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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 423217 times)

franti

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3855 on: September 03, 2011, 01:20:25 pm »

When modding my game, I accidentally removed the ranged weapon RAWS from the game. Can somebody post their bow/crossbow/blowgun raws, and the name of the folder they should go in?
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squishynoob

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3856 on: September 03, 2011, 02:03:22 pm »

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]
[NAME:crossbow:crossbows]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]  This is just to make sure a near-weightless object doesn't go faster than the string could possibly go.
[TWO_HANDED:0]
[MINIMUM_SIZE:45000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]

[ITEM_WEAPON:ITEM_WEAPON_BOW]
[NAME:bow:bows]
[SIZE:300]
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:0]
[MINIMUM_SIZE:45000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]

[NAME:blowgun:blowguns]
[SIZE:150]
[SKILL:SWORD]
[RANGED:BLOWGUN:BLOWDART]
[SHOOT_FORCE:100]
[SHOOT_MAXVEL:1000] I suppose you could blow harder and harder, but the force prevents it from getting out of hand.
[TWO_HANDED:0]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
Should be unmodded (or almost, at least)

item_weapon.txt
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Prixel

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3857 on: September 03, 2011, 03:19:18 pm »

I'm doing some small modding, with success up to my current point.
I'm simply making a creature and assigning it a civ. It's a bit too long to just post here nad have everyone review though, so I'll just drop my problem.
I have the creatures, they have a civilization and are content with expanding it and such.
When I try to play as these in fortress mode however, they simply will not labor. No mining, no building, they just stand. Is there something specific I should be checking in the Creature/Entity file?

__
AS AN EDIT, I've done some exploring in adventure mode and I've found that the buildings belonging to them are sealed up tight.
« Last Edit: September 03, 2011, 03:25:34 pm by Prixel »
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3858 on: September 03, 2011, 04:01:26 pm »

I'm doing some small modding, with success up to my current point.
I'm simply making a creature and assigning it a civ. It's a bit too long to just post here nad have everyone review though, so I'll just drop my problem.
I have the creatures, they have a civilization and are content with expanding it and such.
When I try to play as these in fortress mode however, they simply will not labor. No mining, no building, they just stand. Is there something specific I should be checking in the Creature/Entity file?

__
AS AN EDIT, I've done some exploring in adventure mode and I've found that the buildings belonging to them are sealed up tight.

I seem to recall some issues with CURIOUSBEAST type tags in the creature file, as well as NOSTUN.

Do the creatures have a GRASP part (hands)?

This sort of thing can be really tricky to pinpoint without seeing the creature/entity files. You can paste them with spoiler and/or code tags to make it easier to read.
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Prixel

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3859 on: September 03, 2011, 04:24:35 pm »

They have hands and such. I'm pretty sure I've wired up the bodies fine, ( I rather enjoy playing them in adventure mode. )
I might just try copy/pasting the Dwarves word-for-word and copy. It's most likely I've forgotten a tag or something.
-a note, I do have...
[INTELLIGENT]
[CAN_LEARN]
[CAN_SPEAK]
In the creature file. Maybe I only need ONE?
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3860 on: September 03, 2011, 04:28:24 pm »

Might be missing [CANOPENDOORS]. 

Also [INTELLIGENT] implies both of those following tags, so it shouldn't hurt to remove them.
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Prixel

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3861 on: September 03, 2011, 06:33:26 pm »

Might be missing [CANOPENDOORS]. 

Also [INTELLIGENT] implies both of those following tags, so it shouldn't hurt to remove them.

I'm giving in a test now, but I'm guessing that the main problem is that ;
The Conflicting [INTELLIGENT] was prevent me from assigning orders, and I couldn't enter the houses because they couldn't open any of their doors!

Still not working.
They can seem to fish though, so maybe it's a tool thing.
« Last Edit: September 03, 2011, 06:57:53 pm by Prixel »
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ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3862 on: September 03, 2011, 07:05:45 pm »

Let me preface this by saying that I don't have an answer to your question, unfortunately. It's quite possible that there's some hardcoded limit.

One workaround might be to make multiple body detail plans - DETAILED_VERTEBRATE_LAYERS_BASIC (ARG1-ARG6), DETAILED_VERTEBRATE_LAYERS_ORGANS1 (ARG1-ARG6), etc until you have everything you need. There's nothing wrong I can see with using multiple plans like this as long as you plan carefully so that no one body part needs tissues from multiple plans.

That said, I'm a bit confused what you're trying to do here. How is this going to solve your caste issue?
That's a pretty good idea actually. I might do that even if I manage this one.

I'm not trying to do this for a specific creature, because I could always find a workaround, it's more like I'm doing it for modding (if that makes any sense). [On a side note: material definitions are done by creature, but body_detail_plans actually do work on the caste level. Odd, eh?]
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Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3863 on: September 03, 2011, 11:49:20 pm »

How come this doesn't work?
   [PROFESSION_NAME:BLOWGUNNER:seraph:seraphim]
The error log states: Unrecognized Unit Type Token: BLOWGUNNER.

I'm pretty sure that blowgunner is the correct name for the profession the wiki seems to agree with me, but it still doesn't work.
Is this a bug or what am I doing wrong?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3864 on: September 04, 2011, 12:15:32 am »

How come this doesn't work?
   [PROFESSION_NAME:BLOWGUNNER:seraph:seraphim]
The error log states: Unrecognized Unit Type Token: BLOWGUNNER.

I'm pretty sure that blowgunner is the correct name for the profession the wiki seems to agree with me, but it still doesn't work.
Is this a bug or what am I doing wrong?

The wiki's disagreeing with you, there >_>

[PROFESSION_NAME:BLOWGUN:seraph:seraphim] is what you want.

http://df.magmawiki.com/index.php/Skill_token


Also, how would I go about making my own thread metal? I recently realized that egg-layed metal was both OP AND somewhat dumb :P
« Last Edit: September 04, 2011, 12:25:59 am by Putnam »
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Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3865 on: September 04, 2011, 12:49:37 am »

Nope using BLOWGUN instead of BLOWGUNNER still didn't work, and I'm pretty sure that for profession names you have to use what it displays the skill as (Ex: ENGRAVER, MINER) instead of the skill token itself (Ex: DETAIL_STONE, MINING). Since that's what I did with previous profession names and it worked, just can't get blowgunner to work.

And to make a metal be treated like cotton candy and be able to be broken down into threads I think all you have to do is add this [THREAD_METAL:metal:chance] to the metal, but the blue metal doesn't have that so I may be wrong.
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Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3866 on: September 04, 2011, 12:51:39 am »

Nope using BLOWGUN instead of BLOWGUNNER still didn't work, and I'm pretty sure that for profession names you have to use what it displays the skill as (Ex: ENGRAVER, MINER) instead of the skill token itself (Ex: DETAIL_STONE, MINING). Since that's what I did with previous profession names and it worked, just can't get blowgunner to work.

EDIT: Got my profession name to work, seems the correct token to use is BLOWGUNMAN

And to make a metal be treated like cotton candy and be able to be broken down into threads I think all you have to do is add this [THREAD_METAL:metal:chance] to the metal, but the blue metal doesn't have that so I may be wrong.
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Yoink

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3867 on: September 04, 2011, 12:52:47 am »

Just a really tiny question: How can I mod in a new reaction, to spawn free iron anvils?
I KNOW I've added reactions before, but I've forgotten how... :-\
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3868 on: September 04, 2011, 12:55:36 am »

Nope using BLOWGUN instead of BLOWGUNNER still didn't work, and I'm pretty sure that for profession names you have to use what it displays the skill as (Ex: ENGRAVER, MINER) instead of the skill token itself (Ex: DETAIL_STONE, MINING). Since that's what I did with previous profession names and it worked, just can't get blowgunner to work.

And to make a metal be treated like cotton candy and be able to be broken down into threads I think all you have to do is add this [THREAD_METAL:metal:chance] to the metal, but the blue metal doesn't have that so I may be wrong.

Well, since the THREAD_METAL tag doesn't seem to exist, I doubt it ;>_>

Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3869 on: September 04, 2011, 12:58:51 am »

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