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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422813 times)

Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3660 on: August 23, 2011, 12:56:02 am »

How come this creature of mine seems to be unable to attack, all it does is push and shoot webs, I have no idea why it isn't working there isn't even anything in the errorlog...
Spoiler (click to show/hide)
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narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3661 on: August 23, 2011, 01:01:53 am »

The product item token almost certainly needs a plant_id subtype, assuming proper seeds can be created in a reaction at all.

You *can* create functional seeds in a reaction, but the game will not recognize them for planting unless some other seeds of the same type are already present.  This was a weird quirk that I ran into when creating LFR's "plant transmutation experiment" reaction, and I ended up having to make it just produce the plants themselves.

Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3662 on: August 23, 2011, 01:03:48 am »

Book of Necropolis still isn't fixed. It just makes random tools instead of the book.

[ITEM_TOOL:ITEM_TOOL_DEAD]
[NAME:book of Necropolis:books of Necropolis]
[VALUE:200]
[HARD_MAT]
[TILE:248]
[SIZE:100]
[MATERIAL_SIZE:1]


[REACTION:DEAD_BOOK_ADV]
   [NAME:Craft a book of Necropolis]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:BODY:1:NONE:NONE:CREATURE_MAT:HUMAN:SKIN][UNROTTEN][ANY_LEATHER_MATERIAL]
   [REAGENT:BODY2:1:NONE:NONE:CREATURE_MAT:HUMAN:SKIN][UNROTTEN][ANY_LEATHER_MATERIAL]
   [REAGENT:BODY3:1:NONE:NONE:CREATURE_MAT:HUMAN:SKIN][UNROTTEN][ANY_LEATHER_MATERIAL]
   [REAGENT:BODY4:1:NONE:NONE:CREATURE_MAT:HUMAN:SKIN][UNROTTEN][ANY_LEATHER_MATERIAL]
   [REAGENT:B:1:NONE:NONE:CREATURE_MAT:HUMAN:BONE][UNROTTEN][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [REAGENT:B2:1:NONE:NONE:CREATURE_MAT:HUMAN:BONE][UNROTTEN][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [REAGENT:B3:1:NONE:NONE:CREATURE_MAT:HUMAN:BONE][UNROTTEN][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [REAGENT:B4:1:NONE:NONE:CREATURE_MAT:HUMAN:BONE][UNROTTEN][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [REAGENT:B5:1:NONE:NONE:CREATURE_MAT:HUMAN:BONE][UNROTTEN][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [REAGENT:B6:1:NONE:NONE:CREATURE_MAT:HUMAN:BONE][UNROTTEN][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
        [PRODUCT:100:1:TOOL:ITEM_TOOL_DEAD:CREATURE_MAT:HUMAN:SKIN]
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narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3663 on: August 23, 2011, 01:10:19 am »

Book of Necropolis still isn't fixed. It just makes random tools instead of the book.

This is a problem that comes along when the game does not recognize the tool subtype.  Check your error log and make sure that the name ITEM_TOOL_DEAD matches the subtype field in the product line exactly, or else the game will discard it and simply kick out random tools.  Note that adding objects (i.e. tools) requires a new world to take effect.

The error log can be found in the main DF directory (errorlog.txt).

Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3664 on: August 23, 2011, 01:12:53 am »

There's nothing in the errorlog D:

I've got the reaction in reaction_hellfire and I've got the item in item_hellfire, if that helps a bit.

[EDIT] That was the problem. I just fixed it. Thanks for your help, guys.

[EDIT] I need some help. I'm trying to make a reaction that creates something that turns into a gas with a syndrome, but I have no clue as to how I can do that D:
« Last Edit: August 23, 2011, 06:30:29 am by Angel Of Death »
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SongGarde

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3665 on: August 23, 2011, 09:55:01 am »

I have a super simple request, probably comically so, but i'll put it out there anyway...

I can't seem to figure out/comprehend how to change the skin of a creature to be a material like stone, instead of the vulnerable fleshy stuff.

I must admit, i'm extremely tired, so my reasoning abilities right now aren't exactly par. Looking through the wiki hasn't progressed my quest very far, I can't find any explicit information on WHAT tag exactly in the creature_whatitis.txt file determines what material.. Probably one of the many material template/body detail plan/tissue template in the file (which may imply it's controlled in another file, and i'd need to make a new template?) It's all quite confusing to me for what should probably be obvious...
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Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3666 on: August 23, 2011, 09:57:44 am »

Alright, I want to know how to make a creature's bones as strong as a metal of some sort (ESPECIALY THE SKULL), how to make toxic blood and how to make an object that will turn into gas upon creation.
« Last Edit: August 23, 2011, 09:59:32 am by Angel Of Death »
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3667 on: August 23, 2011, 10:42:04 am »

How come this creature of mine seems to be unable to attack, all it does is push and shoot webs, I have no idea why it isn't working there isn't even anything in the errorlog...
[ATTACK:BITE:BY_CATEGORY:MANDIBLE]
you sure that there is something in that category? Many critters have
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:MANDIBLE]

Alright, I want to know how to make a creature's bones as strong as a metal of some sort (ESPECIALLY THE SKULL), how to make toxic blood and how to make an object that will turn into gas upon creation.
Made a copper-like bone material for you (and for my possible future use)

Spoiler (click to show/hide)

Alternatively can define a tissue inside the creature, using a metal.
Spoiler (click to show/hide)

ps. I put out a new sub-release of the Genesis mod.
« Last Edit: August 23, 2011, 10:49:34 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

Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3668 on: August 23, 2011, 11:03:37 am »

I have another question. How do I successfully get a syndrome into a stone? I've been trying and horribly failing.

[EDIT] This is the stone



[INORGANIC:TOXIN]
[ITEM_SYMBOL:'*']
[STONE_NAME:toxin]
[STATE_NAME:SOLID:toxin]
[STATE_ADJ:ALL_SOLID:toxin]
[STATE_NAME_ADJ:LIQUID:toxic puddle]
[STATE_NAME_ADJ:GAS:toxic gas]
[DISPLAY_COLOR:6:7:1]
[TILE:156]
[MATERIAL_VALUE:30]
[SPEC_HEAT:129]
[MELTING_POINT:1]
[BOILING_POINT:0]
[SYNDROME]
[SYN_NAME:lost one disease]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_SWELLING:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_BLISTERS:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_OOZING:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[SOLID_DENSITY:19320]
[LIQUID_DENSITY:17310]
[MOLAR_MASS:196967]
[IMPACT_YIELD:175000]
[IMPACT_FRACTURE:350000]
[IMPACT_STRAIN_AT_YIELD:97]
[COMPRESSIVE_YIELD:175000]
[COMPRESSIVE_FRACTURE:350000]
[COMPRESSIVE_STRAIN_AT_YIELD:97] bulk modulus 180 GPa
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:64] young's modulus 78 GPa
[TORSION_YIELD:50000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:185]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:185] shear modulus 27 GPa
[BENDING_YIELD:50000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:64]
[MAX_EDGE:1000] no swords until you can pick mats
[ITEMS_HARD]
[IS_STONE]
« Last Edit: August 23, 2011, 11:28:02 am by Angel Of Death »
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99 percent of internet users add useless, pulled out of arse statistics to their sig. If you are the 1%, please, for the love of Armok, don't put any useless shit like this in your sig.
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3669 on: August 23, 2011, 11:28:17 am »

Also with my plant to logs, It works up till a point. The logs are Correct (thank you very much Mikey) but the seeds that are made Are just that "Seeds" not Tower-Cap Spores. As a just test I changed the ending SEED with NONE. If that fails I'll use the same thing that was used for the WOOD [MATERIAL_REACTION] for the SEEDs.
I actually don't see any examples of reactions that produce seeds.  Try SEEDS:TOWER_CAP_SMALL for the item token, instead of SEEDS:NONE?



This isn't working because tower caps do not have seeds by default.  For other plants, your product line should look like this...

[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:PLANT_ID:SEED_MAT] - Where PLANT_ID is the ID of the plant you want.

EDIT: My bad, should be SEED instead of SEED_MAT, since that's what its called in the plant file.

Narhiril and Mikey thanks for all the help, I have resolved the issue and I now have two growable trees so far. With a properly working reaction that can grab what is needed I will post them here for anyone else that wants it or has this very issue

Spoiler: Plant (click to show/hide)

Spoiler: Reaction (click to show/hide)

Note if there is anything that seems out of place (not vanilla, its probally because my Mod requires that unique item.) some tweaking is required but it should all be in working order. Thanks for the help guys
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Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3670 on: August 23, 2011, 12:37:58 pm »

It does have a mandible body part I may try to have it attack the way you showed it might fix it.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3671 on: August 23, 2011, 01:10:43 pm »

I have another question. How do I successfully get a syndrome into a stone? I've been trying and horribly failing.

[EDIT] This is the stone



Code: [Select]
[INORGANIC:TOXIN]
[ITEM_SYMBOL:'*']
[STONE_NAME:toxin]
[STATE_NAME:SOLID:toxin]
[STATE_ADJ:ALL_SOLID:toxin]
[STATE_NAME_ADJ:LIQUID:toxic puddle]
[STATE_NAME_ADJ:GAS:toxic gas]
[DISPLAY_COLOR:6:7:1]
[TILE:156]
[MATERIAL_VALUE:30]
[SPEC_HEAT:129]
[MELTING_POINT:1]
[BOILING_POINT:0]
[SYNDROME]
[SYN_NAME:lost one disease]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_SWELLING:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_BLISTERS:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_OOZING:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[SOLID_DENSITY:19320]
[LIQUID_DENSITY:17310]
[MOLAR_MASS:196967]
[IMPACT_YIELD:175000]
[IMPACT_FRACTURE:350000]
[IMPACT_STRAIN_AT_YIELD:97]
[COMPRESSIVE_YIELD:175000]
[COMPRESSIVE_FRACTURE:350000]
[COMPRESSIVE_STRAIN_AT_YIELD:97] bulk modulus 180 GPa
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:64] young's modulus 78 GPa
[TORSION_YIELD:50000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:185]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:185] shear modulus 27 GPa
[BENDING_YIELD:50000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:64]
[MAX_EDGE:1000] no swords until you can pick mats
[ITEMS_HARD]
[IS_STONE]

I'm pretty sure it needs to be [SYN_INHALED] for gasses.

narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3672 on: August 23, 2011, 01:32:27 pm »

I have another question. How do I successfully get a syndrome into a stone? I've been trying and horribly failing.

[EDIT] This is the stone



Code: [Select]
[INORGANIC:TOXIN]
[ITEM_SYMBOL:'*']
[STONE_NAME:toxin]
[STATE_NAME:SOLID:toxin]
[STATE_ADJ:ALL_SOLID:toxin]
[STATE_NAME_ADJ:LIQUID:toxic puddle]
[STATE_NAME_ADJ:GAS:toxic gas]
[DISPLAY_COLOR:6:7:1]
[TILE:156]
[MATERIAL_VALUE:30]
[SPEC_HEAT:129]
[MELTING_POINT:1]
[BOILING_POINT:0]
[SYNDROME]
[SYN_NAME:lost one disease]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_SWELLING:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_BLISTERS:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_OOZING:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[SOLID_DENSITY:19320]
[LIQUID_DENSITY:17310]
[MOLAR_MASS:196967]
[IMPACT_YIELD:175000]
[IMPACT_FRACTURE:350000]
[IMPACT_STRAIN_AT_YIELD:97]
[COMPRESSIVE_YIELD:175000]
[COMPRESSIVE_FRACTURE:350000]
[COMPRESSIVE_STRAIN_AT_YIELD:97] bulk modulus 180 GPa
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:64] young's modulus 78 GPa
[TORSION_YIELD:50000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:185]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:185] shear modulus 27 GPa
[BENDING_YIELD:50000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:64]
[MAX_EDGE:1000] no swords until you can pick mats
[ITEMS_HARD]
[IS_STONE]

I'm pretty sure it needs to be [SYN_INHALED] for gasses.

It does.  SYN_CONTACT only works if the object is a contaminant (extract, blood, cave-in dust, etc).

UristMcHuman

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3673 on: August 23, 2011, 02:34:16 pm »

I'm adding a reaction to gather rope reed thread from the earth. My RAWs are here:

Spoiler (click to show/hide)
« Last Edit: August 23, 2011, 02:36:02 pm by UristMcHuman »
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3674 on: August 23, 2011, 02:38:25 pm »

I'm adding a reaction to gather rope reed thread from the earth. My RAWs are here:

Spoiler (click to show/hide)
Product line should be [PRODUCT:100:1:THREAD:NONE:PLANT_MAT:REED_ROPE:THREAD][PRODUCT_DIMENSION:15000]
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Dwarf Fortress: Threats of metabolism.
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