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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422238 times)

i2amroy

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5160 on: February 03, 2012, 06:11:13 pm »

[LAYER:PERMIT:30] should be [LAYER_PERMIT:30]. That's probably what's messing it up since it thinks that the dwarves don't have room for anything else underneath the custom gloves.
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Prologue

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5161 on: February 03, 2012, 06:18:05 pm »

[LAYER:PERMIT:30] should be [LAYER_PERMIT:30]. That's probably what's messing it up since it thinks that the dwarves don't have room for anything else underneath the custom gloves.

Opps, that was a typo, it's not like that in the raws. My dwarfs are also wearing gloves and mittens, but wouldn't they just drop one of the two and wear the gloves?
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Abregado

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5162 on: February 03, 2012, 06:58:24 pm »

can i define an organic stubstance without either a plant or creature material? Similar to how the inorganics like gypsum plaster are done?

I would like to define some new alcohols but not have any plants available for them. Currently I'm using this fake plant that doesnt grow in the world to define it.

Code: [Select]
[PLANT:SECOND_BEST]
[NAME:second best][NAME_PLURAL:second best][ADJ:boiled]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:6:14:0]
[GROWDUR:500][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen second best]
[STATE_NAME_ADJ:LIQUID:second best]
[STATE_NAME_ADJ:GAS:boiling second best]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[PREFIX:NONE]
[PREFSTRING:sharp mystery flavour]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:mystery flavour]
[SHRUB_TILE:13]
[DEAD_SHRUB_TILE:13]
[SHRUB_COLOR:6:14:0]
[DEAD_SHRUB_COLOR:0:8:1]

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5163 on: February 03, 2012, 10:26:33 pm »

you can define new material within the old plants / creatures.
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5164 on: February 03, 2012, 10:31:33 pm »

can i define an organic stubstance without either a plant or creature material? Similar to how the inorganics like gypsum plaster are done?

I would like to define some new alcohols but not have any plants available for them. Currently I'm using this fake plant that doesnt grow in the world to define it.

Code: [Select]
[PLANT:SECOND_BEST]
[NAME:second best][NAME_PLURAL:second best][ADJ:boiled]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:6:14:0]
[GROWDUR:500][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen second best]
[STATE_NAME_ADJ:LIQUID:second best]
[STATE_NAME_ADJ:GAS:boiling second best]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[PREFIX:NONE]
[PREFSTRING:sharp mystery flavour]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:mystery flavour]
[SHRUB_TILE:13]
[DEAD_SHRUB_TILE:13]
[SHRUB_COLOR:6:14:0]
[DEAD_SHRUB_COLOR:0:8:1]
I am quite sure you cannot make an "INORGANIC" drink so the current path you are on is correct. Also you can have multiple "BOOZE" types in one plant. So you can name that plant BOOZE_PLACEHOLDER <= SECOND_BEST

And since it is a fake plant and only a place holder this is all that you really need:

Code: [Select]
[PLANT:BOOZE_PLACEHOLDER]
[NAME:im a place holder and don't exist][NAME_PLURAL:im a place holder and don't exist][ADJ:NULL]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE] - You can have as many as these as you want just make sure they arn't all called "DRINK"
[STATE_NAME_ADJ:ALL_SOLID:frozen second best]
[STATE_NAME_ADJ:LIQUID:second best]
[STATE_NAME_ADJ:GAS:boiling second best]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[PREFIX:NONE]
[PREFSTRING:sharp mystery flavour]

you can define new material within the old plants / creatures.

True, but it is better to do in a seperate placeholder creature/plant for easy removal/editting and also targetting

[PRODUCT:100:300:DRINK:NONE:PLANT_MAT:BOOZE_PLACEHOLDER:DRINK]

easier then trying to remember all the plants and creatures you jammed your new products in, of course you could simply add [MATERIAL_REACTION_PRODUCT] tags in that material defined in said creature/plant. But that would be for another purpose.

There are too many ways to skin a cat
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Abregado

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5165 on: February 03, 2012, 11:02:07 pm »

Quote
[PRODUCT:100:300:DRINK:NONE:PLANT_MAT:BOOZE_PLACEHOLDER:DRINK]

So if i have multiple drinks in the placeholder, how do i refer to them in different reactions as products?

Abregado

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5166 on: February 04, 2012, 12:32:02 am »

Can creatures have multiple [BIOME:] tags? Would be nice to have some creatures that appear above and blow ground but so far if I put two tags they just dont show up at all.

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5167 on: February 04, 2012, 12:39:06 am »

Yes, but I'm not sure if they can be both above and below.

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5168 on: February 04, 2012, 01:08:03 am »

you can define new material within the old plants / creatures.

True, but it is better to do in a seperate placeholder creature/plant for easy removal/editting and also targetting
Unless you dont want it showing up on your creature/plant list.
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Abregado

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5169 on: February 04, 2012, 05:10:32 am »

Hey again guys. We are having a sit in on this mod to get it ready. SOO many questions!

We have this mini-GCS crature. Problem is it never attacks! Only runs away from everything and tights back once you start to wrestle it (ranged weapons just pick it off over time). How can we solve this. Want many of the creatures to be REALLY aggressive! Even invading the fort at times. Like demons.

Code: [Select]
[CREATURE:SPIDER_WOLF_GIANT]
[DESCRIPTION:A large mutated spider with venomous fangs. It hunt's it's prey in the ash wastes of the Underhive.]
[NAME:giant wolf spider:giant wolf spiders:giant wolf spider]
[CASTE_NAME:giant wolf spider:giant wolf spiders:giant wolf spider]
[CREATURE_TILE:'S'][COLOR:7:0:0]
[BIOME:NOT_FREEZING]
[PARALYZEIMMUNE]
[NO_SLEEP]
[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOFEAR]
[LARGE_ROAMING][FREQUENCY:20][DIFFICULTY:3]
[LIKES_FIGHTING]
[POPULATION_NUMBER:30000:30000]
[CARNIVORE][NATURAL]
[BUILDINGDESTROYER:1]
[LARGE_PREDATOR]
[GRASSTRAMPLE:10]
[PREFSTRING:furry legs]
[NOBONES]
[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:5000]
[BODY_SIZE:1:0:100000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:30]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen giant wolf spider venom]
[STATE_ADJ:ALL_SOLID:frozen giant wolf spider venom]
[STATE_NAME:LIQUID:giant wolf spider venom]
[STATE_ADJ:LIQUID:giant wolf spider venom]
[STATE_NAME:GAS:boiling giant wolf spider venom]
[STATE_ADJ:GAS:boiling giant wolf spider venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:giant wolf spider bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SPIDER_WOLF_GIANT:ALL]
[SYN_INJECTED]
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
[CE_VOMIT_BLOOD:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:600:PEAK:900:END:2400]
[CE_DROWSINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:400:PEAK:700:END:2600]
[SPEED:650]
[ATTACK:STING:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[ATTACK_FLAG_CANLATCH]
[ALL_ACTIVE]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:chitin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]

Reudh

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5170 on: February 04, 2012, 05:47:39 am »

If you want it to invade as in siege, then you'd need to define a civ_entity for it.

If you just want it to attack the fort, give it [CURIOUSBEAST_GUZZLER] and [BUILDINGDESTROYER:2] and watch it make a beeline for the closest door/stockpile.

Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5171 on: February 04, 2012, 06:11:49 am »

i was trying to make a tech tree for my mod and i need help, what i thought was to create a workshop that need some discoveries is this way:

first you have to reasearch mechanics
Spoiler (click to show/hide)
then you try many times to produce enought
Spoiler (click to show/hide)
and with that you "unlock" a new workshop
Spoiler (click to show/hide)

do you have any suggestion? i think something is missing
« Last Edit: February 04, 2012, 06:13:35 am by Krantz86 »
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Abregado

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5172 on: February 04, 2012, 07:16:58 am »

do you have any suggestion? i think something is missing

We were going to do this but with artefact items as the reagents in the research test. This means you have to survive a number of moods in order to begin researching the next tech level.

Also can have the artifacts get consumed to produce the "tech enabler" item that has to go into a workshop as a building material

If you just want it to attack the fort, give it [CURIOUSBEAST_GUZZLER] and [BUILDINGDESTROYER:2] and watch it make a beeline for the closest door/stockpile.

Our creatures with [CURIOUS_BEAST] do try to get into the base but run at the first sight of any military dwarves

Reudh

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5173 on: February 04, 2012, 07:24:40 am »

Building destroyers generally make a beeline for the nearest building. I think if they're cornered they'll enter combat.

Abregado

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5174 on: February 04, 2012, 08:42:18 am »

Quote
I think if they're cornered they'll enter combat.

This is the case at the moment. Im not interested in them attacking when cornered. We want them to hunt the dorfs down and slaughter them all! :D

Which tokens make the demons, forgotten beasts and undead attack without concern for their safety?
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