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Messages - chipathingy

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1
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 24, 2024, 10:09:23 pm »
I created a civilization with access to inorganic liquids. They produce them by reaction, but I'm having trouble getting them to show up in the embark purchase menu. I've seen some mods add custom resources by giving the civ a special nonexistent creature with animal tokens, but I'm not sure what I'd write in the creature file to enable them for trade.

You'd have to add a creature that actually exists I think, not a dummy one that's only there for materials. Look at how milk is coded in whatever animal you like

The only other think I can think of is looking at how the game uses lye and try and incorporate that. I think it's the only liquid available from traders that isn't an animal or plant product. The soap making reactions use lye as a reagent if you need some examples, try replacing LYE with INORGANIC:X

Hope this works!

2
DF Modding / Re: How is armor strength determined in the raws?
« on: October 17, 2023, 10:29:32 pm »
Late to the conversation, but I saw Putnam write this on the discord:
50% chance for a generated uniform to use ARMORLEVEL:3 items, otherwise 50% chance to use ARMORLEVEL:2 if available, otherwise uses ARMORLEVEL:1 if available

I read somewhere that coverage affects both the chance of the armour being hit AND the thickness of the armour. So a 50% coverage armor piece will be half as thick as a 100. The block chance stops at 100 but increasing coverage past this keeps increasing the thickness

3
Mod Releases / Re: chipathingy's Fantastic Fantasy Fortress mod
« on: October 10, 2023, 07:31:57 pm »
So I am having an issue where DF doesn't seem to properly applying the latest update to an existing fort, and is instead using the previous version. I don't think it's a mod problem, unless it's due to the graphics overhaul removing some now-obsolete files. If this is the case then there isn't much I can do about it.
However, all is not lost! I have a solution!
To play the latest update:
1. Go to data/installed mods in the DF directory, find FANTASTIC FANTASY FORTRESS (12) and delete both the objects and graphics folders in it. Don't delete the info file
2. Copy the graphics and objects folder from FANTASTIC FANTASY FORTRESS (13) into the (12) folder
3. Play!

4
Mod Releases / Re: chipathingy's Fantastic Fantasy Fortress mod
« on: October 08, 2023, 05:09:42 am »
New update - ACTUAL PROPER GRAPHICS FOR EVERYTHING!!!!!!!!!!
Special thanks to Redic who kindly provided the amazing lizardfolk graphics! They are super cool and everyone should check them out

Minor changes to other things:
- Weapons and armour sprites for all races are now properly coloured
- Dwarven plate armour/helm/gauntlets/boots have had the "dwarven" descriptor removed (except helms, they are now "great helms")
- Various new helmets and caps have been added to all of the non-dwarf/kobold civs, mostly because some of the new graphics are just too cool to not be natively part of other civs
- Dwarfsteel and impure mithril are green/blue respectively
- Nine-tailed fox has been renamed to kitsune
- Dragon attack triggers have been decreased
- Lizardfolk scale colours changed to reflect new graphics

You may notice the orc graphics are just recoloured human graphics - these are just temporary until the actual orc graphics are finished

Modular versions should be up in a few days

5
DF Modding / Re: [MODDING] ITEMS (CLOTHING/WEAPON/TOOL/ETC) QUESTIONS THREAD
« on: September 11, 2023, 05:35:43 pm »
I made a custom range weapon that is a cross bow
The dwarfs equip it fine but it's available in every workshop that makes cross bows
is there a way to build custom range weapon only in custom work shop??
I think this is a hard coded feature for ranged weapons. The only way to get around it is to remove the entity token for it, make a custom reaction to make your weapon and add the reaction to the entity. They won't show up in world gen this way though

I'll try this, but I think removing it from entity will make it not equipable? Anymore?

It would be listed as a foreign weapon

6
DF Modding / Re: [MODDING] ITEMS (CLOTHING/WEAPON/TOOL/ETC) QUESTIONS THREAD
« on: September 09, 2023, 08:45:59 pm »
I made a custom range weapon that is a cross bow
The dwarfs equip it fine but it's available in every workshop that makes cross bows
is there a way to build custom range weapon only in custom work shop??
I think this is a hard coded feature for ranged weapons. The only way to get around it is to remove the entity token for it, make a custom reaction to make your weapon and add the reaction to the entity. They won't show up in world gen this way though

7
DF Modding / Re: Natural_skill and automatic job assignment
« on: August 05, 2023, 04:41:01 am »
i believe this is due to the way cat behavior is implemented, or rather, any creature that has a natural skill in ambusher, will perform the various 'hunt' activities of cats or, less commonly, peregrine falcons.

Cats and falcons hunt because of the HUNTS_VERMIN and DIVE_HUNTS_VERMIN tokens respectively, not because of any natural skills. Neither have ambusher natural skill anyway

8
DF Modding / Re: Mod Bug with Item Thieves
« on: August 05, 2023, 04:35:30 am »
Is it a bug though? Item thieves visit at the very start of a season, that's just their behaviour and it's to be expected that multiple item thief civs would spawn at the same time.
Yeah they should probably be less predictable and spawn a bit more tandomly, but I wouldn't call it a bug

Same thing happens with sieges, you can get milultple civs arriving at the same time

9
DF Modding / Re: Trouble making wooden weapons.
« on: July 26, 2023, 08:13:02 pm »
I believe it's the FURNACE_OPERATOR token which gives them access to available metal ores. For instance, kobolds don't have picks, but they get access to metals because of that token.
No, it gives access to metals IF they have access to ores.

Digganob, I had a thought that because they live underground they might have access to ores by default?

10
DF Modding / Re: Trouble making wooden weapons.
« on: July 25, 2023, 03:27:41 am »
You have club listed twice at the top FYI

It could be the pick? Try removing that and see if it works. If this is still the cavern dwelling race it could just be that bug  where they get metal gear though

11
DF Modding / Re: Trouble making wooden weapons.
« on: July 24, 2023, 05:06:13 am »
Whoops, didn't see the raws, my bad. Yeah, that's enough.

Elves don't mine ( no miner profession token), and thus don't have access to metal ores and can't smelt them even if they have the furnace operator labour added to their civ. However metals added to the civ that are created from custom reactions rather than smelted from raw ores and the civ will always have access to it - steel is a great example, dwarves will always have access to steel even if they don't have access to iron.

Come to think of it, they might not even need furnace operating if a different profession makes the bars. I'll have to check. They do need weapon/armorsmithing to make the equipment though

12
DF Modding / Re: Trouble making wooden weapons.
« on: July 23, 2023, 07:53:47 pm »
Are you getting 150 clubs per reaction? I know exactly what is happening
One bar is size 150, and when you're putting the quantity on the reagent line you've put in quantity 1. What is happening is that each club uses 1/150th of a bar, but the reaction uses a whole bar and multiplies the output accordingly

Change the quantity of the bar reagent to 150, and it will use one bar per club. Multiples of 150 for multiple bars

FYI it's easier for others to find errors if you post the whole raw

Also you dont usually need to make reactions for weapon or armor production if they're made of metal. Give the entity the weapon/armor tokens, a reaction to make the metal and the furnace operator and weapon/armorsmith professions and they game will generate the right reactions for you
Check out the Wood Elves in my main mod, they do exactly this. I've given them a "metal" called enchanted wood and it is the only metal they will use. https://dffd.bay12games.com/file.php?id=16721

13
For weapons, it's the BODY_SIZE. It should check the actual size but I think it's bugged

IIRC you can wear armor if the creature it is sized for is within 1/7 of the BODY_SIZE. So a human (70k) can wear armor made for creatures between 60k and 80k. What I  don't know is how this works for castes with varying sizes, like you are describing. Sorry

Are they meant to be a playable race? If no, they might even just show up in correctly sized armor and you won't have to worry about it.

14
Mod Releases / Re: chipathingy's Fantastic Fantasy Fortress mod
« on: July 23, 2023, 02:19:47 am »
Highfantasy is indeed huge. I don't think it would be worth trying to combine them, the scope of both mods is too large. I've tried to write this so that compatibilty is not an issue with the vast majority of mods - it would probably not clash on a technical level (depending on how it's written) but there would be too large of a feature overlap to be worthwhile IMO. I'm also wary of falling into the old Masterwork trap of feature bloat

I've been using Aseprite, which has worked well considering I know very little about pixel art

Both the Steam version and the DFFD one have the same features, if that's what you're asking. I haven't really removed any vanilla stuff either. DFFD might be a release behind, but the last one was graphics fixes which aren't really an issue for anyone downloading from there.

My dwarves don't have castes except male/female, that must be a different mod. Whether or not ou get visitors seems to be related to your embark location, it has nothing to do with FFF. If anything you should get more with the extra races!

15
Mod Releases / Re: chipathingy's Fantastic Fantasy Fortress mod
« on: July 20, 2023, 07:10:56 pm »
Thanks to the four people who participated in the poll!
I'm pretty sure that doesn't reach statistical significance  though, so I've ignored it and have been working on something else - learning how to do proper graphics!
I've got a lot of new creatures in this mod so it will take quite a while, but I've made a good start already
I've also noticed that the non-dwarf vanilla races don't seem to have fully coloured armour sprites, so expect a full recolour!

As for the other features, I've been playing a fort and doing graphics so I haven't had a chance to start actually writing anything. Magic will still come, and I've decided to do the previously-mentioned new civs as standalone mods (rather than integrating them fully into FFF) when I get around to them

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