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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419582 times)

Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1215 on: December 05, 2010, 10:36:46 am »

You answered your question. If everyone has "short" hair then "short" is the new "average" in their culture. Use your hack.
Fair enough, pity I have to though.
Yeah, this is something I realised recently as well. It's a little counter-intuitive to say the least, but I think it's possible to get the results you want with enough tweaking.
I saw that post already but it was worth having another look at. If your playing as dwarves it makes sense to compare the length of your fellow dwarves hair with that of your "average dwarf"; It makes little sense when describing a beast with hair to it's ankles to someone who has never seen it as "It has short hair" (compared to it's pears) wouldn't help identify it.

The hack is working well enough anyway. Cheers for your help.
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Saetar33

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1216 on: December 05, 2010, 01:12:55 pm »

Eh, odd.
I have made a vermin incinerator, but it is not coming up in workshops.  I put the reaction and the building permits inside the entity, and I'm sure I did the building right...
Perhaps it has something to do with the building materials, or the fact that the build key is a capital X.

Here's the building:
Spoiler (click to show/hide)

and here's the reaction:
Spoiler (click to show/hide)

EDIT: Ok, so it isn't the building, since I can build it now.
But I have refuse.... but the reaction isn't coming up.
Help?
« Last Edit: December 05, 2010, 02:28:23 pm by Saetar33 »
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"Dug too deep...What the creep! What the hell is that?? Oh WHY'S IT COMING STRAIGHT AT US! Oh Urist IT'S THAT CAT . . " Magma bells outtake.    "Again, THIS HAS BEEN AGREED BETWEEN 2 RPers! EILWOOD DO NOT FIRE YOUR LAZER I REPEAT DO NOT FIRE YOUR LAZOR!"  I'm Eilwood.  :3  Nice to meet you too.  "BAAAAAAH"

Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1217 on: December 05, 2010, 04:00:29 pm »

I have a tissues related question.

Currently I use the following to put hair on them:
Code: [Select]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]I get the HAIR through my own BODY_DETAIL_PLAN.

It all seems to be working fine but in the HAIR_TEMPLATE we have the following token:
Code: [Select]
[SUBORDINATE_TO_TISSUE:SKIN]The wiki doesn't explain it's function and Toady doesn't mention it in the .txt file. I've tried changing it to NEW_CHITIN, it being the tissue on the surface of my creatures, but it makes no difference I can see. There are no errors either. Does anyone know what SKIN it's referring to or have any experience with this?

Edit: It seems that without the [SUBORDINATE_TO_TISSUE:x] token you don't get hair being damaged in the combat reports.
Double Edit: It seems I was wrong about that, still no noticeable difference with or without.
« Last Edit: December 06, 2010, 11:10:31 am by Vattic »
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Deviled

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1218 on: December 05, 2010, 05:38:23 pm »

Can some one fix this for me, it crashes when I use it.
Code: [Select]
[REACTION:MAKE_BOLT]
[NAME:make bolt]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:BOLT:NONE:CREATURE_MAT:METAL:IRON]
[SKILL:KNAPPING]
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LordBistian

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1219 on: December 05, 2010, 06:05:20 pm »

Hm, does the MAT_FIXED_TEMP token work with inorganic stuff?
I tried to make a barrel from such material with fixed temperature at 0° but it doesnt seems to freeze stuff inside and around it.
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Saetar33

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1220 on: December 05, 2010, 08:15:38 pm »

I seriously cannot figure out why it doesn't WORK.  I genned a new world because I saw I'd spelled reagent wrong, but zip, zero, zilch.
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"Dug too deep...What the creep! What the hell is that?? Oh WHY'S IT COMING STRAIGHT AT US! Oh Urist IT'S THAT CAT . . " Magma bells outtake.    "Again, THIS HAS BEEN AGREED BETWEEN 2 RPers! EILWOOD DO NOT FIRE YOUR LAZER I REPEAT DO NOT FIRE YOUR LAZOR!"  I'm Eilwood.  :3  Nice to meet you too.  "BAAAAAAH"

Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1221 on: December 05, 2010, 08:31:46 pm »

Saetar33 when producing bars you need to set the product dimensions:
Code: [Select]
[PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]Is what's used when producing bars of pearlash.

Hope that solves your problem.
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Saetar33

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1222 on: December 05, 2010, 08:34:08 pm »

All right, that's all good and well, now.
Thankee much.
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"Dug too deep...What the creep! What the hell is that?? Oh WHY'S IT COMING STRAIGHT AT US! Oh Urist IT'S THAT CAT . . " Magma bells outtake.    "Again, THIS HAS BEEN AGREED BETWEEN 2 RPers! EILWOOD DO NOT FIRE YOUR LAZER I REPEAT DO NOT FIRE YOUR LAZOR!"  I'm Eilwood.  :3  Nice to meet you too.  "BAAAAAAH"

moisesjns

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1223 on: December 05, 2010, 08:54:12 pm »

hi say can any one help me how do i set my reaction to get coal and what do i tell it to permit? as in how do i make this


[REACTION:FREE_EMERALD]
[NAME: make emeralds]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:EMERALD]
[SKILL:SMELT]

but instead of emeralds coal Plz help
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1224 on: December 05, 2010, 09:28:01 pm »

Check out the wiki page on Reactions. I suggest you also look at the other reactions in reaction_smelter.txt as reference.

Once you have the reaction saved in reaction_smelter.txt. You want to go into entity_default.txt and find where it has these tags:
Code: [Select]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP]
With those add this:
Code: [Select]
[PERMITTED_REACTION:FREE_COAL]This allows that entity to use the reaction.

If you have any other trouble I'll be around for a couple of hours.
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moisesjns

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1225 on: December 05, 2010, 10:02:42 pm »

ill try but im a noob at this i only copy and pasted the emeralds and such. while im at it where is the option to build magma forges? i found magma
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1226 on: December 05, 2010, 10:13:19 pm »

You build forges by pressing {b}uild, Furnac{e}s then selecting the one you want from the list.
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moisesjns

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1227 on: December 05, 2010, 10:17:27 pm »

the thing is i want a magma forge but theirs no magma forge .
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KaguroDraven

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1228 on: December 06, 2010, 05:07:44 am »

How could it be possible, and not sucidle, to mod dwarves to have a magma infused bite? I would assume it would involve syndromes but I'm not 100% on this.
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1229 on: December 06, 2010, 07:28:49 am »

and here's the reaction:
Spoiler (click to show/hide)
REANGENT should be REAGENT. I'd have it make ash instead of fuel-coke.

Genesis mod has:
Spoiler (click to show/hide)

How could it be possible, and not sucidle, to mod dwarves to have a magma infused bite? I would assume it would involve syndromes but I'm not 100% on this.
Genesis mod has a melt-your-enemy bite on the Doom Dwarf caste, you might want to look at how it works. Search for keyword ASPID_TOXIN.
« Last Edit: December 06, 2010, 07:35:16 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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