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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430870 times)

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4425 on: November 25, 2011, 05:02:33 pm »

Oh darn well do Syndromes work at all ? I really would like at least some form of a weapon that causes a syndrome to its target

Syndromes work perfectly, but weapon attacks of any kind can't cause them/

adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4426 on: November 25, 2011, 05:03:42 pm »

Oh darn well do Syndromes work at all ? I really would like at least some form of a weapon that causes a syndrome to its target

Syndromes work perfectly, but weapon attacks of any kind can't cause them/
Oh well that is perfectly fine. What all can cause a syndrome (So I know what I can do with them.)?
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4427 on: November 25, 2011, 05:08:56 pm »

Things that can cause a syndrome are any of the material breath attacks, injection via biting or it can be carried by a material produced during a custom reaction.
Things like what you described may be possible in the next release, though, with the "material weaknesses" thing that vamps might have.
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adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4428 on: November 25, 2011, 05:14:06 pm »

Things that can cause a syndrome are any of the material breath attacks, injection via biting or it can be carried by a material produced during a custom reaction.
Things like what you described may be possible in the next release, though, with the "material weaknesses" thing that vamps might have.
Okay thinks. At least I can still make the creature I wanted ( Though I have never made anything except for a weapon for DF, so this might be hard. :-\ )
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4429 on: November 25, 2011, 05:18:00 pm »

When it comes to creatures, there is generally a whole lot of stuff that you can ignore unless you're trying to do something very unusual. To get a feel for how injected syndromes look, take a look at the giant desert scorpion's raws in creature_savage_tropical.txt
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adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4430 on: November 25, 2011, 05:26:27 pm »

When it comes to creatures, there is generally a whole lot of stuff that you can ignore unless you're trying to do something very unusual. To get a feel for how injected syndromes look, take a look at the giant desert scorpion's raws in creature_savage_tropical.txt
Thats along the lines of what I want my creature to do. (Ah darn someone already made a mod with the name Corruption)

More Questions: (Sorry for asking, so many)

Is it possible to make a metal stronger than the ones on vanilla ?
How would I go about making it where a creature releases a toxic gas upon death ?
Is it possible to restrict certain weapons to where they can only be wielded by certain creatures, and made out of certain materials ?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4431 on: November 25, 2011, 05:33:10 pm »

1. Yes.
2. Use the [ITEMCORPSE] tag to make them drop a boulder with a material that has a boiling point of, say, 0, with a syndrome attached to the material. You'll have to custom-define the material.

Here's an example from my own mod, Fortbent:

Code: [Select]
[INORGANIC:BYPRODUCTB]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME:ALL_SOLID:deadly by-product]
[STATE_ADJ:ALL_SOLID:impossible]
[STATE_NAME_ADJ:GAS:deadly by-product]
[TILE:177][DISPLAY_COLOR:6:0:1]
[BOILING_POINT:10050]
[MAT_FIXED_TEMP:10051]
[SYNDROME]
[SYN_NAME:deadly byproduct inhalation]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[SYN_IMMUNE_CLASS:TROLL_NOT_BAD]
[CE_VOMIT_BLOOD:SEV:100:PROB:100:START:200:PEAK:1000:END:2500]
[CE_IMPAIR_FUNCTION:SEV:500:PROB:100:BP:BY_CATEGORY:EYES:ALL:START:2000:PEAK:2500]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:5000:PEAK:6000]

The MAT_FIXED_TEMP and boiling point lower than that is just another way of doing it.

To make a creature drop that, you would have the line

Code: [Select]
[ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:BYPRODUCTB]
3. No.
« Last Edit: November 25, 2011, 05:35:22 pm by Putnam »
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4432 on: November 25, 2011, 05:33:31 pm »

Is it possible to make a metal stronger than the ones on vanilla ?
Yeah, but it depends on what you mean by "stronger" - there are a lot of different values that change different things. I don't dabble in that too much, so I can't really tell you which does what, but the wiki should have some info.
How would I go about making it where a creature releases a toxic gas upon death ?
Check out [CREATURE:CAVE_FLOATER] in creature_next_underground.txt. They have a gaseous tissue underneath their skin that is released when their skin is punctured, and you can give that gas whatever syndromes you want.
Oh, and the corpse-item thing that Putnam will work as well, but keep in mind that they won't drop corpses if you do that.
Is it possible to restrict certain weapons to where they can only be wielded by certain creatures, and made out of certain materials ?
For certain creatures, the MINIMUM_SIZE token will prevent creatures below that size from using the weapon. Being only made out of certain materials is more tricky: you could try to remove the entity's ability to mine and smelt ore but give them reactions to summon specific metal bars so that they're the only kind they can use, but that has limited functionality.
« Last Edit: November 25, 2011, 05:37:06 pm by trees »
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adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4433 on: November 25, 2011, 06:14:09 pm »

Code: [Select]
[BUILDING_WORKSHOP:CORRUPTORIUM]
[NAME:Corruptorium]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:MASON
[BUILD_KEY:CUSTOM_SHIFT_C]
[BLOCK:3:0:0:0]
[TILE:0:1:32:32:32]
[TILE:0:2:32:32:32]
[TILE:0:3:32:32:32]
[COLOR:0:1:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:0:0:0:0:0:0:0:0]
[COLOR:0:3:0:0:0:0:0:0:0:0:0]
[TILE:1:1:186:0:23]
[TILE:1:2:0:32:32]
[TILE:1:3:200:0:205]
[COLOR:1:1:2:0:1:2:0:1:2:0:1]
[COLOR:1:2:2:0:1:0:0:0:0:0:0]
[COLOR:1:3:2:0:1:2:0:1:2:0:1]
[TILE:2:1:186:32:18]
[TILE:2:2:186:32:32]
[TILE:2:3:200:205:205]
[COLOR:2:1:2:0:1:0:0:0:2:0:1]
[COLOR:2:2:2:0:1:0:0:0:0:0:0]
[COLOR:2:3:2:0:1:2:0:1:2:0:1]
[TILE:3:1:186:233:18]
[TILE:3:2:219:32:32]
[TILE:3:3:200:219:205]
[COLOR:3:1:2:0:1:2:0:1:2:0:1]
[COLOR:3:2:2:0:1:0:0:0:0:0:0]
[COLOR:3:3:2:0:1:2:0:1:2:0:1]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]

Code: [Select]
  [REACTION:CORRUPT_STEEL]
     [NAME:corrupt steel]
     [BUILDING:Corruptorium:CUSTOM_C]
     [REAGENT:A:1:BAR:NONE:STEEL:NONE]
     [PRODUCT:B:1:BAR:NONE:CORRUPT_STEEL:NONE][PRODUCT_DIMENSION:150]
     [FUEL]
     [SKILL:WEAPON_SMITHING] ( I forgot the exact name help please :) )
     [AUTOMATIC]
     [ADVENTURE_MODE_ENABLED]

Well here is what I have, so far for the custom reaction, and its workshop. Is there anything wrong with it ?
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4434 on: November 25, 2011, 06:18:42 pm »

Assuming you have something called [INORGANIC:CORRUPT_STEEL] defined somewhere, I see the following issues:

The skill should be FORGE_WEAPON instead of WEAPON_SMITHING, you can consult a full list of skill tokens (they are confusing sometimes) here.
[AUTOMATIC] means it will be preformed every single time you have a bar of steel and fuel. I do not know if this was your intention, but I doubt it.
[ADVENTURE_MODE_ENABLED] means it is used in adventure mode, not fortress mode. I assume this is also an error, since you can't even use reactions that are tied to buildings in adventure mode.
In the building, under BUILD_LABOR, you forgot a closing bracket.
Other than that, though, yeah, looks good.
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adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4435 on: November 25, 2011, 06:21:05 pm »

Okay thanks I am getting the hang of this now.
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adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4436 on: November 25, 2011, 08:03:29 pm »

Code: [Select]
[INORGANIC:CORRUPTED_IRON]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:corrupted iron]
[STATE_NAME_ADJ:LIQUID:molten corrupted iron]
[STATE_NAME_ADJ:GAS:boiling corrupted iron]
[DISPLAY_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_ARMOR]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:10850]
[LIQUID_DENSITY:9980]
[MOLAR_MASS:56845]
[IMPACT_YIELD:542500]
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:320]
[COMPRESSIVE_YIELD:544500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:320] bulk modulus 170 GPa
[TENSILE_YIELD:156000]
[TENSILE_FRACTURE:320000]
[TENSILE_STRAIN_AT_YIELD:80] young's modulus 211 GPa
[TORSION_YIELD:156000]
[TORSION_FRACTURE:320000]
[TORSION_STRAIN_AT_YIELD:190]
[SHEAR_YIELD:156000]
[SHEAR_FRACTURE:320000]
[SHEAR_STRAIN_AT_YIELD:190] shear modulus 82 GPa
[BENDING_YIELD:156000]
[BENDING_FRACTURE:320000]
[BENDING_STRAIN_AT_YIELD:80]
[MAX_EDGE:12000]

Well there is my Corrupted Iron Template (I decided to do iron instead of steel). Is there anything wrong with it ?

EDIT: For some reason my dark dwarves are not appearing in arena, or the actual game.
« Last Edit: November 25, 2011, 08:54:57 pm by adwarf »
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Vanvidum

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4437 on: November 25, 2011, 08:59:47 pm »

Check the biomes it can live on/spawn on, it might overlap with other civs too much and they are being replaced in worldgen by them. It sounds to me like they're not being spawned due to biome issues. Can you paste the full entity raw?

I fiddled with the biomes a little, and rechecked things, still no luck on getting the civ to appear in worldgen. Here's the full entity, unpolished and maybe overpowered, but I just want it to work for now.
Spoiler (click to show/hide)

Any idea why these guys stubbornly refuse to submit to my worldgen demands?
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adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4438 on: November 25, 2011, 09:15:38 pm »

I am having the same problem as you :-\

Spoiler (click to show/hide)


Dear lord what have I created. I just used the corrupted iron to make a colossus, and lets just say 50 elves armed with corrupted iron great swords, and recurve bows failed to kill it.

EDIT EDIT: And a five z level drop doesn't even hurt em
« Last Edit: November 25, 2011, 10:38:05 pm by adwarf »
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4439 on: November 25, 2011, 11:36:54 pm »

Vanvidum, does the text file your entity is in begin with
Code: [Select]
entity_whatever

[OBJECT:ENTITY]
?

If it does, then post the creature. I'm not sure what else it could be on the entity level.
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