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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431772 times)

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1815 on: January 27, 2011, 12:36:39 am »

check errorlog. from the look of it, you probably added the attacks or bodyparts wrongly thus it doesnt recognize them.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1816 on: January 27, 2011, 02:37:07 am »

double posting to add my own question: are there any entity tags which cause one to not trade certain items? In example I'm trying to make elves not trading away weapons.
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TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1817 on: January 27, 2011, 10:21:36 am »

this got me interested. I'm thinking of making "vermin" that don't exist anywhere, that are basically steel colossi that randomly run around. would this work?

No, sadly.  From the wiki:
Quote
The main distinctions between vermin and creatures are that vermin:

   1. Do not attack and cannot be engaged in combat or trigger traps
   2. Do not provide meat, bones and other by-products of butchery
   3. Do not breed, but "spawn", spontaneously appearing in their natural environment or biomeVerify
   4. Some vermin are "hateable", meaning dwarves can have an anti-preference which gives them a negative thought when they see the hated vermin.

Many creature tags don't work for vermin, in particular I believe the ITEMCORPSE tags don't work.  I believe vermin can also be picked up in Adventure mode, can be automatically killed by cats (or other VERMINHUNTERs), and can be eaten by starving dwarves.
ah. but I can make vermin that I can throw in adventure mode, right?
so basically making on-the-go throwing weapons is fine, right?
thanks for that info though.

double posting to add my own question: are there any entity tags which cause one to not trade certain items? In example I'm trying to make elves not trading away weapons.
I've checked and haven't seen any.
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gauld

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1818 on: January 27, 2011, 11:39:06 am »

ah, turns out i messed up some body tags so the creature would basically just fall over as soon as spawning...
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Soapalope

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1819 on: January 27, 2011, 12:34:00 pm »

Is there any specific place that the [TRAINABLE] tag should go?
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1820 on: January 27, 2011, 12:38:07 pm »

it can go anywhere afaik although it's not common to make it caste specific.
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

gauld

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1821 on: January 27, 2011, 04:32:14 pm »

hrm... this custom race i made has this nasty habit of picking up weapons and using them when i dont want them to... i didn't even give them the "equip" tag.  is there a tag that prevents them from doing this?
« Last Edit: January 27, 2011, 04:41:44 pm by gauld »
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Alkheemist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1822 on: January 28, 2011, 03:03:01 am »

I'm making a custom race for adventure mode but when I play as them, every non-weapon attack comes up as "but the attack passes right through!", something normally reserved for ghosts and such. however I can pick things up and attack with weapons normally.

here are the raw files for the creature (most of it is copied off dwarves)
Spoiler (click to show/hide)
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1823 on: January 28, 2011, 04:21:35 pm »

You seem to have accidentally deleted these lines:
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]

They should be right after the [BODY:] tag.
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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)

Askot Bokbondeler

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1824 on: January 30, 2011, 04:16:34 am »

why do i get creatures' hooves, hair and cartilage, from butchering them, but not sinew or tendon? how do i invert this?

oh, and is it possible to make a custom reaction that requires rotten reagents?
« Last Edit: January 30, 2011, 05:14:12 am by Askot Bokbondeler »
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Lofn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1825 on: January 30, 2011, 05:38:47 am »

A cursory look-over suggests that tendons and sinew are hardcoded objects and hence can't be altered.  If they were tissues you could just add [CONNECTS] to the template to make them drop.

No idea about the rotten reagent thing though.
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1826 on: January 30, 2011, 06:03:31 am »

why do i get creatures' hooves, hair and cartilage, from butchering them, but not sinew or tendon? how do i invert this?

oh, and is it possible to make a custom reaction that requires rotten reagents?
explicitly rotten, no.
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

gauld

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1827 on: February 01, 2011, 11:59:42 am »

this firebreathing creature i made keeps igniting itself and becoming "burned".  i've tried everything: increasing the materials its made of's ignite point to a ridiculous temperature, giving it the fireimmune_super tag, chaning firebreath to dragonfirebreath, but nothing works!  can anyone guess why this is happening?
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1828 on: February 01, 2011, 04:24:15 pm »

Try [FIXED_TEMP:10067].  The creature will be completely immune to temperature changes.

That said, creatures do use the ignite point of their materials, so something might be wrong about how you manipulated that value.  Did you try setting the ignite points to NONE?  Are you sure you didn't miss some materials, some of the body_plans introduce new materials.
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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)

gauld

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1829 on: February 02, 2011, 12:11:27 am »

it seems the problem was that there were unnecessary materials with very low ignite points in the creature, thanks.

also, for some reason this color mod wont work:
[SET_TL_GROUP:BY_TYPE:BODY_UPPER]
      [TL_COLOR_MODIFIER:RED:1]
         [TLCM_NOUN:chest:SINGULAR]
and the error log gives no reason as to why it wont, simply stating that it isn't being used.
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