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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422354 times)

darklord92

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5025 on: January 27, 2012, 06:41:19 pm »

I'm not 100% certain really. I modify raws more than memory. and i know TT is still bugged so i'm not sure if your idea ( as brilliant as it is. i want old mayday back ) i have no clue if it will even work
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Tecknojock

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5026 on: January 27, 2012, 07:33:53 pm »

Just tested it. DF doesn't support Unicode characters, only ANSI, so that means that 0-129 ,141-144, and 157-158 are reserved for the numbers, letters, punctuation, and OS while 192-255 are reserved for accents. That leaves 130-191 (minus those listed above) (55 characters) that can be used as tiles. So, the max tiles available once true type is working are 255 full alpha graphics in the graphics file, and 55 characters (2 bit) that can be embedded in the font file.  I really wish there was either Unicode support or extended tileset support.

The biggest limitation with embedding tiles as characters is that fonts only support on and off with no alpha channel so they will be 2 color tiles (foreground and background) with no shading (well, minus cross hatching or half toning)
« Last Edit: January 27, 2012, 08:31:49 pm by Tecknojock »
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scion-of-fenrir

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5027 on: January 27, 2012, 08:28:25 pm »

Don't mean to violate any rules or anything, but I figured I'd ask again, just in case.

Is it at all possible to add sub-menus to custom workshops, like how the forge works? As in: you click the "Furniture Factory," and are given the options for Wood, Stone, Metal, or Glass furniture, and then it expands the list to show the different types?

Also, is there a way to restrict each entity to using certain types of animal? Beyond the "Use Good" and "Use Evil" animal tags?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5028 on: January 27, 2012, 08:31:54 pm »

No and no.

trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5029 on: January 27, 2012, 08:32:46 pm »

Don't mean to violate any rules or anything, but I figured I'd ask again, just in case.

Don't worry about it! Tons of questions get passed over in here all the time just because people don't see them.

Is it at all possible to add sub-menus to custom workshops, like how the forge works? As in: you click the "Furniture Factory," and are given the options for Wood, Stone, Metal, or Glass furniture, and then it expands the list to show the different types?

Not possible, as far as I know.

Also, is there a way to restrict each entity to using certain types of animal? Beyond the "Use Good" and "Use Evil" animal tags?

[USE_ANY_PET_RACE] will let them the entity use any animals that have [PET] or [PET_EXOTIC] and live in a biome that's within 7x7 squares of one of their settlements. There's also [USE_CAVE_ANIMALS], which does as you'd expect.
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scion-of-fenrir

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5030 on: January 27, 2012, 09:09:24 pm »

Not possible, as far as I know.

[USE_ANY_PET_RACE] will let them the entity use any animals that have [PET] or [PET_EXOTIC] and live in a biome that's within 7x7 squares of one of their settlements. There's also [USE_CAVE_ANIMALS], which does as you'd expect.

No and no.

Thanks, guys. Sorry for reposting. Well, that route's a bust. Oh well.
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Destroid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5031 on: January 28, 2012, 10:25:49 am »

I'm currently trying to create a creature that has four arms (HUMANOID_4ARMS), and a differing number of fingers on each arm (specifically a genestealer).  Poking around in the RAWs I found that no creatures have this, although some have a differing number of toes on front and rear feet.  I have made some attempts at implementing this, but I have not been able to get it to work.

Default code:
Finger code:
Spoiler (click to show/hide)
Toe code front:
Spoiler (click to show/hide)
Toe code rear:
Spoiler (click to show/hide)

I attempted the following, but it didn't work, the creatures spawned without fingers at all:
Spoiler (click to show/hide)
What does the argument after BP do?  What is the difference between LRTOE, RFTOE and FINGER?

Minnakht

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5032 on: January 28, 2012, 12:21:12 pm »

Quote
What does the argument after BP do?  What is the difference between LRTOE, RFTOE and FINGER?

I suppose it's just some kind of an identifier, should you want to connect something to that part specifically.

Could you post the raws of the entire creature?
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5033 on: January 28, 2012, 01:56:26 pm »

Yea that is the internal identifier for the bodypart.  It's what the game code and other raws use to refer to it.   It's basically a name so you can enter whatever you want there, but you do want the name to be reasonably unique so that 2 objects don't have the same name.  And if you ever want to point to that bodypart in particular in other raws you need to know that name to do it.


If you ever notice in creature raws, the [CREATURE:PINK_FLUFFY_UNICORN] is the same thing, it's just formatted different for bodyparts.
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Particleman

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5034 on: January 28, 2012, 02:55:53 pm »

Okay, so. I want to mod plump helmet men to be buyable at embark, adoptable as pets, and have them able to breed, but retain the "Dwarves occasionally grab a live stray one and chow down" thing. Advice on doing this? Is it possible to mod in?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5035 on: January 28, 2012, 03:10:08 pm »

Okay, so. I want to mod plump helmet men to be buyable at embark, adoptable as pets, and have them able to breed, but retain the "Dwarves occasionally grab a live stray one and chow down" thing. Advice on doing this? Is it possible to mod in?

Yep. Add [MALE] and [FEMALE] castes like so:

Code: [Select]
[CASTE:MALE]
[MALE]
[CASTE:FEMALE]
[FEMALE]

Make sure to overwrite any castes they already have.

Second, you want to add [PET] and [COMMON_DOMESTIC] to their creature. Just place it anywhere outside of those caste definitions.

Also, if there are tags after those castes, you'll need to add [SELECT_CASTE:ALL].

Ah, heck, I'll do it for you :P

*checks again*

oh, hey, they already can breed! Makes it way easier.

Code: [Select]
[ARENA_RESTRICTED]
[DESCRIPTION:A small humanoid resembling a walking mushroom with arms and legs.  It lives underground near water and soil.]
[NAME:plump helmet man:plump helmet men:plump helmet man]
[CASTE_NAME:plump helmet man:plump helmet men:plump helmet man]
[CREATURE_TILE:'m'][COLOR:5:0:0]
[LARGE_ROAMING]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[FREQUENCY:20]
[BENIGN]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:5]
[CAN_LEARN]
[PET][COMMON_DOMESTIC]
[CANOPENDOORS]
[PREFSTRING:similarity with food]
[NOBONES]
[EXTRAVISION]
[BODY:HUMANOID_SIMPLE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:PH_TISSUE:STRUCTURAL_PLANT_TEMPLATE]
[STATE_NAME:ALL_SOLID:plump helmet man tissue]
[STATE_ADJ:ALL_SOLID:plump helmet man tissue]
[STATE_NAME:LIQUID:melted plump helmet man tissue]
[STATE_ADJ:LIQUID:melted plump helmet man tissue]
[STATE_NAME:GAS:boiling plump helmet man tissue]
[STATE_ADJ:GAS:boiling plump helmet man tissue]
[PREFIX:NONE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[TISSUE:MUSHROOM]
[TISSUE_NAME:plump helmet man tissue:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:PH_TISSUE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:MUSHROOM]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[BODY_SIZE:0:0:1500]
[BODY_SIZE:1:168:10000]
[BODY_SIZE:12:0:50000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:60:80]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[BABY:1]
[CHILD:12]
[EQUIPS]
[ALL_ACTIVE]
[SWIMS_INNATE][SWIM_SPEED:2500]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:MUSHROOM]
[TL_COLOR_MODIFIER:PURPLE:1]
[TLCM_NOUN:exterior:SINGULAR]

Be warned that they can become mayors and such. I also had to make them show up in cavern layer 1 to make them be allowed as pets by dwarves.
« Last Edit: January 28, 2012, 03:13:42 pm by Putnam »
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5036 on: January 28, 2012, 06:24:10 pm »

Okay, so. I want to mod plump helmet men to be buyable at embark, adoptable as pets, and have them able to breed, but retain the "Dwarves occasionally grab a live stray one and chow down" thing. Advice on doing this? Is it possible to mod in?

You can do all that, but dwarves will never "grab a live stray one and chow down".  Plump Helmet Men are actually inedible, because of the way butchering and corpse item edibility works, and eating a non-vermin live creature is something dwarves never do anyway.
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darklord92

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5037 on: January 28, 2012, 07:19:12 pm »

i've come accross a bit of an issue within my sergal mod. southern sergal shops seem ot crash the game jsut by getting near them. what would be a common cause to shops crashing?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5038 on: January 28, 2012, 07:41:43 pm »

I'm not sure if you should really have a 14x18 workshop ;>_>

Destroid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5039 on: January 28, 2012, 07:47:31 pm »

Quote
What does the argument after BP do?  What is the difference between LRTOE, RFTOE and FINGER?

I suppose it's just some kind of an identifier, should you want to connect something to that part specifically.

Could you post the raws of the entire creature?

Sure.

Spoiler (click to show/hide)

I also put this code into body_default.
Spoiler (click to show/hide)

For this creature, errorlog generates the message: "GENESTEALER:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added"
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