Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 92 93 [94] 95 96 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419781 times)

NobodyPro

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1395 on: December 18, 2010, 08:01:18 pm »

Is there any way to make castes have different tiles? Changing the creaturetile by caste seems to make it choose the first one it comes across in the other castes, for example: 'A' instead of 's'.
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1396 on: December 18, 2010, 08:03:32 pm »

Use [CASTE_TILE] instead. Same thing with colour, glow colour, and soilder tiles.

Nihilist

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1397 on: December 18, 2010, 08:17:40 pm »

Na, I might make the entire upper body have thought. No brain required, and it would turn indestructable balls of jelly into fragile magma creatures. Also interesting to note is the plan to use [CLUSTER_NUMBER:30:50] and [FLIER], along with a single very weak attack that injects a poisen. I think it would make for a very interesting combo...

sweet, almost like the jellies from sphere.
Logged

krisslanza

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1398 on: December 18, 2010, 08:39:39 pm »

A quick question here. If I wanted to make a custom reaction to make a weapon, and have it take multiple parts, that shouldn't be too difficult correct?

Also if the weapon is made of multiple pieces, is it possible for the description to reflect the parts it is made of?

I only ask because when I'm working on my mod, and I like to add new weapons/armors, I want a better way to balance them out then just increasing the size of the weapon - while this increases the amount of materials needed, it also makes the weapon more valuable when that isn't my main intent.

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1399 on: December 18, 2010, 08:39:59 pm »

Bah, no good. Even with a brain they are indestructable. Any hints anybody?

Spoiler (click to show/hide)

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1400 on: December 19, 2010, 07:31:30 pm »

It's looking for [FUNCTIONAL] on the brain tissue. 

try putting this at the end of the creature def.
Code: [Select]
[SELECT_TISSUE:MUSCLE]
  [FUNCTIONAL]
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)

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1401 on: December 19, 2010, 07:38:56 pm »

Ah, I see, thank you very much.
I'm planning on later changing all of its body in a tissue called 'jelly' or somethinf of that nature, so this is a most useful solution.

Everything is turning out Milhouse!

Urist McScoopbeard

  • Bay Watcher
  • Damnit Scoopz!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1402 on: December 20, 2010, 04:12:15 pm »

OK, hey guys

just a simple question here, what is wrong with this, SPECIFICALLY, i know the reagent land product lines are wrong.

edit: also the fact that theres no building stuff but ill fix that later


Code: [Select]
[REACTION:FREE_SHROOMS]
[NAME:Free shrooms]
[BUILDING:<BUILDING NAME>:<BUILDING KEY>]
[REAGENT:A:]
[PRODUCT:100:1:PLANT:NONE:MUSHROOM_HELMET_PLUMP:NONE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
   
Logged
This conversation is getting disturbing fast, disturbingly erotic.

Magentawolf

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1403 on: December 20, 2010, 05:01:40 pm »

Try this -

Code: [Select]
[REACTION:FREE_SHROOMS]
[NAME:Free shrooms]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:PLANT]
[SKILL:SMELT]

You also have to add the reaction to your entity_default file as permitted.
[PERMITTED_REACTION:FREE_SHROOMS]

OK, hey guys

just a simple question here, what is wrong with this, SPECIFICALLY, i know the reagent land product lines are wrong.

edit: also the fact that theres no building stuff but ill fix that later


Code: [Select]
[REACTION:FREE_SHROOMS]
[NAME:Free shrooms]
[BUILDING:<BUILDING NAME>:<BUILDING KEY>]
[REAGENT:A:]
[PRODUCT:100:1:PLANT:NONE:MUSHROOM_HELMET_PLUMP:NONE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
   
Logged

Horizon9

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1404 on: December 20, 2010, 05:18:34 pm »

Sorry if I'm interrupting anything here, but I need help with some syndrome tags.
I'm modifying the raws of a magic missile so that is causes syndromes, yet it doesn't do anything in game.
Spoiler (click to show/hide)
Can someone tell me what I'm doing wrong?
Logged
What a tiny roc. I guess I could call it a pebbl.

Hydrall

  • Bay Watcher
  • Target Verified: Commencing Hostilities
    • View Profile
    • TVTropes
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1405 on: December 20, 2010, 05:50:46 pm »

Syndromes can ''only'' be transmitted through liquid or gas- Is magic missile either of those?
Logged
After seven days and seven nights, God said "Screw this!" and abandoned the fortress.

Uristmcfisherdwarf cancels fish: Interrupted by harmless minnow

Urist McScoopbeard

  • Bay Watcher
  • Damnit Scoopz!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1406 on: December 20, 2010, 05:52:16 pm »

Try this -

Code: [Select]
[REACTION:FREE_SHROOMS]
[NAME:Free shrooms]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:PLANT]
[SKILL:SMELT]

You also have to add the reaction to your entity_default file as permitted.
[PERMITTED_REACTION:FREE_SHROOMS]

OK, hey guys

just a simple question here, what is wrong with this, SPECIFICALLY, i know the reagent land product lines are wrong.

edit: also the fact that theres no building stuff but ill fix that later


Code: [Select]
[REACTION:FREE_SHROOMS]
[NAME:Free shrooms]
[BUILDING:<BUILDING NAME>:<BUILDING KEY>]
[REAGENT:A:]
[PRODUCT:100:1:PLANT:NONE:MUSHROOM_HELMET_PLUMP:NONE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
   

Thats right, many thanks to thee
Logged
This conversation is getting disturbing fast, disturbingly erotic.

mcdonaldjord

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1407 on: December 20, 2010, 05:56:44 pm »

ok i need help i deleted humans from the raws so i copy/pasted form another df but they wont show up at the arena help?
heres the raws
Spoiler (click to show/hide)
   and the enity
Spoiler (click to show/hide)
« Last Edit: December 20, 2010, 05:59:31 pm by mcdonaldjord »
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1408 on: December 20, 2010, 06:05:09 pm »

Check your error log, it's always the best start,

mcdonaldjord

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1409 on: December 20, 2010, 06:09:57 pm »

i did but nothing pops up :C
Logged
Pages: 1 ... 92 93 [94] 95 96 ... 357