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Author Topic: Tags for embarking pets?  (Read 3128 times)

Max White

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Re: Tags for embarking pets?
« Reply #75 on: April 29, 2010, 10:49:43 pm »

Not really, no. Sorry, but your dwarfs will like what they like.

Hygrom

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Re: Tags for embarking pets?
« Reply #76 on: April 29, 2010, 10:53:46 pm »

OK, So its giving me errors, all I did was change the colors, and insert the text sections posted.
These are the sections for the body plans and the description
Code: [Select]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_MATERIAL:SKIN]
   [TISSUE:STEEL]
[TISSUE_NAME:steel skin:NP]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[HEALING_RATE:5]
[TISSUE_SHAPE:LAYER]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:STEEL:FAT:MUSCLE:BONE:CARTILAGE]

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:STEEL]
    [TL_COLOR_MODIFIER:RED:6:SILVER:2:GOLD:1:EMERALD:4:DARK_BLUE:6:DARK_GREEN:6:GRAY:10:PALE_PINK:6]
          [TLCM_NOUN:steel skin:SINGULAR]
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Max White

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Re: Tags for embarking pets?
« Reply #77 on: April 29, 2010, 10:55:45 pm »

Just out of interest, why is the code split into two bits?

Apart from that, try adding [CONNECTIVE_TISSUE_ANCHOR] directly under [TISSUE_SHAPE:LAYER]

Hygrom

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Re: Tags for embarking pets?
« Reply #78 on: April 29, 2010, 10:57:33 pm »

Eh, I just separated them cause they were in two different sections of the overall raw file, one near the top, one near the bottom.
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Max White

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Re: Tags for embarking pets?
« Reply #79 on: April 29, 2010, 10:59:05 pm »

Alrighty, cool! I edited my post, in case you miss that.

Hygrom

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Re: Tags for embarking pets?
« Reply #80 on: April 29, 2010, 11:03:16 pm »

OK, Ill try that.

Edit: Still isn't working, I try to enter thoughts and preferences (or whatever the thing is called) and the game crashes. Is it because I modified a fortress that was currently in use?
« Last Edit: April 29, 2010, 11:05:48 pm by Hygrom »
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Max White

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Re: Tags for embarking pets?
« Reply #81 on: April 29, 2010, 11:08:41 pm »

Did you mod the general raws, or the game specific raws?

Hygrom

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Re: Tags for embarking pets?
« Reply #82 on: April 29, 2010, 11:09:35 pm »

Game specific, should I have modified general?
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Max White

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Re: Tags for embarking pets?
« Reply #83 on: April 29, 2010, 11:10:48 pm »

Nope, you did well to mod game specific. Although try modding the general raws and testing in the arena. Sometimes modding game raws leads to problems, and so arena testing is the best option.

Hygrom

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Re: Tags for embarking pets?
« Reply #84 on: April 29, 2010, 11:24:25 pm »

OK, I will.

Edit: Works fine in arena mode. Even with me noticing that I forgot to add the [CONNECTIVE_TISSUE_ANCHOR] tag.
« Last Edit: April 29, 2010, 11:28:49 pm by Hygrom »
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Max White

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Re: Tags for embarking pets?
« Reply #85 on: April 29, 2010, 11:30:36 pm »

Ah, so problems were caused by having a save.
I don't suppose you were playing while you were modding were you?

Hygrom

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Re: Tags for embarking pets?
« Reply #86 on: April 29, 2010, 11:32:08 pm »

No, I always saved then exited DF completely before making any changes.
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Max White

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Re: Tags for embarking pets?
« Reply #87 on: April 29, 2010, 11:42:52 pm »

Strange.
Well if its working in the arena then then script is correct, and any other technical issues aren't something that can really be helped. Try your game again, with the exact same code you use in the arena, and if it is still corrupt I don't think there is anything that can be done.

Hygrom

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Re: Tags for embarking pets?
« Reply #88 on: April 29, 2010, 11:46:56 pm »

OK, Ill see what happens...

Edit: Save game won't show me the physical descriptions, so sad, I loved that embark spot, guess I'm done with that one.
« Last Edit: April 29, 2010, 11:52:17 pm by Hygrom »
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Max White

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Re: Tags for embarking pets?
« Reply #89 on: April 29, 2010, 11:55:50 pm »

My hearts bleeds for you.
Most of the time modding save files has no effect, but sometimes you get unlucky.
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