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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431158 times)

Nil Athelion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4305 on: November 07, 2011, 01:36:43 pm »

I'm not sure about the interchangeable clothing.  My guess is that the game just takes the average for most situations and goes with that since there are no vanilla races with such extreme size difference one member to another.  That would also explain human clothes being small, as it's going by the average size, which if I'm reading it right would be 150% the size of a human.  Which is more than the difference between a human and a dwarf.
Average size, huh?  So if instead of having a male caste with POPRATIO 20, and a female race with POPRATIO 1, I had twenty normal-size male castes, and a single big female caste?  Do we have definite numbers on how close you have to be to have gear fit?

Or alternatively, I could just implement a half-sized / tiny runt caste, with popratio 1, and the others at 2000 and 100.  Which also should work by that logic.

Unless the popratio matters, but then I shouldn't have the problem right now, right?

Does that make sense?

I also have a race that uses mostly multigrasp weapons, using them one handed still counts them as a weapon, but they have a big penalty to their rolls.  Back before the changes to materials Toady said that it puts a big '0.5 X ...' in front of all the calculations when using a multigrasp that way.  I imagine it's a similar modifier with the new system.  I think they only stop counting as a weapon if you are below the absolute minimum size.  But even then I wouldn't be surprised if adventure mode bends the rules for you.
Okay, that explains a lot.  Both why I could do it, and why I could never do anything while doing it, even as a demigod.

It is possible to randomly be large enough to wield the weapon in one hand too, but there's no obvious way to tell.  Best bet in adventure mode is to just drop everything in your hands and pick up your weapon and see what it defaults to.
There's very clearly a size requirement in the weapon raws, generally just above human-size.


(And while I'm here, my Durumgir cause DwarfTherapist to not connect.  Why is that?
« Last Edit: November 07, 2011, 01:38:37 pm by Nil Athelion »
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Valikdu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4306 on: November 09, 2011, 11:23:15 am »

Is it possible to have entity members equip only a quiver and a ranged weapon, and no other equipment?

Meaning, will they still make quivers without the [CLOTHING] tags?
« Last Edit: November 09, 2011, 11:31:08 am by Valikdu »
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UristMcHuman

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4307 on: November 10, 2011, 05:54:38 pm »

Can somebody put a completely untouched reaction to make a wafer of Adamantine at the smelter? I'm trying to fix the reactions that I broke horribly.
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Tapeworm

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4308 on: November 10, 2011, 07:39:22 pm »

Here:
Code: [Select]
[REACTION:ADAMANTINE_WAFERS]
[NAME:make adamantine wafers]
[BUILDING:SMELTER:NONE]
[REAGENT:A:15000:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
It might be a good idea to back up all the original raws in the future; you never can know what might happen with mods.

Is it possible to make a friendly race turn hostile during play by removing [CAN_SPEAK], or will I just have to destroy all their caravans?
« Last Edit: November 10, 2011, 07:41:52 pm by Tapeworm »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4309 on: November 10, 2011, 08:02:51 pm »

You can remove [CAN_SPEAK] during play. Adding [UTTERANCES] works just as well.

Tapeworm

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4310 on: November 10, 2011, 08:33:42 pm »

Nice. But if I remove [CAN_SPEAK], will the civ members still have names?
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UristMcHuman

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4311 on: November 10, 2011, 08:39:17 pm »

Here:
Code: [Select]
[REACTION:ADAMANTINE_WAFERS]
[NAME:make adamantine wafers]
[BUILDING:SMELTER:NONE]
[REAGENT:A:15000:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
It might be a good idea to back up all the original raws in the future; you never can know what might happen with mods.
Thanks!

Honestly, I have NO Idea on how to back up said RAW files.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4312 on: November 10, 2011, 09:36:43 pm »

Here:
Code: [Select]
[REACTION:ADAMANTINE_WAFERS]
[NAME:make adamantine wafers]
[BUILDING:SMELTER:NONE]
[REAGENT:A:15000:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
It might be a good idea to back up all the original raws in the future; you never can know what might happen with mods.
Thanks!

Honestly, I have NO Idea on how to back up said RAW files.

Copy and paste them to somewhere else

assimilateur

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4313 on: November 11, 2011, 04:20:11 am »

Nice. But if I remove [CAN_SPEAK], will the civ members still have names?

I've only read about the opposite. As in, generating a world with races that can't speak, embarking and then adding that tag back. That's supposed to ensure hostility and still make them have names.

Thus presumably removing the tag will give you mostly nameless (in that the ringleaders will still have names) invaders. That's how it used to work in earlier versions.
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Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4314 on: November 11, 2011, 08:17:10 pm »

hello can anyone tell me what i've done wrong?

[REACTION:CRAFT_HIDE_ARMOR]
        [NAME:turn meat into leather]
        [BUILDING:CUSTOM_B:CUSTOM_Z]
   [REAGENT:A:1:MEAT:NO_SUBTYPE:NONE:NONE]
   [PRODUCT:100:1:SKIN_TANNED:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A:NONE]

i tried using X  meat it creates X muscles
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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.

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4315 on: November 11, 2011, 08:35:19 pm »

You're getting the material from the reagent. That means that you're making leather out of the meat of the creature, literally.

Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4316 on: November 11, 2011, 08:48:14 pm »

any suggestion on making a "generic" leather out of anything?
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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.

ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4317 on: November 12, 2011, 12:14:18 am »

any suggestion on making a "generic" leather out of anything?
If you want the same leather from every kind of meat you'd do:
Code: (Goblin Leather Example) [Select]
[REACTION:CRAFT_HIDE_ARMOR]
        [NAME:turn meat into leather]
        [BUILDING:CUSTOM_B:CUSTOM_Z]
[REAGENT:A:1:MEAT:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:GOBLIN:LEATHER]
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Hm, have you considered murder?  It's either that or letting it go.
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I logged back on ;_;

UristMcHuman

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4318 on: November 12, 2011, 10:16:32 am »

How do I make gunpowder into a bar like that of charcoal? I need said powder for a mod I'm making.

EDIT: Never mind. I made it a tool for reasons I can't explain.
« Last Edit: November 12, 2011, 10:58:58 am by UristMcHuman »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4319 on: November 13, 2011, 01:04:53 am »

Apparently I don't understand body details plans, because ARG6 isn't recognized as a tissue. Here's a line of the errorlog:

Code: [Select]
INDESTRUCTIBLE_DEMON:DEFAULT:third toe, right paw, layer 2: Tissue ARG6 was not found, using first tissue instead
A line from the detail plan:

Code: [Select]
[BP_LAYERS:BY_CATEGORY:HAND:ARG4:25:ARG3:25:ARG2:5:ARG1:1:ARG6:3]

A line from the creature the errorlog came from:

Code: [Select]
[BODY_DETAIL_PLAN:CARAPERSON_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE:CARAPACE]
Note that CARAPERSON_TISSUE_LAYERS is where the above line from the detail plan comes from and the CARAPACE tissue is fully defined as both a tissue and a material.
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