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Author Topic: [MODDING] 0.47.x General modding questions thread - lots of new stuff!  (Read 139388 times)

9joseph9

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #705 on: June 15, 2021, 02:40:21 am »

I'm trying to give a creature the ability to heal its tissue through the use of an interaction. My problem is the interaction seems to have no effect, and when I possess the creature it lists the natural ability as "unknown interaction"

You have different names for the interaction in the creature and interaction files. One has [HEALSELF] and the other has [SELFHEAL] when they should both be the same.

Oh wow, I can't believe I missed that. Thanks a ton man.
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verdigriss

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #706 on: June 16, 2021, 12:52:01 pm »

This reaction:

[REACTION:INCINERATE_VERMIN]
   [NAME:incinerate vermin]
   [BUILDING:KILN:CUSTOM_SHIFT_V]
   [REAGENT:A:3:REMAINS:CREATURE_ID:CASTE]
   [PRODUCT:100:1:BAR:NONE:POTASH:NONE][PRODUCT_DIMENSION:150]
   [FUEL]
   [SKILL:POTASH_MAKING]

gets dwarves to collect the three remains properly, bring them to the kiln, and makes said remains vanish, all as intended.  But no potash is produced.  Why???  This looks very similar to the reaction in the wiki.  Thanks to anyone who can help!
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Strik3r

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #707 on: June 16, 2021, 02:43:24 pm »

try putting [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] after [REAGENT:A:3:REMAINS:CREATURE_ID:CASTE]
see if maybe that does the trick?
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verdigriss

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #708 on: June 16, 2021, 05:12:30 pm »

It works!!!  :D  Thank you, Strik3r!
Edit: Wait a minute...  They aren't bringing the vermin in to burn... it's just turning coal to potash...
« Last Edit: June 16, 2021, 05:26:11 pm by verdigriss »
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verdigriss

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #709 on: June 16, 2021, 06:14:00 pm »

Okay, I got it to work now:
Spoiler (click to show/hide)
Previously, I was missing a keyword argument in 'reagent A'.
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ChaosPotato

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #710 on: June 17, 2021, 04:10:41 am »

ignore this, I forgot that http://www.bay12forums.com/smf/index.php?topic=110027.5010 is creature and entity questions
« Last Edit: June 20, 2021, 08:40:24 pm by ChaosPotato »
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golemgunk

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #711 on: June 17, 2021, 10:09:36 pm »

Is it still possible to make a creature automatically use an interaction by removing the USAGE_HINT? I swear that's how it used to work, but it's not happening for me now.
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #712 on: June 18, 2021, 05:36:32 am »

try putting [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] after [REAGENT:A:3:REMAINS:CREATURE_ID:CASTE]
see if maybe that does the trick?

Thanks fellow modders: improved my cremations.
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

DenBjornen

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #713 on: July 17, 2021, 04:34:17 am »

Are there any good guides for modding in a new civilization? I've been reading on the DF wiki to learn more about the entity. I've only done some very basic changes like making elves have long lives instead of being immortal.

I'm just starting to look into modding, so any guidance would be appreciated. I'd like to try something like making a civilization that starts in the swamp/wetland biomes and has snapping turtle men or some other amphibious humanoids.
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brewer bob

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #714 on: July 17, 2021, 05:13:51 am »

Are there any good guides for modding in a new civilization? I've been reading on the DF wiki to learn more about the entity.

There's at least the Civilization Cookbook thread.

TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #715 on: July 21, 2021, 06:24:49 am »

I'm just starting to look into modding, so any guidance would be appreciated. I'd like to try something like making a civilization that starts in the swamp/wetland biomes and has snapping turtle men or some other amphibious humanoids.
Creature and language at the start of the entity block:
   [CREATURE:GOBLIN]
   [TRANSLATION:GOBLIN]

Site type is very important:
Spoiler (click to show/hide)

Giving your civ's creature(s) some soundmessages, good flavor for adventurer mode:
   --sounds.. loudness/distance (squares), commonness (1000 for alarm, 10k peaceful).
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Atkana

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #716 on: August 05, 2021, 03:34:42 am »

If a tower-builder has access to summoning interactions, will the creatures they can summon be incorporated into their tower in the same way risen corpses are (e.g. helping build the tower, appearing as population around the site), or is summoning only utilised in gameplay? The only thing I've found from searching is that if summons are the only thing the tower-builder has access to, they supposedly won't build a tower.

acastells

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #717 on: August 11, 2021, 04:34:16 am »

Hi!

It is possible to edit the Generated Demons (the ones who live in dark fortresses) to make them go to the vaults and attack angels?
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #718 on: August 12, 2021, 05:08:53 pm »

It is possible to edit the Generated Demons (the ones who live in dark fortresses) to make them go to the vaults and attack angels?
The randomly generated demons and Forgotten Beasts and Titans cannot be altered, but they can be exported from save file to text editor.
Also, I have no idea how one would command any creature or civilization to go attack angels.
« Last Edit: August 12, 2021, 05:11:57 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Eric Blank

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #719 on: August 12, 2021, 09:29:47 pm »

Dfhack. I bet Rumrusher's already done it too.
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