Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 57 58 [59] 60 61 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419755 times)

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #870 on: October 04, 2010, 03:38:16 am »

[REACTION:HEPATIZON_MAKING]
...
[PRODUCT:100:3:BAR:NO_SUBTYPE:METAL:WROUGHT_IRON][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

 ???
Haha.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

KaguroDraven

  • Bay Watcher
  • Forward!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #871 on: October 04, 2010, 04:21:21 am »

now for most awesomely cool colossi i will probably*
Spoiler (click to show/hide)
ever make:
Spoiler (click to show/hide)
i'm reasonably certain its completely invincible, it completely destroys any number of ACs
If I where to Sick this on a Forgotten Beast or Clown, would it track a syndrome into my fortress?
Logged
"Those who guard their back encounter death from the front." - Drow Proverb.
I will punch you in the soul if you do that again.
"I'm going to kill another dragon and then see if I can't DUAL-WIELD DRAGONS!
Because I can"-WolfTengu

Urist Imiknorris

  • Bay Watcher
  • In the flesh, on the phone and in your account...
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #872 on: October 04, 2010, 04:22:39 am »

Probably. Along with the beast's mutilated corpse.
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!

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #873 on: October 04, 2010, 04:37:19 am »

I wonder is there a way to recreate webbing in a adventure reaction so folks can toss a wet stream of web at foes and if the foe touches any of it becomes webbed?
A race of peter parkers?
but with out the deal with devil recon.
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

KaguroDraven

  • Bay Watcher
  • Forward!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #874 on: October 04, 2010, 04:43:21 am »

I wonder is there a way to recreate webbing in a adventure reaction so folks can toss a wet stream of web at foes and if the foe touches any of it becomes webbed?
A race of peter parkers?
but with out the deal with devil recon.
Well of course, I don't think anyone liked that.
Logged
"Those who guard their back encounter death from the front." - Drow Proverb.
I will punch you in the soul if you do that again.
"I'm going to kill another dragon and then see if I can't DUAL-WIELD DRAGONS!
Because I can"-WolfTengu

MaximumZero

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #875 on: October 04, 2010, 06:17:13 am »

[REACTION:HEPATIZON_MAKING]
...
[PRODUCT:100:3:BAR:NO_SUBTYPE:METAL:WROUGHT_IRON][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

 ???
Haha.

Hey, I fixed that! Also, I abuse copy and paste, and don't do so well when I'm tired.
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

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #876 on: October 04, 2010, 08:10:18 am »

Probably old news, but I was under the impression that custom reactions could not put quality markers on created objects.

However, in _31.15 this...
Spoiler (click to show/hide)

Just produced 3 palm clubs 1 -palm club- and 1 *palm club* when a adequate carpenter made some to test the reaction and building.

Did I just discover something or am I just crazy behind the times?
Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

Urist Imiknorris

  • Bay Watcher
  • In the flesh, on the phone and in your account...
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #877 on: October 04, 2010, 08:14:02 am »

31.01 changed that.
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!

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #878 on: October 04, 2010, 09:55:29 am »

About the Nitemare:

Quote from: the errorlog
*** Error(s) found in the file "data/save/region1/raw/objects/creature_nitemare.txt"
NITEMARE:Unrecognized Creature Caste Body Token: GENERIC_TEETH_WITH_DOUBLEFANGS
NITEMARE:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added

Then just replace that with GENERIC_TEETH_WITH_LARGE_EYE_TEETH. It must've been a part added in VBASE.
Logged

KaguroDraven

  • Bay Watcher
  • Forward!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #879 on: October 04, 2010, 12:28:03 pm »

How would I go about makeing Goblins, Batmen, or another race that doesn't start with a Civ into a fortress playable race?
Logged
"Those who guard their back encounter death from the front." - Drow Proverb.
I will punch you in the soul if you do that again.
"I'm going to kill another dragon and then see if I can't DUAL-WIELD DRAGONS!
Because I can"-WolfTengu

JAFANZ

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #880 on: October 04, 2010, 12:50:09 pm »

How would I go about makeing Goblins, Batmen, or another race that doesn't start with a Civ into a fortress playable race?
Add [CIV_CONTROLLABLE] as the line directly under the relevant [ENTITY:xxxxx] line in entity_default.txt

I think you'd need to add entirely new Entities for Beat-man races you wanted to make playable though.
Logged

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #881 on: October 04, 2010, 01:56:13 pm »

I wonder is there a way to recreate webbing in a adventure reaction so folks can toss a wet stream of web at foes and if the foe touches any of it becomes webbed?
While it is not difficult to add a web attack to any creature, there's no key command to fire web (or breathe fire, for that matter) for adventure mode.  The best you could do is go into adventure mode and then recruit a few companions from a race with web-shooting ability and then rely on them to fire web.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #882 on: October 04, 2010, 01:58:34 pm »

How would I go about makeing Goblins, Batmen, or another race that doesn't start with a Civ into a fortress playable race?
You will need to create a civilization entity for them in entity_default.txt.  Goblins already have one, and Batmen sort of do although it's pretty limited in definition.  You will then want to add [CIV_CONTROLLABLE], and you will also probably also want to add in various noble positions and permitted jobs in order to make it a fully fleshed out playable race.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Zaerosz

  • Bay Watcher
  • ☼sperm whale leather thong☼
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #883 on: October 04, 2010, 05:09:07 pm »

Probably old news, but I was under the impression that custom reactions could not put quality markers on created objects.
People keep saying that doesn't happen, but it does. What's more, if a masterpiece is created this way, not only do you not get a "Urist McCraftsdwarf has created a masterpiece!" message, but the item is listed as being made "by an unknown artisan".
Logged
くコ:彡

SirHoneyBadger

  • Bay Watcher
  • Beware those who would keep knowledge from you.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #884 on: October 04, 2010, 05:13:21 pm »

Hey everybody, I'm so glad to see this thread is still going strong!

 8) 8) 8) 8) 8)

I'm thinking about starting into my multitudinous vermin mod, sometime fairly soon...I'll keep you posted on how that's going, and when I get a decent amount done (meaning: when I'm more comfortable with really basic things like vermin), I can start in on the "Bare-bones Mod" the OP promises.

Has anyone actually modded any new vermin, since the update? If so, any thoughts or examples you'd like to share?

Also, how does everyone feel about the way the DF Wiki explains modding? Is it worth making a separate tutorial, at this point, or is it good enough until we get more updates to the game?
Logged
For they would be your masters.
Pages: 1 ... 57 58 [59] 60 61 ... 357