Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 223 224 [225] 226 227 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431700 times)

Eldrick Tobin

  • Bay Watcher
  • [ETHIC: MODDING_UNDWARFY: PERSONAL_MATTER]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3360 on: July 26, 2011, 04:55:15 am »

Fellow modders. I've hit something bizarre.

I think I caused DF to need some time to lay down.

What I did was turn a type of creature into a veritable map of creature variations. It ran fine. I duplicated this process out to many many castes.

Suddenly it had tissue issues, for I had put the specific tissues into their own CV for Flavah. Before the megacasting it was FINE.

My solution: A declaration that's likely to get tossed out anyway. I simply put a 'plain jane vanilla' [BODY_DETAIL_PLAN:CHITIN_TISSUES] line in. Granted it's going to have it's contents meddled with LATER but that one step put me back at a perfectly clean error_log.txt


Has this happened to anyone else? "How many castes using heavily cv'd templates are we talking?" 72. 18 Base types, in 2 Species and 2 Sizes per species.

Anyone want to see what I mean can dl here.
Logged
--
Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
I mumble to myself on tumblr... Sometimes about DF Modding.

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3361 on: July 26, 2011, 08:23:22 am »

I think that error may be superfluous, since it only appears once; the likely error-causing tags appear no less than 4 times in the file, and there are only 3 caste bodytypes, so it shouldn't be a problem.

Also, question: with LAYS_UNUSUAL_EGGS, how many "eggs" are laid at once? Is it only one, or is it defined in the creature file?

With LAYS_UNUSUAL_EGGS only one item is laid at a time.  CLUTCH_SIZE only matters for normal eggs.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

RogueArchivist

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3362 on: July 26, 2011, 11:06:28 am »

How do I utilize honey in a reaction? I cant seem to find the right tags anywhere.
Logged

jaxy15

  • Bay Watcher
  • Adept Modder
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3363 on: July 26, 2011, 11:10:53 am »

How do I utilize honey in a reaction? I cant seem to find the right tags anywhere.
Observe the make mead reaction.
Logged
Dwarf Fortress: Threats of metabolism.

RogueArchivist

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3364 on: July 26, 2011, 11:23:38 am »

Thanks you. Im not sure how I missed that one the first time around...

Edit: Ok, Ive bashed together a reaction here that creates a custom metal. I already have all the custom bits of the reaction done, I just need to know if this reaction has a chance of working.

Spoiler (click to show/hide)
« Last Edit: July 26, 2011, 11:36:26 am by RogueArchivist »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3365 on: July 26, 2011, 11:36:31 am »

I think that error may be superfluous, since it only appears once; the likely error-causing tags appear no less than 4 times in the file, and there are only 3 caste bodytypes, so it shouldn't be a problem.

Also, question: with LAYS_UNUSUAL_EGGS, how many "eggs" are laid at once? Is it only one, or is it defined in the creature file?

With LAYS_UNUSUAL_EGGS only one item is laid at a time.  CLUTCH_SIZE only matters for normal eggs.

Also perfect!

Anyway, can anyone give me a reason why this is happening?
Spoiler: large images (click to show/hide)

Kweri

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3366 on: July 26, 2011, 11:48:55 am »

Give me a hint what the issue is in those screenshots?
Logged

Savolainen5

  • Bay Watcher
  • This is a wug.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3367 on: July 26, 2011, 11:51:36 am »

What tag do I need to add to a creature such that giant versions of it can appear?

(I'm being stupid and want to mod in Giant Honey Badgers)

Edit: Do I just need to make a separate entry?
« Last Edit: July 26, 2011, 12:32:57 pm by Savolainen5 »
Logged
A small creature sometimes found on paper.  It is small.  Its eyes are black. It is adored by children for its cuteness.
(On a picture of cavies):
We see a family of small land rodents.
Dwarfs see masterpiece roasts.

SmokedRWA

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3368 on: July 26, 2011, 12:35:18 pm »

What tags would I need to change, and what would they need to be, if I wanted the Billion bar reaction to yield cave spider silk?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3369 on: July 26, 2011, 12:52:56 pm »

What tag do I need to add to a creature such that giant versions of it can appear?

(I'm being stupid and want to mod in Giant Honey Badgers)

Edit: Do I just need to make a separate entry?

You already have giant badgers :P

Anyway...

Code: [Select]
[COPY_TAGS_FROM:HONEY BADGER]
[APPLY_CREATURE_VARIATION:GIANT]
[NAME:giant honey badger:giant honey badgers:giant honey badger]
[GENERAL_CHILD_NAME:giant honey badger cub:giant honey badger cubs]


Just add that to it's own file. Note that you may have to tinker a bit to get the result wanted.

Give me a hint what the issue is in those screenshots?

The fact that I have a duke, count, and baron on embark.

If it helps, here are the raws for those particular nobles:


Spoiler (click to show/hide)
« Last Edit: July 26, 2011, 12:55:21 pm by Putnam »
Logged

Eldrick Tobin

  • Bay Watcher
  • [ETHIC: MODDING_UNDWARFY: PERSONAL_MATTER]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3370 on: July 26, 2011, 01:01:54 pm »

What tags would I need to change, and what would they need to be, if I wanted the Billion bar reaction to yield cave spider silk?

You change the product line:
From this:   [PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:BILLON][PRODUCT_DIMENSION:150]
To This:   [PRODUCT:100:1:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK][PRODUCT_DIMENSION:15000]

Logged
--
Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
I mumble to myself on tumblr... Sometimes about DF Modding.

Savolainen5

  • Bay Watcher
  • This is a wug.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3371 on: July 26, 2011, 01:34:48 pm »

And now for my next question.  I've been working on removing useless body products and seem to have inadvertently broken something to do with the nail.

Excerpt from the error log: (problem found with creature_domestic)
Code: [Select]
DOG:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
DOG:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
(This continues for every other creature that uses nails.)

I've already tried comparing the vanilla raws (the creature_domestic, body_default, and b_detail_plan_default) to my own with no luck, as they seem to look identical. (I'm also cursing myself for not having updated my changelog for that particular day.)

So where do I look to fix this?
Logged
A small creature sometimes found on paper.  It is small.  Its eyes are black. It is adored by children for its cuteness.
(On a picture of cavies):
We see a family of small land rodents.
Dwarfs see masterpiece roasts.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3372 on: July 26, 2011, 02:01:24 pm »

I need help with reactions.

I made two reactions.

Code: [Select]
reaction_troll

[OBJECT:REACTION]

[REACTION:TROLLEGG_TO_STONE]
[NAME:Process organic material into stone]
[BUILDING:EGG_TO_ROCK_WORKSHOP:NONE]
[REAGENT:A:1:LAID_TROLLGOOSE_EGG:GOOSE]
[PRODUCT:100:30:STONE:GOOSE]
[SKILL:MASONRY]
[REACTION:TROLLEGG_TO_BLOCK]
[NAME:Process organic material into block]
[BUILDING:EGG_TO_ROCK_WORKSHOP:NONE]
[REAGENT:A:1:LAID_TROLLGOOSE_EGG:GOOSE]
[PRODUCT:100:30:BLOCKS:GOOSE]
[SKILL:MASONRY]

And here's the building they're assigned to:

Code: [Select]
building_troll

[OBJECT:BUILDING]

[BUILDING_WORKSHOP:EGG_TO_ROCK_WORKSHOP]
[NAME:Organic material processing workshop]
[NAME_COLOR:7:0:0]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BUILD_LABOR:MASON]
[BUILD_KEY:NONE]
[BLOCK:1:1:0:1]
[BLOCK:2:0:0:0]
[BLOCK:3:1:0:0]
[TILE:0:1:'\':' ':'\']
[COLOR:0:1:4:0:0:0:0:0:4:0:0]
[TILE:0:2:' ':' ':' ']
[COLOR:0:2:0:0:0:0:0:0:0:0:0]
[TILE:0:3:'{':' ':'/']
[COLOR:0:3:4:0:0:0:0:0:4:0:0]
[TILE:1:1:'\':' ':'\']
[COLOR:1:1:4:0:0:0:0:0:4:0:0]
[TILE:1:2:' ':' ':' ']
[COLOR:1:2:0:0:0:0:0:0:0:0:0]
[TILE:1:3:'|':' ':'/']
[COLOR:1:3:4:0:0:0:0:0:4:0:0]
[TILE:2:1:'\':' ':'\']
[COLOR:2:1:4:0:0:0:0:0:4:0:0]
[TILE:2:2:' ':' ':' ']
[COLOR:2:2:0:0:0:0:0:0:0:0:0]
[TILE:2:3:'}':' ':'/']
[COLOR:2:3:4:0:0:0:0:0:4:0:0]
[TILE:3:1:177:' ':177]
[COLOR:3:1:MAT:0:0:0:MAT]
[TILE:3:2:' ':' ':' '
[COLOR:3:2:0:0:0:0:0:0:0:0:0:]
[TILE:3:3:236:' ':/]
[COLOR:3:3:MAT:0:0:0:MAT]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]

Now, my problem is that the reactions don't show up on the building. What am I doing wrong?

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3373 on: July 26, 2011, 02:14:30 pm »

Make sure both the building and reactions are permitted in the entity file.

It is possible that even if you have done everything right, the reactions will not appear.  This sometimes happens with custom workshops when they are not assigned hotkeys (it even happens with the soap maker).

change the two lines of...

   [BUILDING:EGG_TO_ROCK_WORKSHOP:NONE]

to (first reaction)...

   [BUILDING:EGG_TO_ROCK_WORKSHOP:CUSTOM_S]

and (second reaction)...

   [BUILDING:EGG_TO_ROCK_WORKSHOP:CUSTOM_B]


... Also something looks a bit off with your reagent and product lines.  I doubt the game will accept LAID_TROLLGOOSE_EGG as an item class (or if it does, I want to know about it).  I am not familiar with using creature mats in reactions, so I'll need to play around a bit to get it right (I'm guessing it's [REAGENT:A:1:EGG:NONE:CREATURE_MAT:(creature ID):NONE] but I could be wrong).

RogueArchivist

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3374 on: July 26, 2011, 02:39:35 pm »

Could someone please explain what I did wrong with this reaction and how to fix it?

Reaction:
Spoiler (click to show/hide)

Errorlog:
Spoiler (click to show/hide)
Logged
Pages: 1 ... 223 224 [225] 226 227 ... 357