Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 95 96 [97] 98 99 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430201 times)

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1440 on: December 20, 2010, 10:17:07 pm »

So, erm, once again I am out of my depth with messing with strange things for strange reasons, and getting most strange results.

Code: [Select]
[CREATURE:INFERNO_LORD]
[DESCRIPTION:A noble from nother realm, made out of fire and magma.]
[NAME:inferno lord:inferno lords:inferno lord]
[CASTE_NAME:inferno lord:inferno lords:inferno lord]
[CREATURE_TILE:'L'][COLOR:4:0:0]
[FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]
[NOPAIN][NOBREATHE][NOSTUN][NO_FEVERS]
[NO_DRINK][NO_EAT][NO_SLEEP]
[CANNOT_UNDEAD]
[CANOPENDOORS]
[HOMEOTHERM:13000]
[NOT_BUTCHERABLE]
[PREFSTRING:firery wraith]
[NOBONES]
[BODY:HUMANOID_SIMPLE:2EYES:2EARS:NOSE:HUMANOID_JOINTS:THROAT:NECK:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES]
[TISSUE:MAGMA]
[TISSUE_NAME:magma:NP]
[TISSUE_MATERIAL:INORGANIC:BASALT]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:10]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:MAGMA]
[TISSUE:CRUST]
[TISSUE_NAME:crust:NP]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[TISSUE_MAT_STATE:SOLID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[COLDDAM_POINT:10000]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:CRUST]
[BODY_SIZE:0:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ITEMCORPSE:STONE:NO_SUBTYPE:STONE:USE_LAVA_STONE]
[SWIMS_LEARNED][SWIM_SPEED:2500]

It will instantly loose the abilty to stand and grip. and then slowly damage itself, but not die.I want a creature similar to magma men, but I want it to be damaged and die when outside of magma.

Steele

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1441 on: December 20, 2010, 10:39:21 pm »

So, erm, once again I am out of my depth with messing with strange things for strange reasons, and getting most strange results.

Code: [Select]
[CREATURE:INFERNO_LORD]
[DESCRIPTION:A noble from nother realm, made out of fire and magma.]
[NAME:inferno lord:inferno lords:inferno lord]
[CASTE_NAME:inferno lord:inferno lords:inferno lord]
[CREATURE_TILE:'L'][COLOR:4:0:0]
[FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]
[NOPAIN][NOBREATHE][NOSTUN][NO_FEVERS]
[NO_DRINK][NO_EAT][NO_SLEEP]
[CANNOT_UNDEAD]
[CANOPENDOORS]
[HOMEOTHERM:13000]
[NOT_BUTCHERABLE]
[PREFSTRING:firery wraith]
[NOBONES]
[BODY:HUMANOID_SIMPLE:2EYES:2EARS:NOSE:HUMANOID_JOINTS:THROAT:NECK:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES]
[TISSUE:MAGMA]
[TISSUE_NAME:magma:NP]
[TISSUE_MATERIAL:INORGANIC:BASALT]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:10]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:MAGMA]
[TISSUE:CRUST]
[TISSUE_NAME:crust:NP]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[TISSUE_MAT_STATE:SOLID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[COLDDAM_POINT:10000]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:CRUST]
[BODY_SIZE:0:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ITEMCORPSE:STONE:NO_SUBTYPE:STONE:USE_LAVA_STONE]
[SWIMS_LEARNED][SWIM_SPEED:2500]

It will instantly loose the abilty to stand and grip. and then slowly damage itself, but not die.I want a creature similar to magma men, but I want it to be damaged and die when outside of magma.

Fooled around with it a bit, and noticed you didn't give it a brain, yet it doesn't have the [NO_THOUGHT_CENTER_FOR_MOVEMENT] tag. That is what's causing it to lose its ability to stand and grasp.

Edit: I had one of them hang out in the arena for a while after posting this message, and it never began taking damage as you said, until I spawned a Magma Elemental which ended up pushing its head off.
« Last Edit: December 20, 2010, 10:50:58 pm by Steele »
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1442 on: December 20, 2010, 10:47:13 pm »

Ah, well that is one problem down!
When I first looked up magma men I noticed no thought center, and I thought to myself "Well I realy want these things to have a brain, so take that off!" Then later on when I got to tissues I thought "Well I will put in brains and other orgens later, for now lets just get them working a little" and I never put two and two together...

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1443 on: December 20, 2010, 11:37:57 pm »

Okay, so I want to make a plant that yields multiple dye types and colors when milled. Is that possible?

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1444 on: December 20, 2010, 11:42:15 pm »

Not something I have ever tried for myself, but this seems interesting.

Have you tried two entries with the [USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE] tag?

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1445 on: December 20, 2010, 11:51:39 pm »

As in specify two powders? I'll give it a shot.

I haven't done much testing as I was previously working on adding in all those entity entries for weapons, thanks for that, by the way.  :)

EDIT: Yeah, it just uses the last dye in the list.
« Last Edit: December 21, 2010, 12:29:21 am by Seriyu »
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1446 on: December 21, 2010, 12:41:45 am »

Hmm, then short of a custom reaction that takes the plant and producs two dyes, or some other custom method that takes just a little out of the flavor, I don't see a way.

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1447 on: December 21, 2010, 01:14:22 am »

I've decided to just make a bunch of "wildflower" entries that all produce a different dye, despite having the same name.  8)

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1449 on: December 21, 2010, 01:25:36 am »

I just realized I forgot to ask the question I came to ask, which is, if I leave out all biome tokens, will the flower not grow in the wild? Or will it cease to exist?

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1450 on: December 21, 2010, 01:27:55 am »

Well it will never show up in any biome, and because of that, no civ will have access to it, and so basicaly, short of custom reaction, it will no longer exist.

So you can have a plant with dye or alcohole, and use a custom reaction to make the extract, without the plant ever being grown.

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1451 on: December 21, 2010, 01:33:59 am »

Yeah, I was gonna allow wildflowers to be sorted through to make a variety of other flowers, so that should work great.  :D

Starmantis

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1452 on: December 21, 2010, 01:00:43 pm »

Im trying to make a mi-go civ, it isnt working for some reason, for the creature file I used a modified antman and for the civ file i modified the dwarves
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1453 on: December 21, 2010, 01:24:19 pm »

Im trying to make a mi-go civ, it isnt working for some reason, for the creature file I used a modified antman and for the civ file i modified the dwarves
I suggest you delete the contents of errorlog.txt, found alongside the .exe, then run it again and report what new errors you get in the errorlog. It also wouldn't hurt to post the raws for the new entity and creature.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

JagoBallium

  • Bay Watcher
  • Bringer of the Dawn
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1454 on: December 21, 2010, 03:12:02 pm »

What would be the best way to show a difference between an automatic ranged weapon and a semi-auto or single shot weapon? Adjust the damage to make up for the rate of fire?
Logged
Pages: 1 ... 95 96 [97] 98 99 ... 357