Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 83 84 [85] 86 87 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419676 times)

Angle

  • Bay Watcher
  • 39 Indigo Spear Questions the Poor
    • View Profile
    • Agora Forum Demo!
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1260 on: December 10, 2010, 09:15:50 pm »

so I tried adding a bunch of tags to obsidian, hoping it would fix my problem. the tags i added were

Code: [Select]

[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]

[ITEMS_HARD]

[ITEMS_METAL]

[ITEMS_BARRED]

[ITEMS_SCALED]



It does not appear to have changed anything, even after I genned a new world.
Logged

Agora: open-source platform to facilitate complicated discussions between large numbers of people. Now with test site!

The Temple of the Elements: Quirky Dungeon Crawler

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1261 on: December 10, 2010, 10:53:42 pm »

1)  Not really a solution to your question, but have you tried adding a reaction that takes an obsidian ballista arrow head and spits out a SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA:INORGANIC:OBSIDIAN?

2)  To actually take a stab at your question, the normal reaction may be looking for [IS_METAL] on the material.
« Last Edit: December 10, 2010, 10:57:10 pm by D_E »
Logged
Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

moisesjns

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1262 on: December 10, 2010, 11:33:53 pm »

ok this is gonna come off sounding stupid but how do i find soap and plaster powder? i want to be able to smelt it


[REACTION:FREE_COAL]
[NAME: make coal]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:BAR:NO_SUBTYPE::COAL:COKE] [PRODUCT_DIMENSION:150]
[SKILL:SMELT]

i know i keep asking for things :( but i need help im a noob.

im guessing this is plaster [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:PLASTER][PRODUCT_DIMENSION:150]

but whats soap? the get material is what confuses me can some one please clarify this for me? for plaster i want to add that line but what about soap?

[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1263 on: December 11, 2010, 12:51:53 am »

Anybody got any tips for making an entity not tradw with you, but not hate you?

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1264 on: December 11, 2010, 01:34:37 am »

Anybody got any tips for making an entity not tradw with you, but not hate you?

You can remove all the seasonal active tags, like [ACTIVESEASON:SPRING], if I recall correctly.

These can be re-added in as well, as your leisure, without requiring a regen, thus re-enabling whatever behavior you'd like them to exhibit normally.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1265 on: December 11, 2010, 04:10:54 am »

Hmm, lets assume I wanted there to be seven or a perticular noble found at sites, for a non-playable entity.

Would [NUMBER:7][SITE][APPOINTED_BY:"something"] work? I have a few nobles in there already that hang around, so I guess it wouldn't realy matter who appoints them, does it? But it seems they never show up!

Then you're likely doing something wrong, as I can get this exact thing to work fine.
Logged

kwd1968

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1266 on: December 11, 2010, 04:32:59 am »

ok this is gonna come off sounding stupid but how do i find soap and plaster powder? i want to be able to smelt it


[REACTION:FREE_COAL]
[NAME: make coal]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:BAR:NO_SUBTYPE::COAL:COKE] [PRODUCT_DIMENSION:150]
[SKILL:SMELT]

i know i keep asking for things :( but i need help im a noob.

im guessing this is plaster [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:PLASTER][PRODUCT_DIMENSION:150]

but whats soap? the get material is what confuses me can some one please clarify this for me? for plaster i want to add that line but what about soap?

[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]

look in te reaction_other file, it's got em both in there.
 
if you're asking how to use it as a reagent, try this
 
[REAGENT:A:1:BAR:NONE:NONE:NONE][REACTION_CLASS:SOAP]
                      [HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]

kwd1968

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1267 on: December 11, 2010, 04:47:15 am »

so I tried adding a bunch of tags to obsidian, hoping it would fix my problem. the tags i added were

Code: [Select]

[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]

[ITEMS_HARD]

[ITEMS_METAL]

[ITEMS_BARRED]

[ITEMS_SCALED]



It does not appear to have changed anything, even after I genned a new world.


yeah but is it still using the stone template? try switching it to the metal template and see how that works >:P

Angle

  • Bay Watcher
  • 39 Indigo Spear Questions the Poor
    • View Profile
    • Agora Forum Demo!
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1268 on: December 11, 2010, 11:59:09 am »

1)  Not really a solution to your question, but have you tried adding a reaction that takes an obsidian ballista arrow head and spits out a SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA:INORGANIC:OBSIDIAN?

Ah ha! That works. Thank you!
Logged

Agora: open-source platform to facilitate complicated discussions between large numbers of people. Now with test site!

The Temple of the Elements: Quirky Dungeon Crawler

Guuo

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1269 on: December 11, 2010, 12:05:06 pm »

I'm making a crawler creature, akin to the licker from the Resident Evil series, just without the deadly tongue.

With that irrelevance aside, I can't for some reason get him to appear in the testing arena, let alone the adventure mode. I'm sick and tired of trying to solve this as I have yet to find whats wrong. After hours looking at it, I'm pretty much out of patience. Throwing the question at someone more experienced is probably a bit more productive than raging while desperately trying to do it myself.

The raws:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1270 on: December 11, 2010, 12:22:33 pm »

The one thing i see right now, it should be [OBJECT:CREATURE] rather than [OBJECT_CREATURE]
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1271 on: December 11, 2010, 12:32:14 pm »

I just copied your creature over to my raws so that I could try and fix it. It looks like trying to change material properties through [SELECT_MATERIAL:X] was causing the problem.

I also notice you are not currently using your custom crawler body and I've not fixed that.

This works:
Spoiler (click to show/hide)

Edit: Added notes to the code
« Last Edit: December 11, 2010, 12:37:06 pm by Vattic »
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Guuo

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1272 on: December 11, 2010, 12:43:26 pm »

It "works" by just fixing the [OBJECT_CREATURE] to ]OBJECT:CREATURE], but I suppose the changes made to the material properties won't take effect if what I did is an incorrect way to mod them. But yeah, I got the creature to appear in the testing arena and things are looking good. Thanks.

Quote
I also notice you are not currently using your custom crawler body and I've not fixed that.
Yeah, I had the human body as a placeholder because I was too lazy to change it until I got the creature working, but kinda forgot it's still there.
« Last Edit: December 11, 2010, 12:49:18 pm by Guuo »
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1273 on: December 11, 2010, 01:08:42 pm »

That is strange as I copied just the creature over into creature_subterranean.txt and in arena mode it complained about those material tokens in errorlog.txt. The change I suggested stopped the errors coming up and allowed the crawlers to be created in arena mode. I didn't even copy over the [OBJECT_CREATURE] part.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Guuo

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1274 on: December 11, 2010, 02:00:41 pm »

I hadn't noticed errorlog until now that you mentioned it. Anyways, everything seems in order. For now.
« Last Edit: December 11, 2010, 02:08:14 pm by Guuo »
Logged
Pages: 1 ... 83 84 [85] 86 87 ... 357