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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431450 times)

Tirion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4110 on: October 16, 2011, 06:26:30 am »

So, I modded Tigermen to be members of my civ, but I recieved this error message: XY Tigerman cancels store item in bin: incapable of carrying. What am I doing wrong? BODYGLOSS:PAW doesn't take away their ability to equip, some of them have weapons in hand. Help?

EDIT: nevermind, they just reverted to Tame after save+continue.
« Last Edit: October 16, 2011, 06:50:34 am by Tirion »
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4111 on: October 16, 2011, 06:41:17 am »

So, I modded Tigermen to be members of my civ, but I recieved this error message: XY Tigerman cancels store item in bin: incapable of carrying. What am I doing wrong? BODYGLOSS:PAW doesn't take away their ability to equip, some of them have weapons in hand. Help?
Bodyglosses just rename the part. It doesn't affect ability to grasp or equip.
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Nukarama

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4112 on: October 16, 2011, 04:37:12 pm »

Ok working on this reaction for my adventurer, how do I get the armor to come out leather? (I am a lazy prick, I know.)
 
Spoiler (click to show/hide)
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4113 on: October 16, 2011, 05:09:23 pm »

You can't create generic leather.  You need to specify a particular creature's leather.  Instead of INORGANIC:LEATHER use CREATURE_MAT:CAT:LEATHER or something.
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Nukarama

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4114 on: October 16, 2011, 05:14:36 pm »

 ;D Okay that did it the trick, it would be CREATURE_MAT:SPIDER:SILK for silk right? Thanks for helping out a nooblet!
EDIT:NOPE, that just makes a materialless item  :'(
« Last Edit: October 16, 2011, 05:21:05 pm by Nukarama »
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And when the site infiltration feature is done, we can do that thing where two short people disguise themselves as one tall guy in a trenchcoat. Except the two people in question will be halves of the same person.
The perfect disguise.

Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4115 on: October 16, 2011, 05:38:45 pm »

There's no creature called 'SPIDER'.  Use SPIDER_CAVE_GIANT or SPIDER_CAVE or something.
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Nukarama

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4116 on: October 16, 2011, 05:47:00 pm »

Okay, thanks again!
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And when the site infiltration feature is done, we can do that thing where two short people disguise themselves as one tall guy in a trenchcoat. Except the two people in question will be halves of the same person.
The perfect disguise.

UltraValican

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4117 on: October 16, 2011, 07:11:36 pm »

Okay, I got the Heavy Knights to have bronze skin but now my creatures bleed netherworlder n/a, and if you havn't figured it out im making a disgaea mod.
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PM me any suggestions for the mod because its less than 0.1% done and I'm still brain storming.
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4118 on: October 16, 2011, 07:19:37 pm »

Code: [Select]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   GETS_WOUND_INFECTIONS]

should be:

Code: [Select]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   [GETS_WOUND_INFECTIONS]

I don't know if that's what's causing it, but it should be fixed anyway.
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4119 on: October 17, 2011, 12:51:28 am »

Before you tell it which material you want a creature to bleed you need to declare the material.

Normally for blood you have the following:
Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
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Buttery_Mess

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4120 on: October 17, 2011, 04:35:18 pm »

I know enough to be able to mod in the other races as playable, but they don't have any nobles. Is there a workaround for this? Can you just plunk dwarf nobles in as playable, or give existing nobles certain dwarf noble attributes so that the other races are different but have full functionality?
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4121 on: October 17, 2011, 04:45:54 pm »

I've plunked dwarf nobles in and they work fine.  Might need a little renaming here and there (cheif medical dwarf)but they work.

But both methods should work.  I recall there being some wackyness with the landholder tags though, so you may want to be more careful with them.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4122 on: October 17, 2011, 09:10:25 pm »

So, why is this showing up as a layer stone (where soil normally is):


Code: [Select]
[INORGANIC:BASIC_STUFF]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME:ALL_SOLID:generic building material][DISPLAY_COLOR:2:7:1][BASIC_COLOR:2:1][TILE:'?']
[STATE_ADJ:ALL_SOLID:entirely generic]
[SOLID_DENSITY:2560]
[IS_STONE]

But this isn't:
Code: [Select]
[INORGANIC:GOOSE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME:ALL_SOLID:organic material][DISPLAY_COLOR:5:7:0][BASIC_COLOR:5:0][TILE:'?']
[STATE_ADJ:ALL_SOLID:organic]
[SOLID_DENSITY:2560]
[IS_STONE]

?

Kilroy the Grand

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4123 on: October 18, 2011, 02:06:26 pm »

I have two small question.

1) Can I make a weapon use the THROWING skill?
2) Can I make coins into ammo?

Bonus question) Can I make a pouch or quiver for the coins?
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ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4124 on: October 18, 2011, 03:56:44 pm »

I have two small question.

1) Can I make a weapon use the THROWING skill?
2) Can I make coins into ammo?

Bonus question) Can I make a pouch or quiver for the coins?

1)Yes, [SKILL:THROW] for melee attacks, [RANGED:THROW:<insert ammo class here>] for ranged attacks
2)Not real coins. Coins are hardcoded.
B)Any ranged ammo will be put in quivers (even bullets from Corrosion)
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