Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 128 129 [130] 131 132 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419249 times)

vaaern

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1935 on: February 12, 2011, 08:46:05 am »

A little while ago I posted a question on how to name weapons. Sadly I haven't found anything of any use. Some help on this?
Logged

Iados

  • Bay Watcher
  • Back from the Dead
    • View Profile
    • deviantArt
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1936 on: February 12, 2011, 12:04:00 pm »

syndromes effect seems to not work. the syndrome material in the game has the right name and is breathed as normal, but the effect itself (in the example code bleeding) doesn't work


what i did wrong?
« Last Edit: February 12, 2011, 12:05:51 pm by Iados »
Logged

druid91

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1937 on: February 12, 2011, 12:22:45 pm »

think I got the body part wrong. I was trying for a third adamantine arm.

The body part
Spoiler (click to show/hide)

the caste
Spoiler (click to show/hide)
The tissue template
Spoiler (click to show/hide)
Logged
The least you could have done was throw down some booze and seasoning. Abyssal Monsters that Creatures of the Light Know Not Of aren't savages, y'know. Sharing's caring.

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1938 on: February 12, 2011, 02:13:07 pm »

Quote
Yes I did remember to delete the log between tests.

<Code deleted for brevity>
Is that your whole file?  Because if it is, you need to put a line of plaintext at the top, or DF won't read it.  Typically you would put the name of the file at the top.  Unlike in 40d, it will still work if the text at the top doesn't match the file name, but you must put something.

Quote
I just tried putting the custom body in the standard file and genning a world. Heres the error log for that. It's much shorter for some reason.
That indicates that it isn't reading your body_robot file.  See above for why ;).

Quote
Spoiler (click to show/hide)
These errors seem to be legit.  For example, there is no CPU_CASE bodypart in the body file you posted.  Likewise, there is no ROBO_QUADRUPED_HOOF, but there is a ROBO_QUADRUPED.

Quote
Edit: Is it possible that the problem is that I don't have a custom body detail plan file? If so how do I make one?

No.  Body_detail_plans are mostly used to add materials and tissues.  The current errors are because it can't find bodypart defs.  Problems stemming from the types of stuff you put in a b_detail_plan would show up in the error log as complaints about zero tissue thinkness and not being able to find specific tissues.


Quote
A little while ago I posted a question on how to name weapons. Sadly I haven't found anything of any use. Some help on this?

It is impossible.

Quote
syndromes effect seems to not work. the syndrome material in the game has the right name and is breathed as normal, but the effect itself (in the example code bleeding) doesn't work

Bleeding requires a tissue target.  Give it one by including LOCALIZED or BP:BY_CATEGORY/BY_TYPE:BODYPART:TISSUE. 

BP:BY_CATEGORY:ALL:ALL makes an affected creature bleed out of everything.
« Last Edit: February 12, 2011, 02:15:02 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)

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1939 on: February 12, 2011, 04:16:39 pm »

I seem to have a nack for finding questions that nobody seems to know the answer to.  :D

Askot Bokbondeler

  • Bay Watcher
  • please line up orderly
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1940 on: February 12, 2011, 05:15:49 pm »

you seem to be stepping into unexplored lands. i'd be very interested to hear about your exploits

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1941 on: February 12, 2011, 05:21:53 pm »

Fine... I shall test this out for myself. I hate testing, it takes a rather long amount of time just for me to find out that it will not work.

Askot Bokbondeler

  • Bay Watcher
  • please line up orderly
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1942 on: February 12, 2011, 05:32:10 pm »

someone gotta do it... cheer up, you might stumble upon something awesome

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1943 on: February 12, 2011, 05:34:02 pm »

Well, one thing is for sure; I have been playing this game way too much. While looking for humans in the mod manager, I scrolled down to 'u' rather then 'h'.

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1944 on: February 12, 2011, 05:35:01 pm »

Well, one thing is for sure; I have been playing this game way too much. While looking for humans in the mod manager, I scrolled down to 'u' rather then 'h'.
lol.
well same thing here, only I use graphix  :P
Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

Bererez

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1945 on: February 12, 2011, 10:22:41 pm »

I want to make green glass barrels and bins. I found some information about this, but it was for 40d. I also found some leads to other mods, but I couldn't locate what I wanted in them. Is this something I can use a smelter for or do I have to create a custom workshop?
Logged
"ur ist... nein, ich will sagen 'es,' ur es"
Something you might type in a German language class if you were stupid and playing some kind of text tag, I guess.

urist

ext0l

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1946 on: February 12, 2011, 11:43:14 pm »

I'm adding a caste to pond grabbers to make them suck less, but its not working. The pond grabbers seem to take no damage but also do no damage. Also, the game crashes when one of them dies.  :'(
Spoiler (click to show/hide)

Also, heres some stuff from errorlog.txt
Spoiler (click to show/hide)
Logged

RogueArchivist

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1947 on: February 13, 2011, 01:15:18 am »

Ok, Ive fixed everything in the error log, but now when I try to gen a new world it crashes. I have no idea why, and its not giveing me a new error log.
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1948 on: February 13, 2011, 06:15:36 am »

I'm adding a caste to pond grabbers to make them suck less, but its not working. The pond grabbers seem to take no damage but also do no damage. Also, the game crashes when one of them dies.  :'(

Move this block
Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
into the final select_caste:all section.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Iados

  • Bay Watcher
  • Back from the Dead
    • View Profile
    • deviantArt
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1949 on: February 13, 2011, 11:58:52 am »

Bleeding requires a tissue target.  Give it one by including LOCALIZED or BP:BY_CATEGORY/BY_TYPE:BODYPART:TISSUE. 

BP:BY_CATEGORY:ALL:ALL makes an affected creature bleed out of everything.

noticed the error... i used "LOCAL" as target instead of "LOCALIZED" :p
however there is still a problem... while testing in arena mode the description of creature affected by the syndromes always says something like:

Code: [Select]
Active Syndromes:

Wind Blast!, 0 phases (0 seconds)

whats happening?
Logged
Pages: 1 ... 128 129 [130] 131 132 ... 357