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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419626 times)

Internet Kraken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #705 on: September 08, 2010, 06:08:41 pm »

It needs to be named "entity_(whatever)" and have the filename at the very top of the file itself.

Ah, I didn't notice that I'd forgotten that part. It works fine now. Thanks.
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Picture a dwarf, warrior, mechanic, or some other incredibly useful profession. Now picture him dead. That's what infections do.
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #706 on: September 08, 2010, 06:37:42 pm »

Just out of curiosity, what would you do with an extra entity file?
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #707 on: September 08, 2010, 06:47:07 pm »

Not much, other than ensure that you're not modifying the vanilla file.
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Internet Kraken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #708 on: September 08, 2010, 07:24:24 pm »

Just out of curiosity, what would you do with an extra entity file?

It makes it easier to organize all of the stuff I make if they aren't shoved into the standard files. Plus I prefer to avoid modifying the vanilla raws as much as possible.
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Picture a dwarf, warrior, mechanic, or some other incredibly useful profession. Now picture him dead. That's what infections do.
[NOPAIN] no gain.
Escapist Reveredtour Let's Play.

MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #709 on: September 08, 2010, 07:33:44 pm »

I may have to look into that. Can you do the same with other raw files, like stones and metals and weapons and whatnot?
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Internet Kraken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #710 on: September 08, 2010, 07:48:16 pm »

I may have to look into that. Can you do the same with other raw files, like stones and metals and weapons and whatnot?

I use separate, custom files for creatures and plants and they work. I don't modify stones or weapons so I'm not sure if the same applies, but I'm guessing it would.
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Picture a dwarf, warrior, mechanic, or some other incredibly useful profession. Now picture him dead. That's what infections do.
[NOPAIN] no gain.
Escapist Reveredtour Let's Play.

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #711 on: September 08, 2010, 07:52:49 pm »

You can make whatever new files you like. I'd encourage you to.
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TDSS02

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #712 on: September 08, 2010, 09:43:30 pm »

Anyone care to explain it to me? My question is a page back.
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Quote from: piecewise on March 14, 2010, 06:22:02 am
  Dwarf Fortress: Beat children with children.

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #713 on: September 08, 2010, 09:49:52 pm »

What, a "better tutorial"? I've already given you two links.

More on raws in general can be found here.

If there's nothing specific you're looking to find out, then the wiki category on modding is a decent place to start.
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #714 on: September 08, 2010, 09:50:36 pm »

Anyone care to explain it to me? My question is a page back.

Are you looking to mine without actually digging through z-levels? I'm confused on the whole thing.
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TDSS02

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #715 on: September 09, 2010, 12:22:40 am »

Don't really understand the wiki to well, and i said nothing about a "better tutorial", basically its all crooked to me lol, why i don't really use it to much. I actually watched a lot of the tutorials made by captnduck and upingu. That's how i learned to play and managed to bypass the steep learning curve/cliff lol, thought there was maybe a tutorial video or something of that nature made by someone that explained things a bit cause there appears to be every other kind of movie about this game lol. I'm more of a visual learner where if i can see someone do it i can understand how its done or if someone to can give me steps or something specific i can usually branch off from there and off i go lol. Oh well ill figure it out, thanks 3 for the links ill check them out again and see if i can make sense of them with some tinkering, didn't mean to offend you 3 if you are in fact offended lol, you asked me What exactly i was trying to figure out in the last post, and when i replied you didn't say anything so i thought you maybe didn't know.

Thanks all :)
« Last Edit: September 09, 2010, 12:52:48 am by TDSS02 »
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Quote from: piecewise on March 14, 2010, 06:22:02 am
  Dwarf Fortress: Beat children with children.

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #716 on: September 09, 2010, 01:04:36 am »

didn't mean to offend you 3 if you are in fact offended lol,

No, not at all. Apologies if I sounded a little sharp.
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #717 on: September 10, 2010, 02:12:09 pm »

Has anyone figured out what the difference between the MAP_DESCRIPTOR types is yet? I presume it has something to do with the way the game describes the material (as smears/pools/etc), but I haven't noticed anything that differentiates them.
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #718 on: September 14, 2010, 12:27:24 pm »

Additional question: Has anyone figured out what determines whether or not a civver uses military items by default? It shouldn't be being part of a squad (as I presume squad leaders wear armour and such) and it doesn't seem to be anything to do with MILITARY_GOALS or MILITARY_STRATEGY (I have multiple positions with both of those responsibilities, along with ATTACK_ENEMIES, and some of them will still dress as civilians/be unfit/etc.).
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ArcaneSaint

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #719 on: September 14, 2010, 03:24:53 pm »

Is it possible to restrict certain profession to a certain caste within one species? I'm trying to make an insect-based race and I made a new caste for the queen (only she will give birth.. to about 100~200 larvae at once) and I'd like it to be so that she is the ONLY one that can get the profession "Queen" (which, I believe is KING_CONSORT? I can't find QUEEN in the wiki unit type database   :-\ )

On a slightly related note, is it possible to have individuals change castes at certain times? (for if the queen was to somehow die...)
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