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Topics - Krisnack

Pages: [1] 2
1
So I've been working on a custom entity and while I've got things mostly working, I can't to get my modded reactions to show up in the workshop menus. I've looked over them repeatedly, compared them with the vanilla reactions, and yet I can't get to appear. I'm guessing that I'm missing something, but I can't think of what.

Excerpt from my new entity .txt file:
Code: [Select]
[OBJECT:ENTITY]

[ENTITY:WILD]
--redundant code omitted--
[WEAPON:ITEM_WEAPON_CLUB]
[WEAPON:ITEM_WEAPON_CLUB_2H]
--redundant code omitted--
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:STONECRAFTER]
--redundant code omitted--
[PERMITTED_REACTION:CARVE_WOOD_STATUE]
[PERMITTED_REACTION:MAKE_CRUDE_ANVIL]
[PERMITTED_REACTION:MAKE_STONE_CLUB]
[PERMITTED_REACTION:MAKE_STONE_2H_CLUB]
Excerpt from my new reactions .txt file:
Code: [Select]
[OBJECT:REACTION]

[REACTION:CARVE_WOOD_STATUE]
[NAME:make wood statue]
[BUILDING:CARPENTER:CUSTOM_S]
[REAGENT:log:1:WOOD:NONE:NONE:NONE]
[ANY_PLANT_MATERIAL]
[REAGENT:tool:1:NONE:NONE:NONE:NONE]
[PRESERVE_REAGENT][HAS_EDGE]
[PRODUCT:100:1:STATUE:NONE:GET_MATERIAL_FROM_REAGENT:log:NONE]
[PRODUCT_TOKEN:statue]
[SKILL:CARPENTRY]

[REACTION:MAKE_CRUDE_ANVIL]
[NAME:make crude anvil]
[BUILDING:CRAFTSMAN:CUSTOM_A]
[REAGENT:fire-proof stone:5:BOULDER:NONE:NONE:NONE]
[FIRE_BUILD_SAFE]
[WORTHLESS_STONE_ONLY]
[PRODUCT:100:1:ANVIL:NONE:GET_MATERIAL_FROM_REAGENT:fire-proof stone:NONE]
[PRODUCT_TOKEN:anvil]
[SKILL:STONECRAFT]
[CATEGORY:ADV_STONECRAFT]
[CATEGORY_NAME:Stonecrafting]
[CATEGORY_DESCRIPTION:Make advanced stone objects at a craftmans's workshop using stones.]

[REACTION:MAKE_STONE_CLUB]
[NAME:make stone club]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:non-economic stone:5:BOULDER:NONE:NONE:NONE]
[WORTHLESS_STONE_ONLY]
[REAGENT:log:1:WOOD:NONE:NONE:NONE]
[ANY_PLANT_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CLUB:GET_MATERIAL_FROM_REAGENT:non-economic stone:NONE]
[PRODUCT_TOKEN:stone club]
[SKILL:STONECRAFT]
[CATEGORY:ADV_STONECRAFT]

[REACTION:MAKE_STONE_2H_CLUB]
[NAME:make stone two-handed club]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:non-economic stone:5:BOULDER:NONE:NONE:NONE]
[WORTHLESS_STONE_ONLY]
[REAGENT:log:1:WOOD:NONE:NONE:NONE]
[ANY_PLANT_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CLUB_2H:GET_MATERIAL_FROM_REAGENT:non-economic stone:NONE]
[PRODUCT_TOKEN:stone two-handed club]
[SKILL:STONECRAFT]
[CATEGORY:ADV_STONECRAFT]
Excerpt from my new weapons .txt file:
Code: [Select]
[OBJECT:ITEM]

[ITEM_WEAPON:ITEM_WEAPON_CLUB]
[NAME:club:club]
[SIZE:700]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_CLUB_2H]
[NAME:two-handed club:two-handed clubs]
[SIZE:700]
[SKILL:MACE]
[TWO_HANDED:57500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:150:1000:bash:bashes:NO_SUB:1750]
[ATTACK_PREPARE_AND_RECOVER:3:3]

I'd really appreciate any help figuring this out.

2
I've got a mod for a new civ and creature that I want to playtest, along with creature graphics, but I'm not sure how to go about this. Does anyone know if using the "Import from Previous Install" would work, or would it corrupt  my installation?

3
Currently weapons can have the CAN_STONE token that allows them to be made from stone with MAX_EDGE value of 10,000. However that does not allow for weapons to be made from stones that aren't as sharp. By adding a weapon token with a variable value, the game could allow for items like flint-tipped spears and Inca-style stone maces.

To prevent stone maces and clubs from being made from low density stones, and additional token could be add to require only stones with a sufficient SOLID_DENSITY value.

4
DF Gameplay Questions / [v0.31.10] Miner refuses to pick up a pick
« on: September 05, 2010, 10:09:47 pm »
I've looked through the forums for a workaround for this, but so far no luck. I have five miners, and the only ones who will actually do any mining are the two with legendary in their mining skill. I've been trying to train up the the mining skill of the other three up to legendary so I mine out veins faster, however as you can imagine this has put a crimp in my plans. How do I fix this?

5
I created this ludicrously overpowered civ just too see how well they could do against megabeasts and demons, however I'm having trouble getting them to wield stuff. I've looked over the raws several times, but I can't find the problem.


Spoiler: New body_default entry (click to show/hide)

6
I just got the message that one of my woodcutters was struck down. I zoomed to the location to see if there had been a tantrum or anything, but no, there was just his muilated corspe, head, and right lower leg. There was no nearby hostile creature, otherwise, I'd have been getting messages about nearby dwarves canceling jobs, plus nothing showed up under the list of entities.

7
What happened to the option to switch between 'Dwarves allowed outdoors', 'Soldiers allowed outdoors' and 'Dwarves stay indoors'? It was one of the better options, and I'm wondering if it has migrated somewhere else or been removed completely.

8
DF General Discussion / Generating prehistoric and far-future worlds
« on: July 12, 2010, 12:46:33 am »
Has anybody ran worlds with settings designed to simulated what the Earth was like in, say, the Phanerozoic or Proterozoic Eon or even before?

Alternatively, what about far in the future, when the Sun has swollen with the passing of time? The oceans are beginning to evaporate, thanks to the heat, and new mountains no longer form, thanks to the slowing of plate tectonic activity and erosion.
halted. One could also go for a "Wellsian" future, based on the The Time Machine, similar the previous example, except that the Earth getting colder due to the cooling Sun.

9
DF Suggestions / Wood status screen
« on: August 14, 2009, 06:56:51 pm »
Just as there is a status screen for food allowing the player to decide what to use for cooking and brewing, I think it would be helpful to have a screen  where the player could set different kinds of wood for use in carpentry (lighter and/or more valuable woods), crafting, and burning (heaver woods).

Your thoughts?

10
DF Suggestions / Wood status screen
« on: August 14, 2009, 06:38:53 pm »
Just as there is a status screen for food allowing the player to decide what to use for cooking and brewing, I think it would be helpful to have a screen where the player could set different kinds of wood for use in carpentry (lighter and/or more valuable woods), crafting and burning (heaver woods).

Your thoughts?

11
DF Gameplay Questions / I have a chasm, but no cave spiders
« on: August 14, 2009, 05:38:23 pm »
So my embark spot ended up having a chasm in addition to the other stuff I saw looking for. Fair enough, the silk could come in handy. Except that there aren't any signs of spiders to be found. No tell-tale bits of webbing, no spider graphic popping up from time to time, nothing. There are several caves which are undisturbed by the skeletal ratmen inhabiting the other caves, so it's not the webs are being trampled. The biome could be a factor, as I remember the evil being set to high, not sure about the savagery. To make matters worse I have a mason with a strange mood who requires silk.

12
DF Gameplay Questions / Trouble with multiple embark profiles
« on: July 18, 2009, 07:46:43 pm »
In addition to the Mayday Universal I decided to add two new profiles to the embark_profiles.txt file. However, only the last profile showed up, and when I tried to select it, I got a very bizarre error. I suspect it might have to do with the contents of the file, so I'll post it here:
Spoiler (click to show/hide)
Any ideas on what's going on?

13
DF Modding / Armor for custom body parts
« on: July 11, 2009, 06:12:05 pm »
Is it possible to mod in armor that protects non-standard body parts suck as the neck or tail? Or for that matter armor for a user-created body part?

14
I'm using a map that I downloaded from the DFFD, and in the stones subsection of the status menu, it lists all of the metal ores, the economic stones (flux materials, coals, obsidian) and raw adamantine, as well as their use/don't use status. It does not list the various building stones, so they are effectively turned "on". How do I get the dwarves to stop using all but one types of non-ore, non-economic stone?

15
DF Modding / Modding birth rate and immigration growth
« on: July 03, 2009, 10:08:34 pm »
How do I change the birthrate of a species to something like one child per ten years? Also, how do you put a cap on the number of immigrants who arrive, say limiting them to six per 'batch'?

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