Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 51 52 [53] 54 55 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419446 times)

Urist Imiknorris

  • Bay Watcher
  • In the flesh, on the phone and in your account...
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #780 on: September 25, 2010, 09:41:03 pm »

I am learning a lot by bumbling around in the folders but the end result I'm looking for is to have a DF Mode and Adventurer Mode playable race. Is there anything special that needs to be done for that, or is it just not possible? (also; skills. Can I make more?)

The race's entity raw needs the [CIV_CONTROLLABLE] tag.
Logged
Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Arceius

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #781 on: September 26, 2010, 06:12:46 am »

I'm looking through the entity_default RAW and I've noticed that the Dwarfs have the [CIV_CONTROLLABLE] tag, but the Elves and the Humans do not. The Humans have a [INDIV_CONTROLLABLE] which, at first, I assumed made them controllable in Adventure mode... but the Elves, who are controllable in adventure mode, do NOT have either the CIV or INDIV controllable tags. What's up with that?

EDIT: Or not. I tried adding both the CIV and INDIV controllable tags to Kobolds to see what happened, and when I loaded up Adventure mode Elves were not playable, as they have been in the past. I've never modified this file (or any file) before, though. Very strange.
« Last Edit: September 26, 2010, 06:16:03 am by Arceius »
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #782 on: September 26, 2010, 07:30:51 am »

How would I go about making clay harvestable? I'd like to make it so that my fortress could make pottery and whatnot.
You can make it into a stone, an ore stone, or sand. That's it. You can't add a new type of material into the game.
Then you could smelt (or have a custom reaction with other ingredients) the clay-ore into "potter's clay" metal and make items out of it.
If you make clay into a regelar stone like granite, it's harder to force the dwarves to use it as a material (instead of common stone).
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

MaximumZero

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #783 on: September 26, 2010, 07:33:58 am »

Alrighty, cool. I have an idea. Thanks.
Logged
  
Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

treytrey119

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #784 on: September 26, 2010, 09:29:42 am »

ok finally got working on my civilization and when i create it to be the only civilization it won't crate a world a keeps looping i got the [civ_controlable] tag on it and i'm using 32.12
Logged
who can be a failure in so many ways?
the government can! - tim hawkins the government can

Arceius

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #785 on: September 26, 2010, 01:23:24 pm »

I got the same thing trey. Though I figured it might have had something to do with the fact that I deleted every other race but kobolds, and replaced them with Dragons. >_> Seemed like a good idea at the time.
Logged

Gearheart

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #786 on: September 26, 2010, 02:52:14 pm »

Is there a decent creature modding guide out there? I grow tired of making reactions and ores and trees, and I'd like to try my hand at creating creatures.
Logged

TherosPherae

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #787 on: September 26, 2010, 03:57:19 pm »

So I'm trying to create a new type of ammo that can only be created at, say, Workshop X.

I've managed to create most of the raw for the reaction, but I'm stuck on what to put in the PRODUCT tag.

The wiki gives a detailed explanation of how REAGENTs are supposed to look, but completely skips over PRODUCTS, so I can't just go check the wiki.

TL;DR: Could someone post an explanation of what a PRODUCT tag is supposed to look like for something that's not metal, e.g. weapons, rocks, ammo...
Logged
Quote from: Aqizzar
Being vengeance and the night could only be improved by being the ballpunching vengeful night.
Quote from: Cthulhu
Gotham's mysteriously high mental illness rate isn't so mysterious when you find out Batman thinks subduing a guy means spiking his head into the pavement like a football.

treytrey119

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #788 on: September 26, 2010, 04:33:39 pm »

I got the same thing trey. Though I figured it might have had something to do with the fact that I deleted every other race but kobolds, and replaced them with Dragons. >_> Seemed like a good idea at the time.

yeah maybe if i keep dwarfs playable along with them i'll try that


EDIT:figured out what i was doing wrong.I had to add a creature in creature standerd

EDIT 2:made dwarfs unplayable but still getting dwarfs on embarking

« Last Edit: September 26, 2010, 05:02:52 pm by treytrey119 »
Logged
who can be a failure in so many ways?
the government can! - tim hawkins the government can

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #789 on: September 27, 2010, 06:57:49 am »

TL;DR: Could someone post an explanation of what a PRODUCT tag is supposed to look like for something that's not metal, e.g. weapons, rocks, ammo...
Such as
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:KO_DF_LIGHT]

?

For ammunition, you'll want
[PRODUCT:100:1:AMMO:(your ammo identifier here):GET_MATERIAL_FROM_REAGENT:(reagent identifier; the A, B or whatever):NONE]
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #790 on: September 27, 2010, 11:11:45 am »

I got the same thing trey. Though I figured it might have had something to do with the fact that I deleted every other race but kobolds, and replaced them with Dragons. >_> Seemed like a good idea at the time.

yeah maybe if i keep dwarfs playable along with them i'll try that


EDIT:figured out what i was doing wrong.I had to add a creature in creature standerd

EDIT 2:made dwarfs unplayable but still getting dwarfs on embarking
civ control is for fort mode.
indiv control is for playnow!
Adventurer tier is adventure mode to start in a city (control of where you stick your stats)
for any new race you add you must have to count up to the last number in the adventurer tier.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Spaghetti

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #791 on: September 27, 2010, 09:03:42 pm »

[REACTION:CRAFT_TROPHY_THRONE]
   [NAME:craft trophy throne]
   [BUILDING:FURNITURE_WORKSHOP:CUSTOM_S]
   [REAGENT:A:1:BONE:NONE:NONE:NONE]
   [PRODUCT:100:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:BONE_CARVER]

Anyone know if this is right?

I keep getting them to use damm stone instead of bones.
Logged

Internet Kraken

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #792 on: September 27, 2010, 09:14:28 pm »

Is there a decent creature modding guide out there? I grow tired of making reactions and ores and trees, and I'd like to try my hand at creating creatures.

Not really. Your best bet is to apply you knowledge of the token system onto creature creation. Look at the list of creature tokens on the wiki, and look at the raws of the existing creatures for examples.
Logged
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

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #793 on: September 27, 2010, 09:15:22 pm »

[REACTION:CRAFT_TROPHY_THRONE]
   [NAME:craft trophy throne]
   [BUILDING:FURNITURE_WORKSHOP:CUSTOM_S]
   [REAGENT:A:1:BONE:NONE:NONE:NONE]
   [PRODUCT:100:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:BONE_CARVER]

Anyone know if this is right?

I keep getting them to use damm stone instead of bones.

I was told above that bones are bugged, so I dunno what could be wrong.
Logged
  
Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Urist Imiknorris

  • Bay Watcher
  • In the flesh, on the phone and in your account...
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #794 on: September 27, 2010, 09:17:09 pm »

Check Battlefailed, in the Community Games forum. We applied a bit of modding to make bone blocks. That reaction works.
EDIT:
Code: (for reaction_smelter) [Select]
[REACTION:MAKE_BONE_BLOCKS]
   [NAME:make bone blocks]
[BUILDING:KILN:CUSTOM_B]
[REAGENT:A:5:BONE:NONE:NONE:NONE][REACTION_CLASS:BONE]
[HAS_MATERIAL_REACTION_PRODUCT:BONE_MAT][USE_BODY_COMPONENT]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:BONE_MAT]
[SKILL:BONECARVE]
Code: (to be put in material_template_default under bone_template) [Select]
[REACTION_CLASS:BONE]
    [MATERIAL_REACTION_PRODUCT:BONE_MAT:LOCAL_CREATURE_MAT:BONE]
Just replace BLOCKS with CHAIR in the product line and change the workshop and required number of bones to taste. It will even have the creature type.
EDIT2:
What is wrong with this reaction? It keeps dumping the alcohol on the ground.
Spoiler (click to show/hide)
« Last Edit: September 27, 2010, 09:26:52 pm by Urist Imiknorris »
Logged
Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!
Pages: 1 ... 51 52 [53] 54 55 ... 357