Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Fatace

Pages: 1 ... 14 15 [16] 17 18 ... 24
226
DF Modding / Re: Are there Raw Patch Note Changes?
« on: June 24, 2018, 12:47:43 am »
Found it! Thanks!

227
DF Modding / Re: Easier Language?
« on: June 24, 2018, 12:38:55 am »
I always use Dflang to generate a new language. Very quick, very useful.
http://www.bay12forums.com/smf/index.php?topic=47332.0


Im going to cry ;-;...  I wish I knew this exsisted! I spent like a total of 8 hours on 1 Civ, then I said screw it and used Find/Replace and just jumbled up stuff for other civs >.<.

228
DF Modding / Are there Raw Patch Note Changes?
« on: June 23, 2018, 11:35:16 pm »
I have been always curious of this, are there any patch notes somewhere to see what changes have been made to the raws?

229
DF General Discussion / Re: Future of the Fortress
« on: June 22, 2018, 05:26:15 pm »
First time asking questions and unsure if anyone has asked (or has been answered) these but...


1. When the new Magic System comes out, will it be customiseable for modders to add other magic related things with raws?

2. Will the Fortress Mode AI Pathing for Swimming, Climbing, and Flying be fixed before the Magic Update?

3. If we have a Werebeast in our fort and send them out to a hillock, will they eventually worm their way back to fight or cause problems in the hillocks?


230
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: June 15, 2018, 04:49:11 pm »
Unsure of the direction of the question your asking is.. but i'll answer both.

- If you wondering if your creature will be used as a wagon puller, it would randomly choose what animals will be set for each visit to be the pullers at that time.

- If you are wanting to know if they will bring a wagon regaurdless, A. they need wagon pullers.. and B. they need to have [COMMON_DOMESTIC_PULL] in their entity default file under the elf Civ.

231
Mod Releases / Re: [44.10] The Aeramore Expansion Mod V2.0
« on: June 11, 2018, 10:22:02 pm »
ptw


ptw?

Edit: Nvm just found the answer lol

232
Mod Releases / Re: [44.10] The Aeramore Expansion Mod V1.2
« on: June 05, 2018, 08:34:34 pm »
Those of you who enjoy the mod, feel free to leave suggestions!  :D

233
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: June 04, 2018, 06:06:20 pm »
Just noticed this recently, but how do make a metal magma safe to use for anvils?

234
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: June 02, 2018, 06:57:41 pm »
So I have stumbled upon a glitch of some sorts with trading + modding combined... it seems that if a Civ has the ability to fly, when their caravan shows up, the wagons get there fine.. but the pack animals will get left behind as the one leading it flies off to the trade depot....and the animal slowly (sometimes) makes it way to the depot, but when you attempt to trade with them, it always says they are busy unpacking. Is there any work around to this besides removing the ability to fly from the creature?

235
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: June 01, 2018, 06:55:39 pm »
im 99% sure that it is hard-coded, I havnt seen anything raw-wise about relationships, so I highly don't think its possible to edit it.

236
DF Modding / Re: Modding Lessons
« on: May 27, 2018, 02:44:02 pm »
Legs and air breathing are important for civs

They only need gaits for walking tbh, I got a naga-like civ that don't use legs to move


237
DF Modding / Re: Modding Lessons
« on: May 26, 2018, 11:29:06 pm »
What ive learned....


If you have a question and are unsure, feel free to ask, but while waiting for a response, its best to experiment incase u figure it out.

If you plan on making new Civs, take notes on what type of Civ building types each civ is, cuz some wont spawn in certain biomes, ect. Example: Towns/Halmets wont spawn in tundra, same for forest retreats.

Regaurdless of how much modding you do, you will probly keep on having a tab open for DFwiki to double check a lot lol.

From what I have learned for making Entity Civs, or Creatures, its best to use 1 as a base, then change from there.

theres so much to say honestly lol





Legs and air breathing are important for civs

238
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 24, 2018, 01:39:02 am »
why don't you just use  [REAGENT:A:450:BAR:NONE:INORGANIC:IRON] instead of using 3 separate reagents for each bar?

I honestly didn't think that would work, I will test it tomorrow!

239
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 23, 2018, 10:02:53 pm »
I have come across something odd, not sure if this has been answered or not, but I am currently working on a few things for adventure mode crafting.. and while doing smithing related things.. ive noticed
that I need double the amount of bars required to make the item...

[REACTION:MAKE_IRON_SHORT_SWORD_ADV]
   [NAME:make a iron short sword]
   [ADVENTURE_MODE_ENABLED]
   [BUILDING:CARPENTER:NONE]
   [REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
   [REAGENT:B:150:BAR:NO_SUBTYPE:METAL:IRON]
   [REAGENT:C:150:BAR:NO_SUBTYPE:METAL:IRON]
   [REAGENT:D:1:NONE:NONE:NONE:NONE]
      [PRESERVE_REAGENT][HAS_EDGE]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:FORGE_WEAPON]
   [CATEGORY:ADV_WEAPONRY]

^ Using that as an example.

The reaction works perfectly aside from requiring double the amount of bars, when its asking for the bars, it asks for 2 bars each reagent, but only 1 is consumed...? Example: If I make this sword, It asks for a total of 6 bars, but only 3 are consumed in the process, with the other 3 still around to be used. Ive tried changing things around multiple times but it seems like this is the closest to having a adv reaction for smithing, just really unsure what causes it to ask for the reagent (150) then suddenly asking for a second part of it (0) before going to the next reagent, this isn't like this for anything else except bars, possibly due to the product dimensions?

240
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 22, 2018, 05:40:48 pm »
Also, Ive made reactions for Elves to make wood armor, ect. but for some odd reason they don't properly produce the end product..

[REACTION:MAKE_WOOD_BREASTPLATE]
   [NAME:make wooden breastplate]
   [BUILDING:CRAFTSMAN:NONE]
   [REAGENT:log:2:WOOD:NO_SUBTYPE:PLANT_MAT:NONE]
   [PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:log:NONE]
   [SKILL:WOODCRAFT]

^ that's what I have currently


EDIT: Nvm resolved it, needed to change it to just WOOD:NONE:NONE:NONE lol

Pages: 1 ... 14 15 [16] 17 18 ... 24