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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 420121 times)

StephanReiken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #465 on: July 03, 2010, 11:31:32 am »

Spoiler (click to show/hide)

Any idea what might cause this?

The Raws are here http://dffd.wimbli.com/file.php?id=2585
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zlurker

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #466 on: July 03, 2010, 11:31:28 pm »

Just remember it's not:

dwarf:dwarves:dwarven

but

draconian:draconians:draconic (or draconian again?)

I did draconian:draconians:draconen though I guess it probably doesn't matter much. On another note, I decided to go from draconians to making an entire civ of different dragon types. :O Wish me luck, it'll probably take forever!
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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #467 on: July 04, 2010, 05:11:21 am »


Any idea what might cause this?

The Raws are here http://dffd.wimbli.com/file.php?id=2585
You are using quite a lot of PLUS_TISSUE_LAYER tags that don't belong. These don't add the tissue layer in question, they try to select it. You generally need TISSUE_LAYER for that (format:    [TISSUE_LAYER:BY_CATEGORY:body part category:tissue name] ). You also seem to not use tissue templates, like in the lakitu castes, where you have
   [USE_MATERIAL_TEMPLATE:CLOUD:CLOUD_TEMPLATE]
but not
   [USE_TISSUE_TEMPLATE:CLOUD:CLOUD_TEMPLATE]


Another tip for more readable raws: Use the USE_CASTE tag. Currently, you have
Spoiler (click to show/hide)

With use_caste, this can be shortened to

Spoiler (click to show/hide)
since most tags are identical.

Edit - you also need to give the toads a different identifier, such as TOAD_MKL, else you get duplicate errors in all their terrible glory.
Edit edit - also, Toads don't have a caste name.
« Last Edit: July 04, 2010, 10:27:18 am by Knight Otu »
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Shukaro

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #468 on: July 04, 2010, 05:26:56 pm »

Does anyone know the item token and if applicable the subtype of mechanisms? Are they just MECHANISM? Nothing's in the string dump, so I'm not sure, I'll do some testing.
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zlurker

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #469 on: July 04, 2010, 06:30:54 pm »

Okay so I've been working on my dragon civ and have these prepared for creature_standard and entity_default but I still keep getting every map rejected when trying to generate a new world:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

And yes, I know a lot of the stuff is still a copy from the dorfs. I'm working to rename most of it but would appreciate a headsup if duplicates are the problem or one of them at least. On another note feel free to either post here or send me a PM with what to do.
« Last Edit: July 04, 2010, 06:33:31 pm by zlurker »
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Shukaro

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #470 on: July 04, 2010, 06:59:58 pm »

What I would suggest zlurker, is first copy the dwarf creature and entity entries, and changing the names to avoid crashes. Then change one thing at a time, each time generating a new (pocket or small is easiest) world. Whenever it starts to reject all of them, that's your problem. Sorry if I couldn't be of more help, but I haven't had much experience with the new creature and entity tags.
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zlurker

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #471 on: July 04, 2010, 07:06:34 pm »

changing the names to avoid crashes.

What you mean by 'names'?
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Shukaro

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #472 on: July 04, 2010, 08:53:43 pm »

What you mean by 'names'?

I mean the values in the [ENTITY] and [CREATURE] fields. If for example you have two entities tagged as MOUNTAIN or two creatures as DWARF, very Fun stuff happens.
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StephanReiken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #473 on: July 04, 2010, 09:05:10 pm »


Any idea what might cause this?

The Raws are here http://dffd.wimbli.com/file.php?id=2585
You are using quite a lot of PLUS_TISSUE_LAYER tags that don't belong. These don't add the tissue layer in question, they try to select it. You generally need TISSUE_LAYER for that (format:    [TISSUE_LAYER:BY_CATEGORY:body part category:tissue name] ). You also seem to not use tissue templates, like in the lakitu castes, where you have
   [USE_MATERIAL_TEMPLATE:CLOUD:CLOUD_TEMPLATE]
but not
   [USE_TISSUE_TEMPLATE:CLOUD:CLOUD_TEMPLATE]


Another tip for more readable raws: Use the USE_CASTE tag. Currently, you have
Spoiler (click to show/hide)

With use_caste, this can be shortened to

Spoiler (click to show/hide)
since most tags are identical.

Edit - you also need to give the toads a different identifier, such as TOAD_MKL, else you get duplicate errors in all their terrible glory.
Edit edit - also, Toads don't have a caste name.

Questions.

Why would a race with only male/female castes need a caste name? and outside the castes? I would think the Creature Name would suffice.

Whats [PLUS_TISSUE_LAYER] used for then?
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zlurker

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #474 on: July 04, 2010, 09:54:44 pm »

I mean the values in the [ENTITY] and [CREATURE] fields. If for example you have two entities tagged as MOUNTAIN or two creatures as DWARF, very Fun stuff happens.

Well I do have the dwarves and dragons with different names in the files. It's not crashing my game when I start it, I just can't get the generator to pick a world--it's gone all the way to 60 rejections before I stopped it. But I guess I'll try doing one change at a time like you said to see if that helps.
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Shukaro

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #475 on: July 04, 2010, 10:28:52 pm »

Yeah, what's likely is that there is some variable set in the draconic entity or creature that requires a certain environment and the generator can't generate it. It could also be that there's just some weird bug in this version of DF as there are quite a few of those floating around.
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zlurker

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #476 on: July 04, 2010, 10:55:13 pm »

I don't see why it'd be a climate 'cause I used stuff I found on the other civs but then again I guess coding can be pretty precise-dependant at times.
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Tabithda

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #477 on: July 05, 2010, 12:05:39 am »

zlurker, I noticed that your creature lacks the [CHILD] token. I am not an expert on this by any means, but I suspect that might be the problem.

Try either replacing [BABY:1] with [CHILD:1] or placing [CHILD:2] under [BABY:1] like this:
Code: [Select]
[BABY:1]
[CHILD:2]
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StephanReiken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #478 on: July 05, 2010, 12:23:41 am »

Questions.

Why would a race with only male/female castes need a caste name? and outside the castes? I would think the Creature Name would suffice.

Whats [PLUS_TISSUE_LAYER] used for then?

Ah, I see the use for [PLUS_TISSE_LAYER] now. Its like [SELECT_ADDITIONAL_CASTE].

But the first question still applies :P. It doesn't seem to cause any problems if I don't include it on the toad race with only Male/Female castes.
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zlurker

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #479 on: July 05, 2010, 01:29:46 am »

Well I added things like you said but it still didn't seem to help any. Here's how I have the file for creature_standard setup now:

Spoiler (click to show/hide)

I don't think the game wants to let me make something other than dorfs or offshoots of them at this point. D: Went and added that child portion along with a speech diddy since I was missing it.. though I plan to make an actual dragon language if I ever get them to work.
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