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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 420445 times)

NobodyPro

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2850 on: May 21, 2011, 02:57:42 am »

Thanks for the advice. As for the spoiler tags, for me the code tag is about the same size as a good paragraph and can be scrolled. If things are different on your end then I apologize, I'll start using both tags in conjunction while in this thread.
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Reelyanoob

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2851 on: May 21, 2011, 03:08:16 am »

I don't really mind the code tags too much (always use one or the other, not both together) except for when there's a long text only showing a couple of lines, for whatever reason that happens (impossible to read).

For these long threads it's nice to have spoilers to be able to expand/contract specific texts.
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NobodyPro

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2852 on: May 21, 2011, 06:01:25 am »

So, anyone got a fix for these:
Code: [Select]
ORC:MALE_ORC_HUNTER:Attribute range greater than 5000, repaired
ORC:MALE_ORC_HUNTER:Attribute range not in increasing order, repaired
ORC:MALE_ORC_HUNTER:Attribute range not in increasing order, repaired
ORC:MALE_ORC_HUNTER:Attribute range not in increasing order, repaired
Code: [Select]
[SELECT_CASTE:FEMALE_ORC_HUNTER]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[SELECT_CASTE:MALE_ORC_HUNTER]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:FEMALE_ORC_HUNTER]
[SELECT_ADDITIONAL_CASTE:MALE_ORC_HUNTER]
[PHYS_ATT_RANGE:STRENGTH:460:1035:1265:1380:1495:1725:2530]   
[PHYS_ATT_RANGE:AGILITY:400:900:1100:1200:1300:1500:2200]       
[PHYS_ATT_RANGE:ENDURANCE:460:1035:1265:1380:1495:1725:2530]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:340:765:935:1020:1105:1275:1870] 
[MENT_ATT_RANGE:WILLPOWER:480:1080:1320:14400:1560:1800:2640]   
[SKILL_RATE:AXE:155:60:12:120]
[SKILL_RATE:CROSSBOW:155:60:12:120]
[SKILL_RATE:RANGED_COMBAT:155:60:12:120]
[SKILL_RATE:BOW:155:60:12:120]
[SKILL_RATE:ANIMALTRAIN:155:60:12:120]
[SKILL_RATE:ANIMALCARE:125:60:12:120]
[SKILL_RATE:TRAPPING:125:60:12:120]
[SKILL_RATE:TRACKING:125:60:12:120]
[SKILL_RATE:SHIELD:70:60:12:120]
[SKILL_RATE:ARMOR:70:60:12:120]
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Alem

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2853 on: May 21, 2011, 06:51:48 am »

I have run into something fairly strange as of late when adding the can learn tag to a war creature, aside from it getting all sorts of skills I didn't expect it to, it also ran away to the burrows with the rest of my civilians when sent on an alert instead of staying with the soldiers they were assigned to. Does can learn mean they are treated like a civilian from now on instead of a war animal?
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Reelyanoob

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2854 on: May 21, 2011, 06:56:46 am »

@NobodyPro: You have a typo!

[MENT_ATT_RANGE:WILLPOWER:480:1080:1320:14400:1560:1800:2640]

The first error was triggered by the 14400 value, and the other 3 errors were because the next 3 values were lower than that.

I have a feeling it's not applying the settings for the Female orc warrior caste as no errors appeared on that. Multiple caste selection seems a bit buggy to me, or at least some things don't work on multiple castes at once so you have to break them up.
« Last Edit: May 21, 2011, 07:01:17 am by Reelyanoob »
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billybobfred

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2855 on: May 21, 2011, 01:34:20 pm »

So I want to make a reaction to brew eggnog from eggs (I am pretty sure that is not how eggnog works but i pretty much don't care unless someone knows of an actual egg-based booze i could use instead). And I'm hoping this won't require me to go in and add a token to every egg-laying creature in the game. Also I'm pretty terrible with reactions anyway.

halp
« Last Edit: May 21, 2011, 01:36:21 pm by billybobfred »
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Talanic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2856 on: May 21, 2011, 02:56:24 pm »

I've made a creature with two arms and two pincers.  The pincers basically work exactly like hands.  Is there a way to make them chitinous without making the entire creature chitinous?
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Reelyanoob

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2857 on: May 21, 2011, 05:36:21 pm »

So I want to make a reaction to brew eggnog from eggs (I am pretty sure that is not how eggnog works but i pretty much don't care unless someone knows of an actual egg-based booze i could use instead). And I'm hoping this won't require me to go in and add a token to every egg-laying creature in the game. Also I'm pretty terrible with reactions anyway.

halp
I refer to Shaostoul's Guide for most reaction products. Hmm...it lacks eggs, and I'm quite sure you can make eggs with a reaction, I might research this, update the guide and get back to you in a minute.

EDIT: I give you: EGGNOG but his reaction isn't working 100% according to the thread. Lemme fix it, and update again.

EDIT: A simple egg nog reaction, but it won't carry the type of egg it came from:
Spoiler (click to show/hide)
You need this as a plant file too:
Spoiler (click to show/hide)
« Last Edit: May 21, 2011, 06:03:57 pm by Reelyanoob »
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2858 on: May 21, 2011, 09:25:54 pm »

So I want to make a reaction to brew eggnog from eggs (I am pretty sure that is not how eggnog works but i pretty much don't care unless someone knows of an actual egg-based booze i could use instead). And I'm hoping this won't require me to go in and add a token to every egg-laying creature in the game. Also I'm pretty terrible with reactions anyway.

halp
I refer to Shaostoul's Guide for most reaction products. Hmm...it lacks eggs, and I'm quite sure you can make eggs with a reaction, I might research this, update the guide and get back to you in a minute.

EDIT: I give you: EGGNOG but his reaction isn't working 100% according to the thread. Lemme fix it, and update again.

EDIT: A simple egg nog reaction, but it won't carry the type of egg it came from:
Spoiler (click to show/hide)
You need this as a plant file too:
Spoiler (click to show/hide)
You dont even need to define a new plant and can stick this material to pretty much any existing creatures so it appear on the creature dink list instead of plant drink list. You also dont need to specify product dimension.
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Reelyanoob

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2859 on: May 21, 2011, 09:49:50 pm »

Yeah, but then I'd have to mod the creature to get it to say "egg nog" on the alcohol type, so that's the same if not more modding, and changing an "existing creature" requires changes to the vanilla raws. My version does not, other than allowing the reaction.

Notice I did use the creature_alcohol_template, even though it's defined in a plant list, so it should be referencing [ALCOHOL_ANIMAL] tag rather than [ALCOHOL_PLANT], both of which are defined in materials_template_default.txt. I'd assume that's the tag used for stockpiling.

EDIT: I just checked, and it's under the animal drinks stockpile category. So it makes no difference, and the custom plant def is easier to work with.
« Last Edit: May 21, 2011, 09:58:18 pm by Reelyanoob »
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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2860 on: May 22, 2011, 04:11:20 am »

I've made a creature with two arms and two pincers.  The pincers basically work exactly like hands.  Is there a way to make them chitinous without making the entire creature chitinous?
Adding this to the creature in the appropriate sections should do what you want.
Code: [Select]
[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]

  [SELECT_TISSUE_LAYER:ALL:BY_CATEGORY:PINCER]
[SET_LAYER_TISSUE:CHITIN]
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Draxis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2861 on: May 22, 2011, 07:51:30 pm »

So I am modding in a swordgun (a gun that shoots swords), but when I test it in the Arena they just charge at the opponent to bash them.  Both sides have the appropriate weapons and ammo, and when I test against crossbowmen they fire.

Weapon:
Spoiler (click to show/hide)
Ammo:
Spoiler (click to show/hide)

The weapon raw is based on the crossbow, and the ammo raw uses the size and stabbing attack of a short sword
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Eldrick Tobin

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2862 on: May 22, 2011, 09:26:09 pm »

So I am modding in a swordgun (a gun that shoots swords), but when I test it in the Arena they just charge at the opponent to bash them.  Both sides have the appropriate weapons and ammo, and when I test against crossbowmen they fire.

Weapon:
Spoiler (click to show/hide)
Ammo:
Spoiler (click to show/hide)

The weapon raw is based on the crossbow, and the ammo raw uses the size and stabbing attack of a short sword

Error in the ammo line spotted. You have 2 colons after RANGED.

Not sure if that's the only fix you need.
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Draxis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2863 on: May 23, 2011, 09:08:03 am »

Thanks, that fixed it.
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gauld

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2864 on: May 26, 2011, 05:49:24 pm »

is there a way to make a weapon that can only be made with a specific type of metal?
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