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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431595 times)

narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3465 on: August 03, 2011, 07:08:58 pm »

FIXED

was CROSSBOW to THROW

Spoiler (click to show/hide)

found the error while i tried earlier was a mistyping, right now my dwarves are increasing the THROW skill while using the chained glove

This is right.  SKILL:(skill) is for the melee attack, RANGED:(skill):(ammo) is for the projectile attack.

MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3466 on: August 03, 2011, 07:51:18 pm »

FIXED

was CROSSBOW to THROW

Spoiler (click to show/hide)

found the error while i tried earlier was a mistyping, right now my dwarves are increasing the THROW skill while using the chained glove

This is right.  SKILL:(skill) is for the melee attack, RANGED:(skill):(ammo) is for the projectile attack.

Gotta admit, though, that "thrownable" is bothering the hell out of me. It should probably be "throwing".
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Mephansteras

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3467 on: August 03, 2011, 11:41:59 pm »

Having an issue with a reaction and I just can't figure out what the issue is. The reaction should be returning a single bar of Tempered Crystal. It's returning 150.

Code: [Select]
[REACTION:MAKE_TEMPERED_CRYSTAL]
[NAME:make tempered crystal bars]
[BUILDING:CHAMBER_TEMPERING:CUSTOM_C]
[BUILDING:CHAMBER_TEMPERING_MAGMA:CUSTOM_C]
[REAGENT:crystal seed:1:POWDER_MISC:NO_SUBTYPE:INORGANIC:CRYSTAL_SEED]
[REAGENT:crystal seed container:1:NONE:NONE:NONE:NONE]
[CONTAINS:crystal seed]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:ikal nabid:1:POWDER_MISC:NO_SUBTYPE:INORGANIC:IKAL_NABID]
[REAGENT:ikal nabid container:1:NONE:NONE:NONE:NONE]
[CONTAINS:ikal nabid]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:CRYSTAL_TEMPERED][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:ALCHEMY]

It would seem obvious that the Product Dimension is doing it, but removing that field or changing the dimension didn't do anything. Trying to set the product size for the powders didn't do anything. So...anyone else have this? I assume it has something to do with the powders, since my other reactions don't have this issue.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3468 on: August 03, 2011, 11:46:08 pm »

Having an issue with a reaction and I just can't figure out what the issue is. The reaction should be returning a single bar of Tempered Crystal. It's returning 150.

[REACTION:MAKE_TEMPERED_CRYSTAL]
   [NAME:make tempered crystal bars]
   [BUILDING:CHAMBER_TEMPERING:CUSTOM_C]
   [BUILDING:CHAMBER_TEMPERING_MAGMA:CUSTOM_C]
   [REAGENT:crystal seed:150:POWDER_MISC:NO_SUBTYPE:INORGANIC:CRYSTAL_SEED]
   [REAGENT:crystal seed container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:crystal seed]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]   
   [REAGENT:ikal nabid:1:POWDER_MISC:NO_SUBTYPE:INORGANIC:IKAL_NABID]
   [REAGENT:ikal nabid container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:ikal nabid]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:CRYSTAL_TEMPERED][PRODUCT_DIMENSION:150]
   [FUEL]
   [SKILL:ALCHEMY]

It would seem obvious that the Product Dimension is doing it, but removing that field or changing the dimension didn't do anything. Trying to set the product size for the powders didn't do anything. So...anyone else have this? I assume it has something to do with the powders, since my other reactions don't have this issue.

Powder also has a dimension of 150.  I bolded the part that needs to be changed in order to make it produce one bar.  If a custom reaction is making the powder, you may want to ensure that it has the proper dimension there as well.
« Last Edit: August 03, 2011, 11:47:45 pm by narhiril »
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Mephansteras

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3469 on: August 04, 2011, 12:08:04 am »

Ah, of course! Thanks, that worked perfectly.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

rc spitfire

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3470 on: August 04, 2011, 04:37:43 am »

I'm trying to make a Tyranid civ but i'm having trouble with making blades on the end of the upper arms out of steel(they just seem, to ghost right through things), random bodyparts are appearing called "upper body lower body", "upper arm upperbody etc.." and when i go into the arena there are two creatures called nothing above the hormagaunt name.
creature raw
Spoiler (click to show/hide)
body part raw
Spoiler (click to show/hide)
scythe tissue
Spoiler (click to show/hide)
I'm trying to use different castes as the different species and i've only done the hormagaunt so far but i'm trying to get the hormagaunt working before attempting the others. Thanks for any help or advice.


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Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3471 on: August 04, 2011, 09:08:26 am »

Gotta admit, though, that "thrownable" is bothering the hell out of me. It should probably be "throwing".

FIXED, my english writing skill..... welll .... sucks, at least i can read it fairly well...


PS: spitfire wouldn't be easier to start with a ripper, lot smaller and since he has only athrophic arms and a tail

PPS: does your hormagaunt possess a tail?
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Re: 1000 sgins that you play Dwarf fortress (way) too much
154. When you get the word "adamantine" on your LA vocab, you quickly cross it out and replace it with "cotton candy" and spend the next 10 minutes in fetal position rocking back and forth in fear. (Yes, I actually did this.)
...Wait. Adamantine is real?...
...155. You are no longer sure what metals are real or fictional.

rc spitfire

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3472 on: August 04, 2011, 10:09:32 am »

I completly forgot about the rippers so they probably would be easier and to add a tail i just put TAIL in [BODY:HORMAGAUNT_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH] right?
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ouroboros

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3473 on: August 06, 2011, 09:54:11 pm »

I'm working on an experiment to mod in asbestos cloth, ...
Sphalerite, this was an idea I put on a list to try and do.
Let me know how you deal with the fireproof aspect?
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narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3474 on: August 06, 2011, 10:04:26 pm »

An odd thing I ran into today while trying to create a corpse from a reaction.  I tried two inputs...

Spoiler (click to show/hide)

...Both crashed the game upon completion of the reaction.  Error log is blank, game log shows no record of anything associated with the reaction.

Has anyone else had any success with this sort of thing?  I have never been able to get the CORPSE token to actually work in any context.

MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3475 on: August 06, 2011, 10:52:15 pm »

I'm working on an experiment to mod in asbestos cloth, ...
Sphalerite, this was an idea I put on a list to try and do.
Let me know how you deal with the fireproof aspect?

Why not just use [MAT_FIXED_TEMP:10000] or something?
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3476 on: August 07, 2011, 01:47:31 am »

Do custom weapons require custom reactions?

MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3477 on: August 07, 2011, 01:49:50 am »

Nope. Just put them in an item_weapon file, and in the entity file. That's it.
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probably figured an autobiography wouldn't be interesting

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3478 on: August 07, 2011, 01:52:14 am »

Okay then.

Mikey

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3479 on: August 07, 2011, 05:19:30 am »

I'm trying to apply a harder material / thicker tissue to a scorpion's stinger specifically, so that it has a chance to pierce armor without making the rest of the scorpion's chitin tougher:
Code: [Select]
[USE_MATERIAL_TEMPLATE:STINGER_MAT:HARD_CHITIN_TEMPLATE]
[USE_TISSUE_TEMPLATE:STINGER_TISSUE:HARD_CHITIN_TEMPLATE]
[SELECT_TISSUE:STINGER_TISSUE]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:STINGER_MAT]
[TISSUE_LAYER:BY_CATEGORY:STINGER:STINGER_TISSUE]
Is this correct?  I have both the material and tissue HARD_CHITIN_TEMPLATE defined in the appropriate files (with impact/shear parameters similar to metals), and it's not producing errors, but it's difficult to tell from arena testing whether or not it's taking effect, since the scorpions seem to rarely hit with their stinger (when they bother to use it).
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