Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 265 266 [267] 268 269 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431639 times)

trees

  • Bay Watcher
  • [MUNDANE]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3990 on: September 28, 2011, 11:49:20 am »

Try giving the females very large litter sizes.
Logged
I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

Crazy Cow

  • Bay Watcher
  • Legendary Procrastinator
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3991 on: September 28, 2011, 12:44:37 pm »

EDIT:
*sigh*
The beauty of doing your own damn research. I managed to piece together what I needed to do, so never mind :p
« Last Edit: September 28, 2011, 01:24:35 pm by Crazy Cow »
Logged

James009

  • Bay Watcher
  • Under centaur siege for going on three years now!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3992 on: September 28, 2011, 03:03:32 pm »

Try running worldgen for 125 years or so instead of 500.
I think they were having trouble back then too. Why do they do worse in the future? I keep expecting them to develop grand empires, tame the lands, and establish a peaceful world! You think they're having troubles with the neighbors?

Try giving the females very large litter sizes.
I'll try this. Think they're having trouble reproducing?

EDIT: Ok, so I'm in year 150 and the Imperials have a decent sized territory in the middle of the map (not WAYY up north like they used to be) and a couple cities. Appears that Ligia Apsconsio lives on. There appears to be a small settlement to the far south... not really powerful but it exists.

What I did was remove the [MULTIPLE_LITTER_RARE] tag, increase the pop-ratio for women (was kinda low), and remove the [START_BIOME:OCEAN_TROPICAL] and re-define some of their biome preference to temperate environments.
« Last Edit: September 28, 2011, 03:28:12 pm by James009 »
Logged
Recently slaughtered by the undead!

trees

  • Bay Watcher
  • [MUNDANE]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3993 on: September 28, 2011, 03:05:53 pm »

Unless you mess around with male/female population ratios, it's probably not that they have trouble reproducing, but having them spit out 20 babies at a time instead of 2 would definitely give them a better chance at survival.
Logged
I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

Reudh

  • Bay Watcher
  • Perge scelus mihi diem perficias.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3994 on: September 28, 2011, 08:28:50 pm »

So the Drazards, and now their humanoid counterparts Drazardmen are working - Drazardmen have their own civ finally, though at year 5 there's only two of them alive. :/
I have made llamamen too, common_domestic because it's like trolls for goblins, they fight for them and they shear them.

Finally, i made this odd creature called a 'Mortare' which is basically a macaque with a venomous bite (i want to make it have innate dodging skill). I'm pretty sure i've defined its syndrome correctly.
In testing however, in combat whenever it bites, it says 'Mortare n/a splatters over the <area>' and no syndrome appears to infect anything.

Spoiler (click to show/hide)

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3995 on: September 28, 2011, 08:36:51 pm »

In testing however, in combat whenever it bites, it says 'Mortare n/a splatters over the <area>' and no syndrome appears to infect anything.

It appears that your attack is defined as injecting LOCAL_CREATURE_MAT:VENOM, but you're never defining a VENOM material.  Your syndrome-causing material is defined as POISON in that creature raw.  Change the attack to use LOCAL_CREATURE_MAT:POISON instead.
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.

Reudh

  • Bay Watcher
  • Perge scelus mihi diem perficias.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3996 on: September 28, 2011, 08:51:45 pm »

Aha, thanks! Tested it against a llamaman and then a drazardman- the llamaman became infected and suffered from numbness and fever. The drazardman managed to kill the mortare before the mortare got a bite in though. It's all good. :)

Roses

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3997 on: September 29, 2011, 07:36:19 pm »

So I have been trying on my own and failing miserably at adding a custom body part to an animal.

Basically I have a standard quadruped with the added body part on the end.
Spoiler (click to show/hide)

And the body part, note that I have tried a bunch of different combinations here, but they don't seem to change much.
Spoiler (click to show/hide)

And the templates
Spoiler (click to show/hide)

Spoiler (click to show/hide)

All of which is pretty much just a copy paste from the heart, but no matter what I do I just keep getting
Spoiler (click to show/hide)

In my error log. What am I doing wrong?



Logged

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3998 on: September 29, 2011, 07:43:13 pm »

You have no tissue layers defined for the soul.  You need something like:

[BODY_DETAIL_PLAN:SOUL_TISSUE_LAYERS]
   [BP_LAYERS:BY_CATEGORY:SOUL:SOUL:1]

in your b_detail_plan_default, and then something like:

[BODY_DETAIL_PLAN:SOUL_TISSUE_LAYERS]

in the creature.
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.

Roses

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3999 on: September 29, 2011, 08:04:27 pm »

That worked thank you!

But now I am having trouble getting the BUTCHER_SPECIAL to work, I changed it to ;

   [BUTCHER_SPECIAL:SMALLGEM:SOULGEM]

And added in the respective SOULGEM object, but it is just butchering into 'soul'
Logged

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4000 on: September 29, 2011, 08:15:10 pm »

You want to use [BUTCHER_SPECIAL:SMALLGEM:NONE].  However, the soul gem material needs to be in an inorganic materials raw file, defined as [INORGANIC:SOULGEM] or something similar, rather than in your material templates file, or none of your workshops will recognize it as a gem.  Also, gemcutting doesn't respect stacks, so if you have a stack of rough soul gem[5], you'll only get a single cut soul gem when you cut it.
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.

Roses

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4001 on: September 29, 2011, 08:47:47 pm »

Quote
You want to use [BUTCHER_SPECIAL:SMALLGEM:NONE].  However, the soul gem material needs to be in an inorganic materials raw file, defined as [INORGANIC:SOULGEM] or something similar, rather than in your material templates file, or none of your workshops will recognize it as a gem.  Also, gemcutting doesn't respect stacks, so if you have a stack of rough soul gem[5], you'll only get a single cut soul gem when you cut it.

How do I tell the game that when you butcher it you should get a soul gem and not another kind of gem?
Logged

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4002 on: September 29, 2011, 09:31:34 pm »

The material(s) of the item which is generated when a body part is butchered is determined by the material(s) that body part is made from.  If the body part is made from INORGANIC:SOULGEM, you'll get items made of soul gem.  If the body part is made from 'soul', you'll get items made of 'soul'.   The BUTCHER_SPECIAL tag tells what kind of object is made (SMALLGEM:NONE indicates cut gems) but can't specify the materials.

Here's an example I put together while testing how to do this.

Spoiler (click to show/hide)

This is an 'inorganic cow', which drops cow hematite and cow rubies when butchered.  Those materials need to be defined in their own file, as such:

Spoiler (click to show/hide)

It still doesn't work quite like it should, since most workshop reactions don't respect stack sizes, and BUTCHER_SPECIAL creates stacks.
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.

Reudh

  • Bay Watcher
  • Perge scelus mihi diem perficias.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4003 on: September 29, 2011, 11:05:47 pm »

Question: are egg-laying civs broken? My drazardmen just die out after the initial lifespan of the first few.

trees

  • Bay Watcher
  • [MUNDANE]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4004 on: September 30, 2011, 02:16:24 pm »

They've worked fine every time I've tried them out. Did you properly define them egg materials, etc? Check the entry for a turkey and see if you're missing anything.
Logged
I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.
Pages: 1 ... 265 266 [267] 268 269 ... 357