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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430034 times)

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1575 on: December 25, 2010, 12:29:51 pm »

Anyone have any idea why it isnt working?
1) What are you trying to do with it to begin with?
2) spoiler tag, use it.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Starmantis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1576 on: December 25, 2010, 12:50:03 pm »

I was trying to make them playable in fortress mode and adventure mode, Im still new too modding, I will try to use spoilers in the future.
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vaaern

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1577 on: December 25, 2010, 02:08:32 pm »

Is there anything special you have to do to make creatures appear in any of the modes? It does already appear in arena (but I can't find it in legends for example), I used a human as reference and I've started a new world after making the creature.
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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1578 on: December 25, 2010, 03:03:38 pm »

I was trying to make them playable in fortress mode and adventure mode, Im still new too modding, I will try to use spoilers in the future.
Are the creature and entity in files separate from the other files? If so, what filenames did you use?

Is there anything special you have to do to make creatures appear in any of the modes? It does already appear in arena (but I can't find it in legends for example), I used a human as reference and I've started a new world after making the creature.
Is this supposed to be a wild creature? If so, you should try adding [LARGE_ROAMING] and perhaps [LARGE_PREDATOR] to the creature.
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Starmantis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1579 on: December 25, 2010, 03:09:06 pm »

I was trying to make them playable in fortress mode and adventure mode, Im still new too modding, I will try to use spoilers in the future.
Are the creature and entity in files separate from the other files? If so, what filenames did you use?

No, the entity is in entity_default and the creature is in Creature_standard
I think I may have forgot to add "large roaming"
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1580 on: December 25, 2010, 03:09:38 pm »

LARGE_ROAMING is only needed for those creatures which are wilderness critters.

Also, biomes are needed.
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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1581 on: December 25, 2010, 03:26:08 pm »

No, the entity is in entity_default and the creature is in Creature_standard
I think I may have forgot to add "large roaming"

Okay, try the following:
Change [CREATURE:migo] to [CREATURE:MIGO]

and [ENTITY:MOUNTAIN] to something else (could also be MIGO) if you haven't removed the dwarven entity.

As Deon said, civ creatures don't need large_roaming, and wilderness creatures do need biomes.
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Starmantis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1582 on: December 25, 2010, 04:00:27 pm »

Thank you, its working now, the mi-go still need alot of work, but now at least I can test them.
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krisslanza

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1583 on: December 25, 2010, 04:15:34 pm »

Is there anyway to increase the chances of Phantom Spiders spawning in Evil Forest biomes? It's kind of a letdown to pick an evil forest, go around setting up the embarking party, then embark and realize I got the kind of evil forest that just has dead trees everywhere.

Sorry to re-quote myself, but since I noticed someone came in with a much more pressing question and it seems to be resolved now...

vaaern

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1584 on: December 25, 2010, 04:40:44 pm »

I was trying to make them playable in fortress mode and adventure mode, Im still new too modding, I will try to use spoilers in the future.
Are the creature and entity in files separate from the other files? If so, what filenames did you use?

Is there anything special you have to do to make creatures appear in any of the modes? It does already appear in arena (but I can't find it in legends for example), I used a human as reference and I've started a new world after making the creature.
Is this supposed to be a wild creature? If so, you should try adding [LARGE_ROAMING] and perhaps [LARGE_PREDATOR] to the creature.
It has both, It appears now but not very much, I want to give it a similar legendary status as a dragon or hydra if possible.
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Mechanist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1585 on: December 25, 2010, 06:48:21 pm »

Code: [Select]
This goes in item_helm.txt

[ITEM_HELM:ITEM_HELM_MONOCLE]
[NAME:monocle:monocles]
[LAYER:OVER]
[COVERAGE:50]
[LAYER_SIZE:10]
[LAYER_PERMIT:60]
[MATERIAL_SIZE:1]
[HARD]
[METAL]
[BARRED]
[SCALED]


This goes in entity_default.txt
 
[HELM:ITEM_HELM_MONOCLE:UNCOMMON]
its ok?
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1586 on: December 25, 2010, 07:30:35 pm »

[BARRED]
[SCALED]

Were making monocles out of bone and shell?

Mechanist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1587 on: December 25, 2010, 08:15:56 pm »

Of course, i think that making them from glass+chain/thread+metal/bone/shell will be a hundred times better, but this will do for now
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krisslanza

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1588 on: December 25, 2010, 09:56:21 pm »

Some quick questions here:

1. Is it possible to make a civ NOT able to use magma for smelters/forges?

2. Can you make a custom fuel that works in normal smelters?

GaxkangtheUnbound

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1589 on: December 25, 2010, 10:01:54 pm »

I have a question:
Does [DEEP_SPECIAL] prevent a metal from being used by other races?
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