Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 192 193 [194] 195 196 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 432197 times)

Reelyanoob

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2895 on: May 29, 2011, 04:16:54 pm »

I don't think they are too obsessed with cleanliness, normally you have to take extra measures to clean them. What's the terms of this modding comp? Sounds like fun.
Logged

Barnox

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2896 on: May 29, 2011, 04:24:19 pm »

It's pretty loose, but keep the basic structure of a dwarf, it must be viable for Fortress Mode, and it must be more badass and interesting than plain godmode.
My current plans are axe-laying dwarves, that spit a venom that is primarily a hunting aid, and children secrete an anti-Goblin venom. Extra limbs are allowed, so I may also mod in shoulder-blades, if it's within my abilities.
Logged

Reelyanoob

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2897 on: May 29, 2011, 05:40:25 pm »

They can carry extra shields, but only one weapon each. Give the shoulder things grasping ability. Are extra heads allowed? Two-headed dwarves could be a separate caste. Make the two-headers lay the slade warhammers. Make them a non-"intelligent" and non-"can speak" caste, with "pet" and "trainable" tags. (not sure the exact combo for best effect)
Also give them slade skin tissue which can be sheared and tanned for slade leather armour :) and the female two-headers milkable for booze.
« Last Edit: May 29, 2011, 05:50:37 pm by Reelyanoob »
Logged

kotekzot

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2898 on: May 29, 2011, 05:51:24 pm »

Is this a proper reaction? I find the total lack of rope reed seeds disturbing, so I decided to mod a smelter reaction to make a couple.
Code: [Select]
[REACTION:BITUMINOUS_COAL_TO_COKE]
[NAME:make rope reed seeds]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:2:SEED:NO_SUBTYPE:PLANT_MAT:REED_ROPE:SEED]
[SKILL:SMELT]
The game crashes when (I assume) the reaction is supposed to complete. Using this on an already genned world.
Logged
Dwarf Fortress: Where violent death is a renewable resource
Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?

Reelyanoob

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2899 on: May 29, 2011, 05:54:59 pm »

"[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]"

seems it is "SEEDS:NONE"
Logged

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2900 on: May 29, 2011, 06:06:18 pm »

Clearly the game doesn't like that you are going cold turkey on the coke and just doing weed instead.

[/badjoke]
Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

Barnox

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2901 on: May 29, 2011, 06:25:55 pm »

Okay, ran into an error creating a new body part.
I'll just link in all the bits that I have changed, as well as the error log.
At the moment, the material is a shameless copypaste from another topic here, but I am hoping to understand more about what it is/how it is used, and then edit it to suit my own purposes.

Creature Standard:
Code: [Select]
[BODY:HUMANOID_DWARF:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
...
[USE_MATERIAL_TEMPLATE:ARMBLADE:BONE_TEMPLATE] - materials based on steel
[STATE_NAME_ADJ:ALL_SOLID:sharp bone]
[STATE_NAME_ADJ:LIQUID:n/a] - it doesn't melt
[STATE_NAME_ADJ:GAS:n/a] - or turn into gas
<MATERIAL_VALUE:30> - optional
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[TISSUE:ARMBLADE]
[TISSUE_NAME:sharp bone:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:ARMBLADE]
[TISSUE_MAT_STATE:SOLID]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ARMBLADE:ARMBLADE]
...
[ATTACK:SLASH:BODYPART:BY_CATEGORY:ARMBLADE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]

Body Default
Code: [Select]
[BODY:HUMANOID_DWARF]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]

[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:RB:right armblade:STP][CON:RUA][RIGHT][CATEGORY:ARM_BLADE]
[DEFAULT_RELSIZE:400]
[BP:LB:left armblade:STP][CON:LUA][LEFT][CATEGORY:ARM_BLADE]
[DEFAULT_RELSIZE:400]

Errorlog
Code: [Select]
*** Error(s) found in the file "data/save/region1/raw/objects/creature_standard.txt"
DWARF:Tissue layer not added because no BP found: BY_CATEGORY:ARMBLADE:ARMBLADE
DWARF:Attack SLASH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) finalizing the creature DWARF
DWARF:FEMALE:right armblade: No tissue thickness
DWARF:FEMALE:left armblade: No tissue thickness
DWARF:MALE:right armblade: No tissue thickness
DWARF:MALE:left armblade: No tissue thickness
Logged

kotekzot

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2902 on: May 29, 2011, 06:36:49 pm »

"[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]"

seems it is "SEEDS:NONE"
Thanks, worked perfectly! Now I can finally... CLOTHE the world!
Logged
Dwarf Fortress: Where violent death is a renewable resource
Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?

mars7a

  • Bay Watcher
  • Dabbling Engraver
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2903 on: May 29, 2011, 06:42:18 pm »

I want to add goblins and kobolds to the list of races playable in adventurer mode, but I'm confused as to how. The wiki told me to add [ADVENTURE_TIER:#] to the civ in entity_default, but it didn't work. Do I have to put it in a certain place? Do I have to generate a new world

Question answered by the sticky. If I have any more problems I'll come here
« Last Edit: May 29, 2011, 06:51:47 pm by mars7a »
Logged

Reelyanoob

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2904 on: May 29, 2011, 06:52:00 pm »

@barnox: "ARMBLADE" and "ARM_BLADE" are spelt different. This is why I rely on copy/paste for tags.
« Last Edit: May 29, 2011, 06:56:44 pm by Reelyanoob »
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2905 on: May 29, 2011, 06:57:51 pm »

"[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]"

seems it is "SEEDS:NONE"
Thanks, worked perfectly! Now I can finally... CLOTHE the world!

But you can't use coal as fuel anymore :P

Barnox

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2906 on: May 29, 2011, 07:15:55 pm »

Ah, thanks. Works perfectly now. I just need to tweak it to be an effective replacement for a sword, now.
Thanks for all your help! Think I know how to add a body part from now on.
Logged

mars7a

  • Bay Watcher
  • Dabbling Engraver
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2907 on: May 29, 2011, 08:05:39 pm »

Okay, so, goblins and kobolds are playable, but not subterranean animal men. Is there any way I can actually make them playable, or is it just impossible?
Logged

Barnox

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2908 on: May 29, 2011, 09:02:35 pm »

I'm having trouble getting the actual "blade" part of the arm blades functioning.
At the minute they act as bludgeons, it seems.
Pumping up the speed to 2000 results in more bludgeon injuries than cutting, tearing or slicing.
Could someone suggest values for the material, contact/penetration and speed for effective, non-godmode slicing/stabbing?
Logged

rutsber

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2909 on: May 29, 2011, 10:39:19 pm »

I have a quick question. What language is dwarf fortress programmed in?
Logged
Gave me an idea. I'm gonna add the milkable tag to the male minotaur. MMMMmmm minotaur cheese.
A loud angry voice and instinct. "FUCK OFF URIST THIS TABLE IS MINE!"
Pages: 1 ... 192 193 [194] 195 196 ... 357