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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430142 times)

Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1050 on: November 13, 2010, 07:21:28 pm »

ah yea yer right.  try ANY_FOREST instead.  That's what the elves have.   Sorry for missing that.

Also in the creature file the soldier tile will make them have the military dwarf icon if they are soldiers.  Possibly intentional, but it's a heads up.
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Protomith

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1051 on: November 13, 2010, 09:37:16 pm »

It still doesn't work, even though the errorlog isn't giving me any error messages.
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Fortis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1052 on: November 14, 2010, 01:32:23 am »

Hi again. Got another question for the experts here. I had thought I had a viable mod put together for a new civ race with that lamina creature I have been working on. However, whenever I generate a world, it says "The world generator is having trouble placing a controllable civilization". At first, I thought this was due to my creatures competing with an aggressive race in the chosen biome, but altering the other race's starting biome didn't help. Could you take a look through the file and tell me what I did wrong? Thanks!

Spoiler (click to show/hide)

I'm using this mod with Deon's Genesis mod, if that helps any.
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Protomith

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1053 on: November 14, 2010, 07:54:05 am »

Could you give us your error log?
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3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1054 on: November 14, 2010, 08:30:16 am »

I'd guess it's complaining because TREE_CITY can't be placed in wetland. Swap the start biome for ANY_FOREST and see if that helps.
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1055 on: November 14, 2010, 08:36:48 am »

TREE_CITY can be placed anywhere, even in deserts.

Do you have anything relevant in your errorlog.txt?
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Fortis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1056 on: November 14, 2010, 12:45:15 pm »

This is all that showed up in the error log after I ran the creatures through the testing arena.

*** Error(s) found in the file "raw/objects/creature_lamia.txt"
LAMIA:Tissue layer not added because no BP found: BY_CATEGORY:EYELID:EYELASH
LAMIA BP Mod THICKNESS Was Not Used
LAMIA BP Mod BROADNESS Was Not Used
LAMIA BP Mod LENGTH Was Not Used
LAMIA BP Mod UPTURNED Was Not Used
LAMIA BP Mod CONVEX Was Not Used
LAMIA BP Mod SPLAYED_OUT Was Not Used
LAMIA BP Mod HANGING_LOBES Was Not Used
LAMIA BP Mod BROADNESS Was Not Used
LAMIA BP Mod HEIGHT Was Not Used


Nothing new showed up after I tried to run the world generation. I tried swapping the ANY_FOREST in, but it didn't help any. A couple of things though, does adding the USE_GOOD_PLANTS token and such restrict a civilization to good biomes? Also, in the Genesis mod, there's 12 other races. Could they be crowding out the civilization I'm trying to add?
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GaxkangtheUnbound

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1057 on: November 14, 2010, 01:34:39 pm »

For some reason, I can't seem to get these to work:
Spoiler: Raws (click to show/hide)
I have plenty of groundhog bone, skin, and fat. What's wrong?
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1058 on: November 14, 2010, 01:47:35 pm »

Code: [Select]
[REACTION:TAN_A_HIDE_ADV]
[NAME:tan a hide]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]

This one definitely works.

What are the errors you get? Do you generate new worlds?

P.S. A more important question: did you remove the original reactions? If not, you will get duplicates.
Always check your errorlog.txt.
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Halconnen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1059 on: November 14, 2010, 02:14:52 pm »

Code: [Select]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]

Try
Code: [Select]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_CATEGORY:FOOT_FRONT:BY_CATEGORY:TOE:CLAW]
This'll select only the front feet (which is what you want). I'm not sure if using TOE instead of ALL really makes a difference, but take a look at the Dwarven scratch attack. According to Toady's note, CHILD_TISSUE_LAYER_GROUP seems to select ALL second selections (second category token) that are attached to the first selection (first category token) for the attack. That means the attack is already made with all claws. That you only get one toe per foot in the naming could just be because the game isn't sure what to name the grouped bodypart. Curiously, I added [ATTACK_FLAG_WITH] to the dwarf scratch as a test, and I still don't get a bodypart named in the attack list.

Not sure why that may be different for you.
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GaxkangtheUnbound

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1060 on: November 14, 2010, 02:55:54 pm »

Code: [Select]
[REACTION:TAN_A_HIDE_ADV]
[NAME:tan a hide]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]

This one definitely works.

What are the errors you get? Do you generate new worlds?

P.S. A more important question: did you remove the original reactions? If not, you will get duplicates.
Always check your errorlog.txt.
No errors, but I think the duplicates were the problem.
EDIT:I've also found out that the "carve bone (item)" reactions were lacking a skill.
EDIT2: My "Carve stone bed" item works, but it won't use the tanned hide I use for a reagent. Tan a hide completely disappeared, and other random phenomenons.
EDIT3:Removed the duplicate name. Genned a new world. Tried to tan a rhesus macaque skin.
"Tan a hide: select A (Un-rotten TAN_MAT-producing body part. Consumed."
                                    No available item.

Render fat?
"Render fat: select A (Un-rotten FAT RENDER_MAT-producing glob component. Consumed."
                                    No available item.


« Last Edit: November 14, 2010, 03:14:17 pm by GaxkangtheUnbound »
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Fortis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1061 on: November 14, 2010, 02:58:08 pm »

I found out what I was doing wrong. My custom race had ADVENTURE_TIER:13, rather than the tier 1 that the default dwarves had. I'm not certain, but I assume that meant my race got last pick out of thirteen races for lands, so they were crowded out each time. I swapped the Dwarves and my custom race, and gave them ADVENTURE_TIER:1, and I got myself a viable world with only 3 rejects. Maybe someone can put this into the wiki under the list of errors so this won't trip up other beginner modders.
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Halconnen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1062 on: November 14, 2010, 03:20:10 pm »

Adventure tier schouldn't affect anything but the race-as-civmember selection when you create a new adventurer.

If that really fixed your problem, something is very, very strange here.

For the adventure tier numbers, make sure they are contiguous (there's no holes in the assignment, if you have tier 13, are 1-12 used?) and that each number is only used once.
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1063 on: November 14, 2010, 04:14:27 pm »

Code: [Select]
[REACTION:TAN_A_HIDE_ADV]
[NAME:tan a hide]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]

This one definitely works.

What are the errors you get? Do you generate new worlds?

P.S. A more important question: did you remove the original reactions? If not, you will get duplicates.
Always check your errorlog.txt.
No errors, but I think the duplicates were the problem.
EDIT:I've also found out that the "carve bone (item)" reactions were lacking a skill.
EDIT2: My "Carve stone bed" item works, but it won't use the tanned hide I use for a reagent. Tan a hide completely disappeared, and other random phenomenons.
EDIT3:Removed the duplicate name. Genned a new world. Tried to tan a rhesus macaque skin.
"Tan a hide: select A (Un-rotten TAN_MAT-producing body part. Consumed."
                                    No available item.

Render fat?
"Render fat: select A (Un-rotten FAT RENDER_MAT-producing glob component. Consumed."
                                    No available item.



You couldn't get no errors with duplicate entries.

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Are you sure that the skin is in your hand or on the ground under you?
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Fortis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1064 on: November 14, 2010, 04:31:35 pm »

Quote
Adventure tier shouldn't affect anything but the race-as-civmember selection when you create a new adventurer.

If that really fixed your problem, something is very, very strange here.

For the adventure tier numbers, make sure they are contiguous (there's no holes in the assignment, if you have tier 13, are 1-12 used?) and that each number is only used once.

That might be it. I could have missed a race that already had the tier 13 slot. But either way, putting my custom race first, and giving it tier 1, and giving the dwarves tier 13 worked. Might have screwed over the dwarves, but I got my mod working, so I'm happy. I'll see if the dwarves show up with caravans. If not, I'll shuffle them around again.
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