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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431223 times)

Nomblecronch

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #450 on: July 02, 2010, 08:27:01 pm »

Ah, well, I'll keep poking at it. Thanks for the help anyway!
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Narks

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #451 on: July 02, 2010, 09:18:06 pm »

Dwarves and stuff make and wear small items. How do I change this?
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Daywalkah

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #452 on: July 02, 2010, 09:53:51 pm »

Dwarves need to be a larger size, I believe. Changing them to the size of a human should work, IIRC.

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Magma cancels flow; interrupted by Ironblood.

zlurker

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #453 on: July 02, 2010, 10:21:01 pm »

I tried adding a new civilization of my own make to the game and setting it to the be the one you play instead of the dorfs but now the game keeps rejecting every single try at making a new map even after I deleted all the extra crap the dorfs had for stuff like nobles. I'm gonna try deleting dwarves from the entity file to see if maybe making them and my civ both mountains is the reason.

Nope, that didn't help either. I think the game just hates me. o_O
« Last Edit: July 02, 2010, 10:34:32 pm by zlurker »
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Haspen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #454 on: July 03, 2010, 04:22:29 am »

Copy the raws of that civ of yours, and we will see where's the problem.
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SigFlags!
Quote from: Draignean@Spamkingdom+
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Please tell me the Royal Physician didn't go to the same college as the Spymaster.

zlurker

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #455 on: July 03, 2010, 09:38:46 am »

Since it's a pretty big chunk of stuff (I literally just copied dorfs to get a start) I put it in a SPOILER thing so people who don't want squished by it won't be.

Spoiler (click to show/hide)
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Haspen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #456 on: July 03, 2010, 09:53:30 am »

[ENTITY:MOUNTAIN]

Change it to different word that's not used by other civs.
[ENTITY:name] must be always unique for each civ, or the civ won't appear at all.

For example:

[ENTITY:DRAKES]
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SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

zlurker

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #457 on: July 03, 2010, 10:21:53 am »

Still didn't help. The 'create new world' option continues to reject every map it makes. o_O How frustrating~
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Acanthus117

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Modifying a material.
« Reply #458 on: July 03, 2010, 10:23:16 am »

Hey, is there a handy guide which tells me how the different qualities of materials work? I want to modify the leather of a modded beast, and I know you can do that by modifying the value within its entry (look at dragon, its flesh and bones are valuable), but I want to make the leather simply as strong as bronze, but as flexible as leather.
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YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Haspen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #459 on: July 03, 2010, 10:26:50 am »

Still didn't help. The 'create new world' option continues to reject every map it makes. o_O How frustrating~

Hmm, damn. Are you sure that the creature is called 'Draconian'?

I'm getting out of ideas there...
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SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

zlurker

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #460 on: July 03, 2010, 10:34:42 am »

What, I have to make a creature entry for them? o_o Modding this game was supposed to be easy. ;_;
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Haspen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #461 on: July 03, 2010, 10:38:36 am »

What, I have to make a creature entry for them? o_o Modding this game was supposed to be easy. ;_;

Sir, this is DF. Nothing is easy, just insane.
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SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

zlurker

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #462 on: July 03, 2010, 10:48:10 am »

I REJECT YOUR REALITY AND SUBSTITUTE MY OWN.

On another hand I found the dorf entry and started modifying it by switching in bits of dragon like adding scales in place of skin and a lack of beard.
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Haspen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #463 on: July 03, 2010, 10:59:58 am »

I REJECT YOUR REALITY AND SUBSTITUTE MY OWN.

On another hand I found the dorf entry and started modifying it by switching in bits of dragon like adding scales in place of skin and a lack of beard.

Just remember it's not:

dwarf:dwarves:dwarven

but

draconian:draconians:draconic (or draconian again?)
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SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

Fortis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #464 on: July 03, 2010, 11:28:18 am »

I've got a creature in the works, and for the most part it works in the arena. Curiously, though, on the list of available creatures my creation shows up labeled as 'Nothing'.
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