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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431068 times)

Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #285 on: May 04, 2010, 10:22:46 pm »

Quote
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:PINE:WOOD][PRODUCT_DIMENSION:150]
Remove PRODUCT_DIMENSION:150 here. Did you generate a new world?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Shaostoul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #286 on: May 05, 2010, 12:41:11 am »

Okay I guess I foobarred something...

I make a reaction to produce a vermin turtle...

:1:VERMIN:NONE:TURTLE:NONE

produced a live turtle... which was promptly put into a cage and then my butcher had his way with it... Now where I'm lose is... It's not making anything! I get no shell, I get no turtle, I can't fish the turtle cause it's already in a cage so it doesn't become a raw turtle... so I can't process it to get the shell...

What do I do? The only way I know how is to catch em from a pond... but there are none in my winter frozen over ponds!
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I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

soul4hdwn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #287 on: May 05, 2010, 02:04:48 pm »

you can probably make a pond. dig a random channel, mark it as a pool, fill with water before dumping the live turt
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SirHoneyBadger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #288 on: May 05, 2010, 08:24:53 pm »

Does anyone have premade "Old HFS" for 2010?

Has anyone tested to see what changing the "number of types of HFS" to anything more than 52 does? I'm pretty interested in seeing what setting it to a hundred, or even a thousand, does.
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #289 on: May 05, 2010, 09:32:29 pm »

I'm having trouble with syndromes.  I'm trying to apply RysanMarquise's weapon poisoning technique to my irim, by giving them an extract and a vapor breath weapon, so that they can poison each other's weapons.  The problem is that I can't seem to get the poisons to target specific bodyparts, either it does nothing or it affects the whole body.

The idea is to create poisons that temporarily disable the target's STANCE, GRASP, or SIGHT bodyparts.  I'm hoping targeted paralysis can do that, but I'm not sure.  Here's what I have right now (which is set to be permanent for testing purposes):
Code: [Select]
[USE_MATERIAL_TEMPLATE:ENCHANT_2:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:angelic enchantment]
[STATE_NAME_ADJ:LIQUID:angelic enchantment]
[STATE_NAME_ADJ:GAS:angelic enchantment]
[MATERIAL_VALUE:77]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:angelic enchantment, kneel]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:WATCHER_ANGEL:ALL]
[SYN_INJECTED]
[ENTERS_BLOOD]
[CE_PARALYSIS:SEV:1000:PROB:100:BP:BY_TYPE:STANCE:ALL:START:0:PEAK:3]
....
[CASTE:FEMALE2]
[FEMALE]
[POP_RATIO:20]
[MULTIPLE_LITTER_RARE]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:ENCHANT_2:UNDIRECTED_VAPOR]


(Complete creature:)
Spoiler (click to show/hide)
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

uber pye

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #290 on: May 05, 2010, 11:25:15 pm »

has anyone found a way to make booze from objects besides plants?
like meat or rocks? :D
cause I'm out of ideas
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Shaostoul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #291 on: May 05, 2010, 11:32:16 pm »

[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK][PRODUCT_TO_CONTAINER:A]

Try CREATURE_MAT:DRAGON:DRINK and see what happens.
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I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

quinnr

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #292 on: May 06, 2010, 12:29:14 am »

I need to create 3 specific types of stone using a reaction. Help?
(Stones are Microcline, Cinnabar, and Jet)
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Shaostoul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #293 on: May 06, 2010, 12:34:50 am »

Please don't post in multiple areas... I answered your question in the other thread you posted in...

-edit-

This isn't just to you quinnr... I see too many people posting the same question in separate threads and it's a little annoying...
« Last Edit: May 06, 2010, 12:36:54 am by Shaostoul »
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I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

Lancensis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #294 on: May 06, 2010, 09:40:33 am »

has anyone found a way to make booze from objects besides plants?
like meat or rocks? :D
cause I'm out of ideas

Alternatively, a reasonable workaround would be to have a reaction that takes your rock, or meat and spits out a dummied plant, with no seeds or biome, which you can then brew. The advantage to this, is that your brewer can produce higher (hidden) quality drink.
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Karnewarrior

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #295 on: May 08, 2010, 01:22:21 pm »

Does anyone have premade "Old HFS" for 2010?

Has anyone tested to see what changing the "number of types of HFS" to anything more than 52 does? I'm pretty interested in seeing what setting it to a hundred, or even a thousand, does.
I know. It breaks the game (and explodes your computer) because your CPU can't handle Some 300 Billion demons running around.

On the bright side, you'll have a new campfire!
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CppThis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #296 on: May 08, 2010, 06:48:09 pm »

I guess this is a good place to ask a stupid newbie question.  Per another thread I tweaked the mayor's tags in entity_default by removing [ELECTED] and adding in [APPOINTED_BY:MILITIA_CAPTAIN] and same for some other nobles, in an attempt to make the mayor player-replacable (i.e. workaround for the multi-mayors bug).  But the changes do not appear to be taking effect, even though I made the change in both the main raw and the one for the generated world.  What am I doing wrong here?
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SirHoneyBadger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #297 on: May 09, 2010, 07:25:38 pm »

Does anyone have premade "Old HFS" for 2010?

Has anyone tested to see what changing the "number of types of HFS" to anything more than 52 does? I'm pretty interested in seeing what setting it to a hundred, or even a thousand, does.
I know. It breaks the game (and explodes your computer) because your CPU can't handle Some 300 Billion demons running around.

On the bright side, you'll have a new campfire!

Well, 52's a good number.
Spoiler (click to show/hide)
Infact, that kind of makes me want some Evangelion-esque "angel monsters", and maybe base 'em on the Tarot?

Posted by: Karnewarrior
Does anyone have premade "Old HFS" for 2010?

I want to know this one, too. Are the HFS all random now? Or are the old types still present in the game?
« Last Edit: May 09, 2010, 07:28:25 pm by SirHoneyBadger »
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Lancensis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #298 on: May 09, 2010, 08:00:08 pm »

Just going to spoiler the whole post.

Spoiler (click to show/hide)
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Karnewarrior

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #299 on: May 09, 2010, 08:47:29 pm »

Isn't there a [DEEP] tag still?
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Thou art I, I art Thou.
The trust you have bestowed upon thy comrade is now reciprocated in turn.
Thou shall be blessed when calling upon personae of the Hangman Arcana.
May this tie bind thee to a brighter future!​
Ikusaba Quest! - Fistfighting space robots for the benefit of your familial bonds to Satan is passe, so you call Sherlock Holmes and ask her to pop by.
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