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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422752 times)

ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4320 on: November 13, 2011, 02:25:50 am »

Apparently I don't understand body details plans, because ARG6 isn't recognized as a tissue.
The ARG's only go to 5. I've tried every number from 3-20 and 5 seems to be the limit.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4321 on: November 13, 2011, 02:42:49 am »

Apparently I don't understand body details plans, because ARG6 isn't recognized as a tissue.
The ARG's only go to 5. I've tried every number from 3-20 and 5 seems to be the limit.

...well I guess the wiki's wrong, god damnit

ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4322 on: November 13, 2011, 03:24:34 am »

Apparently I don't understand body details plans, because ARG6 isn't recognized as a tissue.
The ARG's only go to 5. I've tried every number from 3-20 and 5 seems to be the limit.
...well I guess the wiki's wrong, god damnit
I didn't know the wiki even mentioned the argument limit...

Oh.
I'll go fix that
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4323 on: November 13, 2011, 10:39:35 pm »

So this building:

Code: [Select]
building_alchemiter_troll

[OBJECT:BUILDING]

[BUILDING_WORKSHOP:ALCHEMITER]
[NAME:Alchemiter]
[NAME_COLOR:5:3:1]
[DIM:2:2]
[WORK_LOCATION:2:2]
[BUILD_LABOR:ARCHITECT]
[BUILD_KEY:NONE]
[BLOCK:1:1:1:1]
[BLOCK:2:0:0:0]
[TILE:0:2:' ':' ':' ':]
[COLOR:0:2:0:0:0:0:0:0:0:0:0]
[TILE:1:2:' ':' ':' ':]
[COLOR:1:2:0:0:0:0:0:0:0:0:0]
[TILE:2:2:' ':' ':' ':]
[COLOR:2:2:0:0:0:0:0:0:0:0:0]
[TILE:3:2:' ':' ':' ':]
[COLOR:3:2:0:0:0:0:0:0:0:0:0]
[TILE:0:1:8:205:8]
[COLOR:0:1:7:0:1:MAT:1:0:0]
[TILE:1:1:8:205:8]
[COLOR:1:1:7:0:0:MAT:1:0:1]
[TILE:2:1:8:205:8]
[COLOR:2:1:7:0:0:MAT:3:0:0]
[TILE:3:1:8:205:8]
[COLOR:3:1:0:0:1:MAT:3:0:1]
[BUILD_ITEM:3:TOOL:GRIST:INORGANIC:BUILD]

is showing up as 2x2.

This started happening recently with absolutely no reason to do so and absolutely no changes to the code.

So uh what

trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4324 on: November 13, 2011, 10:42:59 pm »

building_alchemiter_troll

[OBJECT:BUILDING]

[BUILDING_WORKSHOP:ALCHEMITER]
   [NAME:Alchemiter]
   [NAME_COLOR:5:3:1]
   [DIM:2:2]
   [WORK_LOCATION:2:2]
   [BUILD_LABOR:ARCHITECT]
   [BUILD_KEY:NONE]
   [BLOCK:1:1:1:1]
   [BLOCK:2:0:0:0]
   [TILE:0:2:' ':' ':' ':]
      [COLOR:0:2:0:0:0:0:0:0:0:0:0]
   [TILE:1:2:' ':' ':' ':]
      [COLOR:1:2:0:0:0:0:0:0:0:0:0]
   [TILE:2:2:' ':' ':' ':]
      [COLOR:2:2:0:0:0:0:0:0:0:0:0]
   [TILE:3:2:' ':' ':' ':]
      [COLOR:3:2:0:0:0:0:0:0:0:0:0]
   [TILE:0:1:8:205:8]
      [COLOR:0:1:7:0:1:MAT:1:0:0]
   [TILE:1:1:8:205:8]
      [COLOR:1:1:7:0:0:MAT:1:0:1]
   [TILE:2:1:8:205:8]
      [COLOR:2:1:7:0:0:MAT:3:0:0]
   [TILE:3:1:8:205:8]
      [COLOR:3:1:0:0:1:MAT:3:0:1]
   [BUILD_ITEM:3:TOOL:GRIST:INORGANIC:BUILD]


?
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Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4325 on: November 13, 2011, 10:45:03 pm »

So this building:

Spoiler (click to show/hide)

is showing up as 2x2.

This started happening recently with absolutely no reason to do so and absolutely no changes to the code.

So uh what

Must be the ones in red. Change it to 3:3, or something else other than 2:2, since 2:2 is 2x2.
« Last Edit: November 13, 2011, 11:15:14 pm by New Guy »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4326 on: November 13, 2011, 11:35:39 pm »

DIM:2:2 means that they will work in the 2nd row, 2nd column of the workshop, not that the workshop is 2x2.

Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4327 on: November 13, 2011, 11:41:07 pm »

DIM:2:2 means that they will work in the 2nd row, 2nd column of the workshop, not that the workshop is 2x2.

Then what is that [WORK_LOCATION] tag for?

Also:

Quote from: DFWiki
[DIM]|width:height|The size of the custom building, in number of tiles.
« Last Edit: November 13, 2011, 11:44:21 pm by New Guy »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4328 on: November 13, 2011, 11:53:40 pm »

yipes. Is this some sort of schrödinbug? Because it was never a problem until I looked at the raws again >_>

Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4329 on: November 14, 2011, 07:04:11 am »

hello, i've a doubt about castes (again) and civ survival, if i have a civ that normally starve early, and I add an inferior subspecie with the [NOEAT] and [NODRINK} tag will the whole race survive?
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Re: 1000 sgins that you play Dwarf fortress (way) too much
154. When you get the word "adamantine" on your LA vocab, you quickly cross it out and replace it with "cotton candy" and spend the next 10 minutes in fetal position rocking back and forth in fear. (Yes, I actually did this.)
...Wait. Adamantine is real?...
...155. You are no longer sure what metals are real or fictional.

i2amroy

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4330 on: November 14, 2011, 10:09:05 am »

hello, i've a doubt about castes (again) and civ survival, if i have a civ that normally starve early, and I add an inferior subspecie with the [NOEAT] and [NODRINK} tag will the whole race survive?
I don't see any reason that the civilization would die out completely. What would happen however, is that everyone who wasn't a member of the subspecies would die out in worldgen so the only living members of the species would be the subspecies and any recently born members that needed to eat or drink.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4331 on: November 14, 2011, 12:12:29 pm »

i feared that, another failure...
well this is a new one, i'm trying to figure how to make bloodwine without changin the creature raw, i thougt this:
1- create a reaction that take any kind of meat to workshop x and turn it in "spiced meat"
2- create a new material with this inserted
Spoiler (click to show/hide)
3- just order to brew..
can it work?
alternatively what if i turn meat in a "meat plant" by creating a plant instead of a material?
will it be stockpiled and consumed?
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Re: 1000 sgins that you play Dwarf fortress (way) too much
154. When you get the word "adamantine" on your LA vocab, you quickly cross it out and replace it with "cotton candy" and spend the next 10 minutes in fetal position rocking back and forth in fear. (Yes, I actually did this.)
...Wait. Adamantine is real?...
...155. You are no longer sure what metals are real or fictional.

UltraValican

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4332 on: November 14, 2011, 06:34:09 pm »

What are the skill tags for "siege operation and engineering "?
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4333 on: November 14, 2011, 06:40:40 pm »

SIEGEOPERATE and SIEGECRAFT, respectively. Full list is here.
If looking for the unit types so you can change the profession name (like swordsman -> swordsdwarf), check here.
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UltraValican

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4334 on: November 14, 2011, 06:43:05 pm »

SIEGEOPERATE and SIEGECRAFT, respectively. Full list is here.
If looking for the unit types so you can change the profession name (like swordsman -> swordsdwarf), check here.
YESSSSSSSSSSSSSS....Thank You.
edit-My mobile ballista wont show up in arena-what do?
Code: [Select]
item_weapon_siege


[ITEM_WEAPON:ITEM_WEAPON_MOBILEBALLISTA]
[NAME:heavy ballista:heavy ballistas]
[SIZE:800]
[SKILL:SWORD]
[RANGED:SIEGEOPERATE:ARBALIST]
[SHOOT_FORCE:5000]
[SHOOT_MAXVEL:10000] 
[TWO_HANDED:1]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
« Last Edit: November 14, 2011, 06:51:52 pm by UltraValican »
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