing the milled root from the bag does not help. Removing it and putting it back doesn't change anything either.
« Last Edit: July 04, 2011, 12:15:52 am by thatkid »
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3206 on: July 04, 2011, 12:16:13 am »

[REAGENT:A:1:BAR:NONE:INORGANIC:COLD_IRON:NONE] should not have the :NONE at the end.
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3207 on: July 04, 2011, 12:17:45 am »

[REAGENT:A:1:BAR:NONE:INORGANIC:COLD_IRON:NONE] should not have the :NONE at the end.
That's not really the problem and from personal experience the NONE doesn't matter, but alright I'll remove it if only for the sake of trying to avoid any more issues popping up while I try to get this to work.
« Last Edit: July 04, 2011, 12:38:02 am by thatkid »
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3208 on: July 04, 2011, 01:11:30 am »

[REAGENT:A:1:BAR:NONE:INORGANIC:COLD_IRON:NONE] should not have the :NONE at the end.
That's not really the problem and from personal experience the NONE doesn't matter, but alright I'll remove it if only for the sake of trying to avoid any more issues popping up while I try to get this to work.
It may not cause issues but there's no reason to have it there and no reason to continue using incorrect syntax. Best not to encourage bad habits. :)

I see nothing in your second reaction involving fae root - did you paste the correct reaction? Or are you just saying you have a reaction to make a mortar and pestle and that's what you used to make the powder?

If you make a dummy adventure mode reaction that produces [PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:FAE_ROOT:MILL] and use that, does your first reaction allow you to pick that product? If so, there's something going on with using the mortar/pestle.
« Last Edit: July 04, 2011, 01:17:38 am by Kweri »
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katana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3209 on: July 04, 2011, 04:10:43 am »

Decoration quality is unfortunately bugged. You also can't specify that an object can only be improved once with a given gem, but still can be improved with others - it's either NOT_IMPROVED, or allow the same gem multiple times.
Aww.
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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)
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