Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 339 340 [341] 342 343 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422299 times)

Gizogin

  • Bay Watcher
  • [EVIL][RAWMANCER]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5100 on: January 31, 2012, 09:37:24 pm »

Does anybody know what tag it is that controls ghost formation? Is it just the same as strange moods where any playable civilization can form ghosts?

From the Wiki:
Quote
After the death of an intelligent creature or a dwarf, its soul may occasionally come back as a ghost.

From that, I think the tag [INTELLIGENT] makes ghosts.

I know I had the idea that the [TRANCES] tag controlled ghosts, but I'm not sure where I got it from.  There are only dwarf ghosts in vanilla DF, and I believe they're also the only ones with [TRANCES].  It's probably something worth looking into.
Logged
Quote from: franti
"Let's expose our military to zombie-dust so they can't feel pain. They don't NEED skin."
Quote from: Ipwnurmom221
One FB post. Many dick jokes. Pokemon. !!VOLCANO!!. Dwarven mood thingee. Derailment itself. Girlinhat's hat. Cuba. Karl Marx. This is why i love Bay12 forums.
The rest of my sig.
Fear the fluffballs

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5101 on: January 31, 2012, 09:43:16 pm »

There was also an idea that only [TRANCES] creatures get moods, and I think that's untrue as well.

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5102 on: January 31, 2012, 10:10:53 pm »

IIRC, removing trances still gave me moods, but it was only one kind of mood, which might have been because I gave NOEMOTIONS or whatever that tag was to my creatures.
Logged
Thank you for all the fish. It was a good run.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5103 on: January 31, 2012, 10:22:52 pm »

Is it possible that the smelter gets an automatic reaction for every ore in the game ? I added some metals, and -bam- the smelter can smelt them, even if I dont want to.

Any way to deactivate that ?
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5104 on: January 31, 2012, 10:23:44 pm »

Make it so that the metal doesn't have ores, instead using custom reactions.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5105 on: January 31, 2012, 10:54:08 pm »

I will make the mineral drop non-economic boulders then. I just assume that is what you ment ;) I had hoped to use the ores though, because of easier balancing with the percentage.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

darklord92

  • Bay Watcher
  • [CREATURE:SERGALNORTH]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5106 on: January 31, 2012, 10:54:25 pm »

[TRANCES] only affects if the creature can go into a martial trance. I think the moods and ghosts are hardcoded. if it's not an invader and it dies the game gives you time and than randomly decided to make a ghost or not.
Logged
Form walking potato man out of corpse. Absorb anyone else in the house.
We have a successful derail.
The Vilous Mod - Jingle berries!

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5107 on: January 31, 2012, 10:56:58 pm »

I will make the mineral drop non-economic boulders then. I just assume that is what you ment ;) I had hoped to use the ores though, because of easier balancing with the percentage.

If by "percentage", you mean "mineral scarcity settings", then as long as it's not a layer stone, it'll be affected by those settings. Also, you can still have them in clusters, veins, etc. even if they aren't ores.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5108 on: January 31, 2012, 11:02:15 pm »

No, I did mean: [ORE_OF_X:percentage here]

Your deadly culling gas uses a deadly_gas_template btw, I do not have it. ;)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5109 on: January 31, 2012, 11:07:45 pm »

Code: [Select]
   [MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:solid gas]
[STATE_COLOR:ALL_SOLID:YELLOW]
[STATE_NAME_ADJ:LIQUID:liquid gas]
[STATE_COLOR:LIQUID:GREEN]
[STATE_NAME_ADJ:GAS:deadly gas]
[STATE_COLOR:GAS:YELLOW]
[TILE:177][DISPLAY_COLOR:6:0:1]
[BOILING_POINT:10050]
[MAT_FIXED_TEMP:10060]
[MATERIAL_VALUE:1]
[SPEC_HEAT:100]
[SOLID_DENSITY:2670]
[LIQUID_DENSITY:3300]
[MOLAR_MASS:36000]
[IMPACT_YIELD:120000]
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:120000]
[COMPRESSIVE_FRACTURE:120000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:15000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:15000]
[TORSION_FRACTURE:15000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:15000]
[SHEAR_FRACTURE:15000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:15000]
[BENDING_FRACTURE:15000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:10]

Hoodoo456

  • Escaped Lunatic
  • Dabbles in DF, usually fails in very Fun ways
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5110 on: January 31, 2012, 11:42:16 pm »

Hey, guys, I'm new to modding dwarf fortress, and I'd like to have some fun in adventure mode. could someone tell me how to make bronze colossi a playable race in adventure mode?
Logged
OH GOD THE KITTENS ARE EATING ME

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5111 on: January 31, 2012, 11:44:30 pm »

Hey, guys, I'm new to modding dwarf fortress, and I'd like to have some fun in adventure mode. could someone tell me how to make bronze colossi a playable race in adventure mode?

Add this to entity_standard:

Code: [Select]
[ENTITY:BRONZE_COLOSSUS]
[INDIV_CONTROLLABLE]
[CREATURE:COLOSSUS_BRONZE]
[ADVENTURE_TIER:7]

Hoodoo456

  • Escaped Lunatic
  • Dabbles in DF, usually fails in very Fun ways
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5112 on: January 31, 2012, 11:47:56 pm »

Where would I find that file?
Logged
OH GOD THE KITTENS ARE EATING ME

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5113 on: January 31, 2012, 11:51:01 pm »

In the raws, under raw/objects in the Dwarf Fortress folder.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5114 on: January 31, 2012, 11:51:21 pm »

dwart fortress/raw/objects

Thanks putman, I will test the new culling shortly :)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
Pages: 1 ... 339 340 [341] 342 343 ... 357