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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431790 times)

Lurking Grue

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3255 on: July 11, 2011, 10:11:34 am »

Feel free since I mostly made mine from just looking at what more other modders had already done and then changing them to suit my needs because I was trying to make a stone-age caveman type civ.

Spoiler (click to show/hide)

You could also add [CAN_STONE] to all the weapons in item_weapon.txt if you want just obsidian weapons, Sadly this doesnt work on ammo though but stone arrows and bolts kind of suck.

(Wow I just went back and changed a ton of typos in those, No wonder some never worked.  :( )
« Last Edit: July 11, 2011, 10:35:21 am by Lurking Grue »
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3256 on: July 11, 2011, 10:53:00 am »

It 'melts' for a while, the 'melty' tissue boils, and no flame leaks.
I suggest you try secreting the "firewood" or "bonfire coal" material from the Bonfire minimod. http://www.bay12forums.com/smf/index.php?topic=58806.0
« Last Edit: July 11, 2011, 10:54:41 am by TomiTapio »
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==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

Lurking Grue

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3257 on: July 11, 2011, 11:02:35 am »

Could somebody tell me if these 2 adventure mode reactions will work? Will they need the Adventurer to have an axe and a pick as they use the wood cutting and mining skills? do they HAVE to have a reagent to work? I cant test them in DF as I'm having to use a public computer right now.

[REACTION:UNEARTH_STONE_ADV]
   [NAME:unearth a buried boulder]
   [ADVENTURE_MODE_ENABLED]
   [PRODUCT:20:1:BOULDER:NONE:INORGANIC:GRANITE]
   [PRODUCT:20:1:BOULDER:NONE:INORGANIC:SLATE]
   [PRODUCT:20:1:BOULDER:NONE:INORGANIC:SANDSTONE]
   [PRODUCT:10:1:BOULDER:NONE:INORGANIC:LIMESTONE]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:MARBLE]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:OBSIDIAN]
   [SKILL:MINING]

[REACTION:SCAVENGE_WOOD_ADV]
   [NAME:scavenge for fallen wood]
   [ADVENTURE_MODE_ENABLED]
   [PRODUCT:25:1:WOOD:NONE:PLANT_MAT:OAK]
   [PRODUCT:25:1:WOOD:NONE:PLANT_MAT:PINE]
   [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:WILLOW]
   [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:ASH]
   [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:CEDAR]
   [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:GLUMPRONG]
   [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:FEATHER]
   [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:HIGHWOOD]
   [SKILL:WOODCUTTING]
« Last Edit: July 11, 2011, 01:23:24 pm by Lurking Grue »
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3258 on: July 11, 2011, 11:05:52 am »

Could somebody tell me if these 2 adventure mode reactions will work? Will they need the Adventurer to have an axe and a pick as they use the wood cutting and mining skills? do they HAVE to have a reagent to work? I cant test them in DF as I'm having to use a public computer right now.

[REACTION:UNEARTH_STONE_ADV]
   [NAME:unearth a buried boulder]
   [ADVENTURE_MODE_ENABLED]
   [PRODUCT:20::1:BOULDER:NONE:INORGANIC:GRANITE]
   [PRODUCT:20::1:BOULDER:NONE:INORGANIC:SLATE]
   [PRODUCT:20::1:BOULDER:NONE:INORGANIC:SANDSTONE]
   [PRODUCT:10::1:BOULDER:NONE:INORGANIC:LIMESTONE]
   [PRODUCT:5::1:BOULDER:NONE:INORGANIC:MARBLE]
   [PRODUCT:5::1:BOULDER:NONE:INORGANIC:OBSIDIAN]
   [SKILL:MINING]

[REACTION:SCAVENGE_WOOD_ADV]
   [NAME:scavenge for fallen wood]
   [ADVENTURE_MODE_ENABLED]
   [PRODUCT:25:1:WOOD:NONE:PLANT_MAT:OAK]
   [PRODUCT:25:1:WOOD:NONE:PLANT_MAT:PINE]
   [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:WILLOW]
   [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:ASH]
   [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:CEDAR]
   [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:GLUMPRONG]
   [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:FEATHER]
   [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:HIGHWOOD]
   [SKILL:WOODCUTTING]
You don't need any reagents.
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3259 on: July 11, 2011, 11:18:48 am »

[REACTION:SCAVENGE_WOOD_ADV]
   [NAME:scavenge for fallen wood]
   [ADVENTURE_MODE_ENABLED]
   [PRODUCT:25:1:WOOD:NONE:PLANT_MAT:OAK]
   [PRODUCT:25:1:WOOD:NONE:PLANT_MAT:PINE]
   [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:WILLOW]
   [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:ASH]
   [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:CEDAR]
   [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:GLUMPRONG]
   [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:FEATHER]
   [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:HIGHWOOD]
   [SKILL:WOODCUTTING]
Should be WOOD:NONE:PLANT_MAT:OAK:WOOD and similar for the rest.
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Lurking Grue

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3260 on: July 11, 2011, 01:03:30 pm »

[REACTION:SCAVENGE_WOOD_ADV]
   [NAME:scavenge for fallen wood]
   [ADVENTURE_MODE_ENABLED]
   [PRODUCT:25:1:WOOD:NONE:PLANT_MAT:OAK]
   [PRODUCT:25:1:WOOD:NONE:PLANT_MAT:PINE]
   [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:WILLOW]
   [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:ASH]
   [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:CEDAR]
   [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:GLUMPRONG]
   [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:FEATHER]
   [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:HIGHWOOD]
   [SKILL:WOODCUTTING]
Should be WOOD:NONE:PLANT_MAT:OAK:WOOD and similar for the rest.

I just remembered the wiki went back and looked at it and now I think it should be

[REACTION:UNEARTH_STONE_ADV]
   [NAME:unearth a buried boulder]
   [ADVENTURE_MODE_ENABLED]
   [PRODUCT:20:1:BOULDER:NO_SUBTYPE:INORGANIC:GRANITE]
   [PRODUCT:20:1:BOULDER:NO_SUBTYPE:INORGANIC:SLATE]
   [PRODUCT:20:1:BOULDER:NO_SUBTYPE:INORGANIC:SANDSTONE]
   [PRODUCT:10:1:BOULDER:NO_SUBTYPE:INORGANIC:LIMESTONE]
   [PRODUCT:5:1:BOULDER:NO_SUBTYPE:INORGANIC:MARBLE]
   [PRODUCT:5:1:BOULDER:NO_SUBTYPE:INORGANIC:OBSIDIAN]
   [SKILL:MINING]

[REACTION:SCAVENGE_WOOD_ADV]
   [NAME:scavenge for fallen wood]
   [ADVENTURE_MODE_ENABLED]
   [PRODUCT:25:1:WOOD:NO_SUBTYPE:PLANT_MAT:OAK:WOOD]
   [PRODUCT:25:1:WOOD:NO_SUBTYPE:PLANT_MAT:PINE:WOOD]
   [PRODUCT:15:1:WOOD:NO_SUBTYPE:PLANT_MAT:WILLOW:WOOD]
   [PRODUCT:15:1:WOOD:NO_SUBTYPE:PLANT_MAT:ASH:WOOD]
   [PRODUCT:15:1:WOOD:NO_SUBTYPE:PLANT_MAT:CEDAR:WOOD]
   [PRODUCT:5:1:WOOD:NO_SUBTYPE:PLANT_MAT:GLUMPRONG:WOOD]
   [PRODUCT:5:1:WOOD:NO_SUBTYPE:PLANT_MAT:FEATHER:WOOD]
   [PRODUCT:5:1:WOOD:NO_SUBTYPE:PLANT_MAT:HIGHWOOD:WOOD]
   [SKILL:WOODCUTTING]

I'll try them all when I get home but thanks for the help.
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3261 on: July 11, 2011, 11:17:00 pm »

NONE works just like NO_SUBTYPE - I prefer the former as it's shorter.  :P
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3262 on: July 12, 2011, 12:30:03 am »

I'm fairly certain you actually do need a reagent, else it simply gives you the "You practice <skill>" message. That reagent can be [REAGENT:A:1:NONE:NONE:NONE:NONE] though and it will still work.
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3263 on: July 12, 2011, 01:08:45 am »

I've used reagent-less reactions tagged for adventure mode in the arena and they work fine, though they also did not have an associated skill if I recall correctly. I'm not sure if there are any discrepancies between the way this works in arena/adventure mode.
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3264 on: July 12, 2011, 01:11:01 am »

I've used reagent-less reactions tagged for adventure mode in the arena and they work fine, though they also did not have an associated skill if I recall correctly. I'm not sure if there are any discrepancies between the way this works in arena/adventure mode.
There aren't for reactions, insofar as I can tell. Maybe I'm remembering things wrong? I know you need a product to raise skill, but I thought you needed a reagent just to get it to work.
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Sorcerer

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3265 on: July 12, 2011, 10:51:49 am »

Hello again! I could use a hand with some tissue modification!
Im playing around with the my little pony mod, and trying to add a cutie mark to the flanks of the ponies.. So far so good, I've added a hidden body part and managed to refer to it with the tissue layer grouping.

Code: [Select]
SET_TL_GROUP:BY_CATEGORY:LEG_REAR:CUTIE_MARK]
    [TL_COLOR_MODIFIER:AMBER:1:AMETHYST:1:AQUA:1....]
    [TL_SHAPE_MODIFIER:STAR:1:CRESCENT:1]
    [TLCM_NOUN:cutie mark:SINGULAR]

This results in:


I was hoping the shape category formerly used for engravings would work here, but alas not.. anyone have any ideas how i can add some diversity here? as a last resort i guess i can hack in alot of different "colors" for cutie mark variants, but i'd like to avoid that if i can.

Also, while im on the topic, is it possible to make this particular appearance tag non-inheritable?
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3266 on: July 12, 2011, 04:09:06 pm »

I decided to make treasure chests. Made them a nice little body and all.
Why are they so easy to kill? And why does the errorlog bring up weird errors like "CHEST_TREASURE:WOOD:Unrecognized Material Token: " and "CHEST_TREASURE:Creature Tissue Material Failure: WOOD:(no mat1):(no mat3):(no mat3)"? Here are the RAWs:
Spoiler (click to show/hide)
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Aachen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3267 on: July 12, 2011, 07:13:36 pm »

Dear friends, I've finally taken it upon myself to modify some of the game content. Adding diversity underground was simple enough, but I'd like to add another civilization group (along with our dwarves, humans, elves, goblins and kobolds) to my entity list. However, I'm not confident what I'm seeing with [OBJECT:ENTITY] and [ENTITY:string].

Does the latter control the places a civilization settles or arises? What does it control? If I were to define, say [ENTITY:MOUNTAIN], will that conflict with the dwarven entity? Or can I have multiples using the same token? Also, what is the range of allowed tokens? Apologies for any failures of search-fu, and thanks!
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3268 on: July 12, 2011, 07:15:59 pm »

[ENTITY:____] is the entity equivalent of [CREATURE:____] and nothing more. So if you had two [ENTITY:MOUNTAIN] it would be like having two [CREATURE:DWARF].
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3269 on: July 12, 2011, 09:11:48 pm »

I decided to make treasure chests. Made them a nice little body and all.
Why are they so easy to kill? And why does the errorlog bring up weird errors like "CHEST_TREASURE:WOOD:Unrecognized Material Token: " and "CHEST_TREASURE:Creature Tissue Material Failure: WOOD:(no mat1):(no mat3):(no mat3)"? Here are the RAWs:
Spoiler (click to show/hide)

I only had a quick glance at this before dinner, but [TISSUE_MATERIAL:PLANT_MAT:OAK] isn't right. PLANT_MAT means use the plant I'm about to tell you, then you give it OAK, which is a plant... but then you never say what material to use from the oak plant. Try PLANT_MAT:OAK:WOOD and see if that clears up anything.
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