Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 191 192 [193] 194 195 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 420415 times)

EmperorJon

  • Bay Watcher
  • Still waiting...
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2880 on: May 28, 2011, 03:42:42 pm »

Yes.
Logged
I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

FaultyLogic

  • Bay Watcher
  • [EDIBLE_RAW]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2881 on: May 28, 2011, 03:45:18 pm »

Then what the fluff am I doing wrong? All I did this time was cut reptile men from it's original file and placing it in my own.
Logged
"It's unpossible!"

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2882 on: May 28, 2011, 03:56:49 pm »

Meanwhile, deep inside the fine tunings of the Genesis worlds...

The jade caste are fast learners at everything. (my tuning: except martial skills and cooking and boring milk/potash skills.)
They have 180% learning rate and almost everyone else has 115%. (Vanilla's 100% is better suited for forts that survive 7-20 years, because there are only gobboes.)

I was thinking if drop jaders' 180 masonry and 180 carpentry down some, maybe to 140, and give some other caste 190 carpentry. But which caste?
Obsidians work with fire, metals, hammers (boost to military hammer skill I gave). Aspids got Flattery and Persuasion (toadying). Mossers got medicine. Shroomers, slighty stupid, good at farming stuff. Gloomers got nothing but worries.

Yeah might be logical to have a "crafter" caste of carpentry, masonry, woodcrafting, bone- and stonecarving, engraving. But... probably way too much high-quality items would result, ultimate expensive items without anyone getting a mood. Yup, should nerf jade-smarties' 180% crafting somewhat. to 140. And are the smartypants supposed to learn social skills exceptionally quickly?

I shall give gloomers carpentry and masonry 150, 10 better than jaders. "Gloomers feel they can trust stone and wood and bones."
Spoiler (click to show/hide)
And my current for jaders:
Spoiler (click to show/hide)
And now I give social talents boost to steelers. Intimidation & charisma
and as a further result, gloomers become much worse at partying and consoling!
Spoiler (click to show/hide)

Come give the Genesis mod a try!
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Kweri

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2883 on: May 28, 2011, 06:47:23 pm »

Then what the fluff am I doing wrong? All I did this time was cut reptile men from it's original file and placing it in my own.

Without seeing your file, it's a bit hard to tell what the issue is.

You said you put them in your own file - is the name of this file creature_xxx.txt (with xxx being anything) and the very first lines in your file:
Code: [Select]
creature_xxx (replace with filename minus .txt extension)
[OBJECT:CREATURE]

If this doesn't help, pretty sure we're going to need to see your file to diagnose further.
Logged

FaultyLogic

  • Bay Watcher
  • [EDIBLE_RAW]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2884 on: May 29, 2011, 04:04:04 am »

I had forgotten about the [OBJECT: CREATURE] token. Very herpaderp.

Thanks Kweri.
Logged
"It's unpossible!"

The Scout

  • Bay Watcher
  • ?????
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2885 on: May 29, 2011, 11:29:57 am »

What am I supposed to do to make them bleed, but not die? And use basic stuff like that.
instead of giving them blood which will always bleed out eventually, add some liquid-containing sacs to their body and call the liquid "blood". The "blood" will seep out when the sac get damaged but they'll never actually die from blood loss I think
Could someone give an example?
Logged
Whatever you do, don't agree to stop looking at pornography or getting help from Jesus.
"mind if I sig this"
 - Person who isn't actually going to put that in their sig

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2886 on: May 29, 2011, 11:36:56 am »

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[TISSUE:BLOOD]
[TISSUE_NAME:blood:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[RELATIVE_THICKNESS:1] #Probably needs to be a lot higher
[CONNECTS]
[TISSUE_MAT_STATE:LIQUID]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:BLOOD]

Untested, but theoretically fine. Obviously if there are body parts you don't want to bleed you'll have to change the layer line.
« Last Edit: May 29, 2011, 11:57:10 am by 3 »
Logged

Reelyanoob

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2887 on: May 29, 2011, 11:47:46 am »

@scout: i've only dabbled in creature tokens, but i think this is what would do it (taken from the creature token wiki page) :

Spoiler (click to show/hide)

This is all the wiki says, might need a little tweaking, i'm assuming {tissue} relates to the token "GAS" (or rename GAS to BLOOD_LAYER or something you like), and the TISSUE_MAT_STATE should be LIQUID for your blood maybe. I don't know if this would work, but it's taken from a working creature with a similar behaviour to what you want.

EDIT : ninja'd with a working version, seems to use the same basic idea though
« Last Edit: May 29, 2011, 11:51:09 am by Reelyanoob »
Logged

The Scout

  • Bay Watcher
  • ?????
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2888 on: May 29, 2011, 12:10:00 pm »

Thanks. Having problems with tissue now.

Tissue Template
Code: [Select]
[TISSUE_TEMPLATE:NECRO_SKIN]
        [TISSUE_NAME:rotting skin:NP]
        [SCARS]
        [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:NECRO_SKIN_TEMPLATE]
        [CONNECTS]
        [TISSUE_SHAPE:LAYER]

Creature
Code: [Select]
[BODY:HUMANOID_ARMLESS:SPIKE_ARMS:etc]
                  [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
                  [BODY_DETAIL_PLAN:STANDARD_TISSUES]
                  [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
                  [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
          [BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
          [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
          [BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
                  [TISSUE_LAYER:BY_CATEGORY:SPIKE:NECRO_SKIN]
                  [TISSUE_LAYER:BY_CATEGORY:SPIKE:NECRO_SKIN]

Error log
Code: [Select]
NECROMORPHS:SLASHER:right spike, layer 1: Tissue NECRO_SKIN was not found, using first tissue instead
NECROMORPHS:SLASHER:right spike, layer 2: Tissue NECRO_SKIN was not found, using first tissue instead
NECROMORPHS:SLASHER:left spike, layer 1: Tissue NECRO_SKIN was not found, using first tissue instead
NECROMORPHS:SLASHER:left spike, layer 2: Tissue NECRO_SKIN was not found, using first tissue instead


Another thing before I can start doing this stuff on my own, how do I make it have a mouth with teeth?
Logged
Whatever you do, don't agree to stop looking at pornography or getting help from Jesus.
"mind if I sig this"
 - Person who isn't actually going to put that in their sig

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2889 on: May 29, 2011, 12:15:58 pm »

Code: [Select]
NECROMORPHS:SLASHER:right spike, layer 1: Tissue NECRO_SKIN was not found, using first tissue instead

USE_MATERIAL_TEMPLATE:NECRO_SKIN_TEMPLATE:NECRO_SKIN_TEMPLATE
USE_TISSUE_TEMPLATE:NECRO_SKIN:NECRO_SKIN

how do I make it have a mouth with teeth?

...use a teeth bodypart like with anything else?
Logged

Barnox

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2890 on: May 29, 2011, 03:33:52 pm »

I've recently entered into a "Mod the most badass dwarf" competition in an online community I am part of.
I just have a few questions.

1. If I give my dwarves the "Lays eggs unusual" tag, when would they lay such eggs? Or would they at all?
1a. Using the "Lays eggs unusual" tag, is it possible to lay living creatures? Or is there any way to do this using secretions or special attacks?
2. Is it possible to define and launch bladed items as a natural attack, like those of Magma Crabs? And to attach a syndrome to the attack?
3. Can you make limbs regrow?
4. Is there a value you can use to have dwarves fill with blood faster than they lose it? I know you can just remove blood, but that isn't half as much fun.
Logged

Reelyanoob

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2891 on: May 29, 2011, 03:45:18 pm »

1. A Nest box. which they will sit on whenever not busy if their "egg" is left there.

1a. Vermin only. This works in reactions (look up the recent killer "artificial bee" thread), may work with unusual eggs tag too.

2. Look up the exploding ammo etc for syndromes, copy the main attack from the crabs.

3. no way in hell.

4. no idea, probably upping the healing rate for the tissue or whole creature.
« Last Edit: May 29, 2011, 03:55:18 pm by Reelyanoob »
Logged

Barnox

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2892 on: May 29, 2011, 04:03:41 pm »

Ah, thank you.
That should start me off nicely.
Logged

Reelyanoob

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2893 on: May 29, 2011, 04:06:15 pm »

Almost forgot: Unusual eggs are layed at a rate of 1 per season, and the dwarves a ready to lay the first unusual egg at embark time.

Don't forget to make your dwarves tissues out of slade + adamantine. Have them crap out adamantine battle-axes, picks and slade warhammers.
« Last Edit: May 29, 2011, 04:10:40 pm by Reelyanoob »
Logged

Barnox

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2894 on: May 29, 2011, 04:11:10 pm »

Do dwarves still attempt to wash off any secretions they have on themselves?
For instance, if babies and children secreted a contact fluid anti-Goblin poison, would it work, and would they always walk back and forth, washing it off?
Logged
Pages: 1 ... 191 192 [193] 194 195 ... 357