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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 421625 times)

Shaostoul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #330 on: May 20, 2010, 04:24:48 pm »

Thanks for that Mephansteras.
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Haspen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #331 on: May 21, 2010, 04:23:53 am »

Ah, dammit.

Gotta change it then :3 Thanks guys. Look for more of my questions :P

Those new raws are still confusing me...
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darkflagrance

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #332 on: May 21, 2010, 12:07:22 pm »

Hey, if I remove [RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT] from the Arsenal Dwarf, he won't randomly assign new crap to my army in the middle of a battle, right?
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Mephansteras

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #333 on: May 21, 2010, 12:35:31 pm »

Random thing I just discovered from Toady:

Items created in a workshop appear at the place where the dwarf does their work.

I learned this because was seeing if I could create a poison gas trap. I'd been hoping that the item would show up in the middle of the workshop, but no such luck. Still doable, but you'd have to either sacrifice the dwarf or make dwarves immune to whatever the poison was.
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darkflagrance

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #334 on: May 22, 2010, 01:52:58 am »

Can I have a different creature description for each caste? For example, can I have male dwarves be "short and bearded creatures fond of industry" and females "short creatures who ponder jewels and the shapes of the stone"?
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The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

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Daywalkah

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #335 on: May 22, 2010, 08:18:12 am »

Can I have a different creature description for each caste? For example, can I have male dwarves be "short and bearded creatures fond of industry" and females "short creatures who ponder jewels and the shapes of the stone"?

You can do this. I find it hilarious that female dwarves are described to have beards.
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Chuckster

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #336 on: May 22, 2010, 12:47:55 pm »

Hello I'm pretty new to modding DF and having trouble with breath attacks for a creature.
So I have a material template and the token assigned in the creature, but every time I test it in the arena it just shoots a solid glob that passes through every hit.

Do I have to actually set a layer of that template for the creature to use?

Here's the template name
Code: [Select]
[MATERIAL_TEMPLATE:BULLET_BASIC_TEMPLATE]and the token I use for the creature
Code: [Select]
[MATERIAL_BREATH_ATTACK:BULLET_BASIC_TEMPLATE:Bullet:SOLID_GLOB]
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Azgog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #337 on: May 22, 2010, 12:52:48 pm »

Didn't feel like starting a new thread for this, so I'm asking this here.

I'm having a slight problem with my worldgen not placing custom creatures. They're in a file named creature_new. Does it have to be linked to something or what am I missing here? I put some stuff to pre-existing creature files earlier and some of it worked. Custom named creature files from mods seem to work though, so it's probably something i'm doing wrong rather than something up with the game.
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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #338 on: May 22, 2010, 01:03:45 pm »

Didn't feel like starting a new thread for this, so I'm asking this here.

I'm having a slight problem with my worldgen not placing custom creatures. They're in a file named creature_new. Does it have to be linked to something or what am I missing here? I put some stuff to pre-existing creature files earlier and some of it worked. Custom named creature files from mods seem to work though, so it's probably something i'm doing wrong rather than something up with the game.
Did you remember to add
Code: [Select]
creature_new

[OBJECT:CREATURE]
to the top of the file?


Hello I'm pretty new to modding DF and having trouble with breath attacks for a creature.
So I have a material template and the token assigned in the creature, but every time I test it in the arena it just shoots a solid glob that passes through every hit.

Do I have to actually set a layer of that template for the creature to use?

Here's the template name
Code: [Select]
[MATERIAL_TEMPLATE:BULLET_BASIC_TEMPLATE]and the token I use for the creature
Code: [Select]
[MATERIAL_BREATH_ATTACK:BULLET_BASIC_TEMPLATE:Bullet:SOLID_GLOB]

Try the following instead of the current MATERIAL_BREATH_ATTACK:

Code: [Select]
[USE_MATERIAL_TEMPLATE:BULLET:BULLET_BASIC_TEMPLATE]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:BULLET:SOLID_GLOB]
I'm pretty sure material templates cannot be used as materials.
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Azgog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #339 on: May 22, 2010, 01:09:31 pm »

Did you remember to add
Code: [Select]
creature_new

[OBJECT:CREATURE]
to the top of the file?
Yep, that was it. Thanks man.
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"I REQUIRE LUMBER"
"We have plenty of lumber"
".... BUT I WANT THIS KIND!"
"What kind?"
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Chuckster

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #340 on: May 22, 2010, 01:59:24 pm »

Try the following instead of the current MATERIAL_BREATH_ATTACK:

Code: [Select]
[USE_MATERIAL_TEMPLATE:BULLET:BULLET_BASIC_TEMPLATE]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:BULLET:SOLID_GLOB]
I'm pretty sure material templates cannot be used as materials.

Well now they are shooting their own body parts disguised as bullets. This just causes massive bruising and no actual bullet effects on impact...
Well I need to finish making them have metal skin, but isn't there a way to specify what material or item you want them to attack with?
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Azgog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #341 on: May 22, 2010, 04:12:21 pm »

Worldgen still doesn't place some creatures from the file, any idea why that might be? The creatures that aren't placed are primarily evil, which might be one reason since I genned a world that doesn't have large good/evil areas (to prevent the creation of good/evil mountain ranges and oceans), so could it be just that there isn't enough room for them? Some of the creatures include swamp trolls and  mountain trolls which are basically identical to vanilla trolls except for different size and skin colour, so I don't think there's anything wrong with he code.
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"I REQUIRE LUMBER"
"We have plenty of lumber"
".... BUT I WANT THIS KIND!"
"What kind?"
"THE KIND WHERE YOU SHUT THE HELL UP!"

Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #342 on: May 22, 2010, 05:03:15 pm »

Well now they are shooting their own body parts disguised as bullets. This just causes massive bruising and no actual bullet effects on impact...
Well I need to finish making them have metal skin, but isn't there a way to specify what material or item you want them to attack with?
They're not shooting body parts, just like a GCS doesn't inject its body parts. I suspect that your bullet material might not be strong enough, thanks to the existing material problems (partially because cloth appears to be too good at blocking damage). A solid glob attack with INORGANIC:IRON rather than LOCAL_CREATURE_MAT:BULLET works well enough against an unarmored character, bruises a character clad in rope reed, and is rather ineffectual against characters clad in iron.
Slade on the other hand, can be deadly even if blocked by cloth. Try increasing the density of the bullet material.

Worldgen still doesn't place some creatures from the file, any idea why that might be? The creatures that aren't placed are primarily evil, which might be one reason since I genned a world that doesn't have large good/evil areas (to prevent the creation of good/evil mountain ranges and oceans), so could it be just that there isn't enough room for them? Some of the creatures include swamp trolls and  mountain trolls which are basically identical to vanilla trolls except for different size and skin colour, so I don't think there's anything wrong with he code.
Yeah, if there aren't evil (enough?) regions of the needed biome, those creatures may end up not being placed, though sometimes, there are other factors at work. If they all worked when they were in a pre-existing file, this may simply be bad luck. Try increasing the evil parameters in worldgen for a test. The changed trolls, however, might have a different issue - if you changed their Biome away from subterranean chasm to a overground biome, you also need to either remove the underground depth tag, or, if you added the biome, change the depth tag to 0:3 .
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Chuckster

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #343 on: May 22, 2010, 06:29:54 pm »

Thanks, the bullet is dense enough since it's lead  ;)
Just didn't notice the smashed bones, but I wish it would work like a "bolt" in the game.

Now if there's only a way to make the creature use the material from a certain part of it's body and when that part's lopped off then it would start using the attack.
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Nikov

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #344 on: May 26, 2010, 12:20:38 am »

I am trying to make herbal soap, where golden salve replaces lye and creates high-value soap products. Unfortunately I don't know how to use the golden salve in the reaction. Extensive searching yields nothing and a thread for itself seems excessive.

[REACTION:MAKE_HERBAL_SOAP]
   [NAME:make herbal soap]
   [BUILDING:SOAP_MAKER:CUSTOM_H]
   [REAGENT:A:1:NONE:NONE:NONE:HERB_VALLEY:EXTRACT]
   [REAGENT:B:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
   [PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:A:SOAP_MAT]

What am I doing wrong?
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I should probably have my head checked, because I find myself in complete agreement with Nikov.
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