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Messages - Krisnack

Pages: [1] 2 3 ... 5
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 Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 12, 2022, 01:48:20 pm »
Does "SKILL_RATES:percentage:unused:rust:demotion" have the same effect a as combination of "SKILL_LEARN_RATES:percentage" and "SKILL_RUST_RATES:unused:rust:demotion"? The wiki doesn't explicitly say so, but it appears as if it does.

5
DF Gameplay Questions / Re: [v0.31.10] Miner refuses to pick up a pick
« on: September 08, 2010, 07:43:27 pm »
Well, it turns out that after I imported several new picks the miners got to work. I am both relived and embarrassed.

6
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?

7
So my creature will have unbreakable joints? Seems like a small price to pay. Big thanks to every one who responded.

8
That issue is due to the way the "HUMANOID_JOINTS" body entry is designed to attach to a very specific set of parts (that is, the HUMANOID body). Remove any one of those parts (including, say, the individual arm parts, replacing them with a 1-part arm) and the joints'll break.

If you want your creatures to be wrestleable, you'll probably want to create a HUMANOID_JOINTS-esque bady entry tailored to your creature. If you don't care about that, you can just remove HUMANOID_JOINTS and get on with fixing the rest of it. Assuming there's something more serious at hand.
I went and created a new joints body entry. I don't get any errors, but the creature is still unable to grasp things.
Spoiler (click to show/hide)
So I added an STP at the end of the each limb BP entry like JediaKyrol recommended...
Spoiler (click to show/hide)
And the the problem seems to be solved, although I don't like loosing the ability to wrestle. Any idea on what's wrong with my custom joints entry?

10
Apparently the Strangler, which uses the four-armed body type but does not have the HUMANOID_JOINTS tag, is able to wield weapons and shields.

Would removing the HUMANOID_JOINTS tag have any ill effects?

11
Sorry to bump this, but It's driving me nuts, and I can't figure out what the problem is.

12
Several, but most are related to unrecognized entity tokens. One, however, stood out:
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_viperite.txt"
VIPERIDE:Body Token Recognized But Could Not Connect: HUMANOID_JOINTS
Does this mean I have to create a new joints body_default entry?

13
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)

14
DF Gameplay Questions / Re: Woodcutter looses head, cause unknown
« on: July 27, 2010, 09:45:52 pm »
Thank you, your advice allowed me to discover what had happened. Apparently my woodcutter had gone berserk (strange that I did not get a warning) and murdered my cheesemaker. A look at the justice screen confirms that he was then dutifully executed. Mystery solved!

15
DF Suggestions / Re: Dual wielding weapons.
« on: July 27, 2010, 07:55:40 pm »
While it's pretty much been established that dual wielding is almost useless for dwarves, what about creatures with more then two arms? I'm thinking of having a having a simple formula of (weapons allowed) = (arms/2).

If you're agreeing with the notion that it is generally ineffective for someone with two hands to weild two weapons, why would it be more effective if they had some extra hands not doing anything, just to meet some ratio?

Unless it were some weapon that did not have the issues of balance that melee weapons do (like crossbows or guns), it would face exactly the same problem.  (Plus, why not quadruple-hand that giant maul, and REALLY make paste out of some bones?)

Even with guns, you run into the same problem of not being able to look down the sights of every weapon, and general difficulty of coordinating the aim of an arbitrary number of weapons (excluding, perhaps something like a hydra with many arms, where there are seperate independently acting brains, eyes, and hands, although we're getting into the really bizzare physiologies at that point...)
Good point. I suppose it might be practical to four arms to carry a halberd and two shields. Or not. You know much more than I do on this subject so I'll defer to your judgment.

The idea of quadruple-hand wielding something is interesting, is it currently possible to wield a longsword with two hands for extra damage?

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