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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429880 times)

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5130 on: February 02, 2012, 08:01:27 pm »

you can just use a proper alpha channel.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Vherid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5131 on: February 02, 2012, 08:21:39 pm »

you can just use a proper alpha channel.

Well that's what I'm saying, even that's not exactly working right.

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5132 on: February 02, 2012, 08:37:38 pm »

you can just use a proper alpha channel.

Well that's what I'm saying, even that's not exactly working right.
It does for me. What program you use, what format you save them as and what OS you use?
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Vherid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5133 on: February 02, 2012, 08:41:17 pm »

Adobe Photoshop CS5, PNG, Windows 7 x64, trust me I'm doing it right lol

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5134 on: February 02, 2012, 09:08:01 pm »

I use PNG, Gimp, Windows 7 64 bits. Looks like there's something proprietary bloatwares cant do.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Vherid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5135 on: February 02, 2012, 09:25:47 pm »

I use PNG, Gimp, Windows 7 64 bits. Looks like there's something proprietary bloatwares cant do.

LMFAO, because gimp is A+

I can just leave it all transparent and that's fine, but a colored background would be nifty.

Jay

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5136 on: February 02, 2012, 10:39:35 pm »

I can just leave it all transparent and that's fine, but a colored background would be nifty.
Are you meaning for reference while you're editing it?
Uhm.  Just save a PSD and use a second layer that contains the flat color you want...?
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Vherid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5137 on: February 02, 2012, 11:18:40 pm »

I can just leave it all transparent and that's fine, but a colored background would be nifty.
Are you meaning for reference while you're editing it?
Uhm.  Just save a PSD and use a second layer that contains the flat color you want...?

No it's just a little aesthetic while looking at the file thumbnail itself, if it had a red BG instead of magenta it would stand out, etc.

Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5138 on: February 02, 2012, 11:25:47 pm »

Any way to make a reaction only accept bones as a reagent ? I only got so far as this:
[REAGENT:A:1:CORPSE:NONE:NONE:NONE][USE_BODY_COMPONENT]

This uses cut of bodyparts as well, bones as well, but also all other kinds of body components, like hair or organs...
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5139 on: February 02, 2012, 11:42:39 pm »

Any way to make a reaction only accept bones as a reagent ? I only got so far as this:
[REAGENT:A:1:CORPSE:NONE:NONE:NONE][USE_BODY_COMPONENT]

This uses cut of bodyparts as well, bones as well, but also all other kinds of body components, like hair or organs...

Add [MATERIAL_REACTION_PRODUCT:BONES:LOCAL_CREATURE_MAT:BONE] to the Bone Material Template now I know you got the simple Animal Materials so add it to that/those and use CORPSE/CORPSEPIECE with the material product line. Super Tired sorry if this is very not informative
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Jay

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5140 on: February 03, 2012, 12:28:22 am »

Any way to make a reaction only accept bones as a reagent ? I only got so far as this:
[REAGENT:A:1:CORPSE:NONE:NONE:NONE][USE_BODY_COMPONENT]

This uses cut of bodyparts as well, bones as well, but also all other kinds of body components, like hair or organs...
this is very not informative
Very much so.
Just add this after the USE_BODY_COMPONENT tag.
[ANY_BONE_MATERIAL]
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Mishimanriz: Histories of Pegasi and Dictionaries

Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5141 on: February 03, 2012, 12:53:31 am »

Shiny, will try it out.

He said that he is tired ;)

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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Abregado

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5142 on: February 03, 2012, 06:59:58 am »

Worldgen creature population problem. If i set this creature to [NOT_FREEZING] biome it doesnt show up in worldgen. However if i change it to [SUBTERRANEAN_CHASM] there are heaps available.

One of the last bugs before we release a beta version of this mod.

Spoiler (click to show/hide)

CandyTophat

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5143 on: February 03, 2012, 10:24:45 am »

Danger room item time!

Can somebody help me with this?
I made a Menacing stick (wood only).
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_MENACINGSTICK]
[NAME:stick:sticks]
[ADJECTIVE:menacing]
[SIZE:200]
[HITS:1]
[MATERIAL_SIZE:1]
[WOOD]
[ATTACK:BLUNT:1:1:hit:hits:NO_SUB:1000]

IT makes my badass soldier curl up and cry with pain :-\.
Help please?
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Dwarf fortress ethics.
Of course there's an ethical way to train doctors! Toss children off short cliffs. Since they're not useful adults, injuring them isn't a waste of valuable labor, and since they're not nobles, it's ethical to use short cliffs instead of tall ones!

Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5144 on: February 03, 2012, 10:38:10 am »

You have a surface area of 1. So all the power of it is compressed into on point of impact. make it Blunt:1000:1:

I have a question myself:

First reaction respects stack size. Second one does not. How do I change that ? I tried adding the Get_material_from_reaction to the second one, but I get misc stones then...

[REACTION:MAKE_SAUSAGE]
   [NAME:make sausages (3)]
   [BUILDING:KITCHEN:CUSTOM_S]
   [REAGENT:A:2:MEAT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:SAUSAGE_MAT][UNROTTEN]
   [PRODUCT:100:3:MEAT:NONE:GET_MATERIAL_FROM_REAGENT:A:SAUSAGE_MAT]
   [PRODUCT:15:1:BOULDER:NONE:INORGANIC:BACTERIA][PRODUCT_DIMENSION:150]
   [SKILL:BUTCHER]
   [SKILL:COOK]

[REACTION:MAKE_BONEMEAL]
   [NAME:grind bone to bonemeal(flux)]
   [BUILDING:KITCHEN:CUSTOM_F]
   [REAGENT:A:1:CORPSE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [PRODUCT:100:1:BOULDER:NONE:INORGANIC:BONEMEAL][PRODUCT_DIMENSION:150]
   [SKILL:BUTCHER]
   [SKILL:COOK]
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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