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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422799 times)

Lysabild

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3675 on: August 23, 2011, 02:42:12 pm »

I'm gonna ask again in hope of some good response, how does one make civilizations more succesful without just making them not require food and drink?
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UristMcHuman

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3676 on: August 23, 2011, 02:46:21 pm »

I'm adding a reaction to gather rope reed thread from the earth. My RAWs are here:

Spoiler (click to show/hide)
Product line should be [PRODUCT:100:1:THREAD:NONE:PLANT_MAT:REED_ROPE:THREAD][PRODUCT_DIMENSION:15000]
I fixed it. Thanks!
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3677 on: August 23, 2011, 03:24:57 pm »

I'm gonna ask again in hope of some good response, how does one make civilizations more successful without just making them not require food and drink?
i would make them breed faster (higher littersize, shorter childhood),
and give them more size, speed, strength, agility to survive worldgen battles better.

Make a placeholder reaction so they can use steel, and no other metals.
Allow the entity to thrive on any biome. (biome_support:any_land:10 or such)
Allow them to use animals (horses) as mounts, might help in worldgen battles.
Allow them only one good weapon, like a halberd. (no blunts)
Active in all four seasons, might change how they behave in worldgen.
Spoiler (click to show/hide)
And [MAX_STARTING_CIV_NUMBER:2] to 25
   [MAX_POP_NUMBER:1500] to 20000
   [MAX_SITE_POP_NUMBER:50] to 900
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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

Lysabild

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3678 on: August 23, 2011, 03:34:34 pm »

Why no blunts? I thought Silver Warhammers were the best weapon in the game.
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Kipi

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3679 on: August 23, 2011, 03:38:00 pm »

I'm gonna ask again in hope of some good response, how does one make civilizations more succesful without just making them not require food and drink?

There are several things that affect the chance of survival, though none of them is 100% certain alone.
  • Raise the maximum age by several decades. The longer the creature lives the higher population due all the births. This will also ensure more capable fighters
  • Decrease the time of childhood. The sooner the creature comes adult the sooner it can take part in fights. Also, adults aren't kidnapped by other races.
  • Make them physically stronger. All physical stats affects in this. Strength, agility, toughness, everything.
  • For goblins the not requiring food or drink is actually mandatory, or so it was some time ago. This is because they are carnivores and the game mechanisms doesn't handle food gathering of carnivores yet, thus causing goblins to die to starvation/dehydration after few years.
  • Changing the MAX_SITE_POP_NUMBER in entity file higher would help the survival rate of the.
  • Generally anything that affects the maximum number of creatures in one civilization and the number of civilizations of that entity will affect the survival rate and thus the chance of actually getting that entity as neighbor.

Note that if you beef up one entity too much it can very well end up wiping other civilizations to extinction. Happened to me several times.
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Room Values - !!SCIENCE!!

Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

SongGarde

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3680 on: August 23, 2011, 09:12:12 pm »

I'll try to more accurately detail my request, as my dabbling seems ineffective. I'm trying to make the skin layer of my creature to be made of a tough material, for example shale. Everything I do seems to end up with the creature -still- being as vulnerable as ever, as if I never changed the creature. (I even go so far as to delete the region and create a new world every time I change something) Anywho, here's where i'm at now.

From the tissue_template_default file (Notice how I even changed the Relative_thickness and Healing_rate values to seemingly ridiculous values. No result.)
Spoiler (click to show/hide)

From the b_detail_plan_default file. (Done to supposedly reference the new material template I made)
Spoiler (click to show/hide)

And lastly from the creature file itself, at least the parts that are relevant
Spoiler (click to show/hide)

What am I doing wrong that is preventing the changes from at least being apparent? Humans with their carving knives can still cut me with extreme ease.
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Dwarfu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3681 on: August 23, 2011, 09:21:55 pm »

What am I doing wrong...

In the creature file, you have 2 [BODY_DETAIL_PLAN:SHALESTANDARD_TISSUES] lines; I'm assuming that detail plan uses the shaleskin_template somewhere..
It never loads the detail plan for SHALESTANDARD_MATERIALS.

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SongGarde

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3682 on: August 23, 2011, 09:30:24 pm »

In the creature file, you have 2 [BODY_DETAIL_PLAN:SHALESTANDARD_TISSUES] lines; I'm assuming that detail plan uses the shaleskin_template somewhere..
It never loads the detail plan for SHALESTANDARD_MATERIALS.

So I need to remove the excess "[BODY_DETAIL_PLAN:STANDARD_MATERIALS][BODY_DETAIL_PLAN:SHALESTANDARD_TISSUES]" and make a SHALESTANDARD_TISSUES, having both the materials and tissues referencing the tissue template?
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SongGarde

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3683 on: August 23, 2011, 09:54:49 pm »

Eugh. I was able to get rid of some nuisance by using this piece of code modified from the bronze colossus:

Spoiler (click to show/hide)

But this seems like overkill. I've added a Shale version of both materials and Tissues that only affects the skin to b_detail_plan_default and referenced them in the creature file, but they didn't show up until I did this, and made my creature 100% shale. And yes, I know this is Adamantine. The Shale version died just as fast, as normal, even though it properly said that shale parts of my creature were being chipped away. I wanted to see if it was -actually- changing the material proper of the creature.
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Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3684 on: August 23, 2011, 10:02:34 pm »

I have another question. How do I successfully get a syndrome into a stone? I've been trying and horribly failing.

[EDIT] This is the stone



Code: [Select]
[INORGANIC:TOXIN]
[ITEM_SYMBOL:'*']
[STONE_NAME:toxin]
[STATE_NAME:SOLID:toxin]
[STATE_ADJ:ALL_SOLID:toxin]
[STATE_NAME_ADJ:LIQUID:toxic puddle]
[STATE_NAME_ADJ:GAS:toxic gas]
[DISPLAY_COLOR:6:7:1]
[TILE:156]
[MATERIAL_VALUE:30]
[SPEC_HEAT:129]
[MELTING_POINT:1]
[BOILING_POINT:0]
[SYNDROME]
[SYN_NAME:lost one disease]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_SWELLING:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_BLISTERS:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_OOZING:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[SOLID_DENSITY:19320]
[LIQUID_DENSITY:17310]
[MOLAR_MASS:196967]
[IMPACT_YIELD:175000]
[IMPACT_FRACTURE:350000]
[IMPACT_STRAIN_AT_YIELD:97]
[COMPRESSIVE_YIELD:175000]
[COMPRESSIVE_FRACTURE:350000]
[COMPRESSIVE_STRAIN_AT_YIELD:97] bulk modulus 180 GPa
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:64] young's modulus 78 GPa
[TORSION_YIELD:50000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:185]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:185] shear modulus 27 GPa
[BENDING_YIELD:50000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:64]
[MAX_EDGE:1000] no swords until you can pick mats
[ITEMS_HARD]
[IS_STONE]

I'm pretty sure it needs to be [SYN_INHALED] for gasses.

It does.  SYN_CONTACT only works if the object is a contaminant (extract, blood, cave-in dust, etc).
Adding the SYN_INHALED dosen't work. The syndrome still does nothing.


[EDIT] I made a typo. That's why it didn't work. Anyway, how do I make the disease act faster?

[EDIT] It STILL does nothing D:
« Last Edit: August 23, 2011, 10:35:14 pm by Angel Of Death »
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3685 on: August 23, 2011, 10:50:33 pm »

I've had very little luck with getting syndromes that usually affect specific body parts (necrosis, blisters, oozing, etc) to work with inhalation, but I've seen FBs do it with noxious secretions, so I guess it must be possible.
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Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3686 on: August 23, 2011, 11:21:58 pm »

Alright, how do I get it to effect the whole body's skin?
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3687 on: August 23, 2011, 11:34:40 pm »

Something like this:
Code: [Select]
[CE_NECROSIS:SEV:100:PROB:100:VASCULAR_ONLY:START:50:PEAK:1000:END:2000]
It will also accept MUSCULAR_ONLY in that spot, I think, but I'm not quite sure how that works.
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Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3688 on: August 23, 2011, 11:37:43 pm »

I'll test it out with it only affecting the vascular system, if that dosen't help, I think we need to call in the veteran modders.

[INORGANIC:TOXIN]
[ITEM_SYMBOL:'*']
[STONE_NAME:noxious acid]
[STATE_NAME:SOLID:frozen noxious acid]
[STATE_ADJ:ALL_SOLID:noxious acid]
[STATE_NAME_ADJ:LIQUID:noxious puddle]
[STATE_NAME_ADJ:GAS:noxious acid]
[SYNDROME]
[SYN_NAME:noxious acid burns]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_SWELLING:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:START:1:PEAK:50:END:2000]
[CE_BLISTERS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:ALL:SKIN:START:1:PEAK:50:END:2000]
[CE_OOZING:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:ALL:SKIN:START:1:PEAK:50:END:2000]
[DISPLAY_COLOR:6:7:1]
[TILE:156]
[MATERIAL_VALUE:30]
[SPEC_HEAT:129]
[MELTING_POINT:1]
[BOILING_POINT:0]
[SOLID_DENSITY:19320]
[LIQUID_DENSITY:17310]
[MOLAR_MASS:196967]
[IMPACT_YIELD:175000]
[IMPACT_FRACTURE:350000]
[IMPACT_STRAIN_AT_YIELD:97]
[COMPRESSIVE_YIELD:175000]
[COMPRESSIVE_FRACTURE:350000]
[COMPRESSIVE_STRAIN_AT_YIELD:97] bulk modulus 180 GPa
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:64] young's modulus 78 GPa
[TORSION_YIELD:50000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:185]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:185] shear modulus 27 GPa
[BENDING_YIELD:50000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:64]
[MAX_EDGE:1000] no swords until you can pick mats
[ITEMS_HARD]
[IS_STONE]

It still dosen't work.
« Last Edit: August 23, 2011, 11:43:13 pm by Angel Of Death »
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Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3689 on: August 23, 2011, 11:45:48 pm »

I have another question. How do I successfully get a syndrome into a stone? I've been trying and horribly failing.

[EDIT] This is the stone



Code: [Select]
[INORGANIC:TOXIN]
[ITEM_SYMBOL:'*']
[STONE_NAME:toxin]
[STATE_NAME:SOLID:toxin]
[STATE_ADJ:ALL_SOLID:toxin]
[STATE_NAME_ADJ:LIQUID:toxic puddle]
[STATE_NAME_ADJ:GAS:toxic gas]
[DISPLAY_COLOR:6:7:1]
[TILE:156]
[MATERIAL_VALUE:30]
[SPEC_HEAT:129]
[MELTING_POINT:1]
[BOILING_POINT:0]
[SYNDROME]
[SYN_NAME:lost one disease]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_SWELLING:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_BLISTERS:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_OOZING:SEV:100:PROB:100:RESISTABLE:START:50:PEAK:1000:END:2000]
[SOLID_DENSITY:19320]
[LIQUID_DENSITY:17310]
[MOLAR_MASS:196967]
[IMPACT_YIELD:175000]
[IMPACT_FRACTURE:350000]
[IMPACT_STRAIN_AT_YIELD:97]
[COMPRESSIVE_YIELD:175000]
[COMPRESSIVE_FRACTURE:350000]
[COMPRESSIVE_STRAIN_AT_YIELD:97] bulk modulus 180 GPa
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:64] young's modulus 78 GPa
[TORSION_YIELD:50000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:185]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:185] shear modulus 27 GPa
[BENDING_YIELD:50000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:64]
[MAX_EDGE:1000] no swords until you can pick mats
[ITEMS_HARD]
[IS_STONE]

I'm pretty sure it needs to be [SYN_INHALED] for gasses.

It does.  SYN_CONTACT only works if the object is a contaminant (extract, blood, cave-in dust, etc).
Adding the SYN_INHALED dosen't work. The syndrome still does nothing.


[EDIT] I made a typo. That's why it didn't work. Anyway, how do I make the disease act faster?

[EDIT] It STILL does nothing D:

You might want to add [MAT_FIXED_TEMP:XXXX] somewhere in your raws and set it just to be a little bit higher than the boiling point. That will ensure that it will boil and turn into gas immediately.

[MAT_FIXED_TEMP:10060]
[MELTING_POINT:12059] - random number, just conjured to ensure that the thing doesn't melt.
[BOILING_POINT:10000] - setting it to be lower than the material's fixed temperature will make it boil.

Note that you want the thing to boil, if you want it to turn into gas, and as such, make the [MELTING_POINT] higher than the boiling point and it's fixed temperature.

Lastly, the gas will barely work with creatures; it will take several tries to make the creature get infected with the syndrome. Making sure that the victim is adjacent or directly on top of the source of the gas will increase the chances of the syndrome infecting the creature. AKA, make sure that the creature is engulfed in a "cloud" of the syndrome, getting engulfed by a "burst" of the syndrome will do nothing.
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