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Messages - Fullmoon

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1
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 27, 2013, 06:19:03 am »
...didn't touch DF for a loong time. So some simple questions.

I want to make a resource that dwarves could get only from embark/caravan (or late-game reaction. HFS-level-late).
Can I just take some stone template and remove biome information?
Scratch that, I don't need unobtainium-encrusted tower cap barrels. How do I do that? Is that even possible?


2
DF Modding / Re: Community Mods and utilities list.
« on: May 04, 2011, 07:47:30 am »
Umm, sorry for posting there. I'm searching for an old utility for 40d.

What it did was increasing 'see' distance in stone (It's one by default, so you see only nearest stone when mining). And IIRC it was unfortunately named StoneSense, so no luck googling it.

3
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: March 01, 2011, 02:49:06 am »
I haven't been looking around much, and I've never modded DF before, other than the little work I've done on my current project. I'm mostly just in an ideas phase right now, but at least one of my ideas has a major problem.  In a reaction, there's no way to change the color of an item without changing it to a different item is there?  I want to make paints to apply to wood blocks, and while the wiki seems to indicate that I can make the blocks glazed with the paint item, it'll still look the same won't it?
Nope. Though you can turn wood block into blocks of special wood material with specific color. Also for nice color palette I recommend Intensifying mod.

I've got "rock bars" appearing as an item under miscellaneous in my embark screen.   I'm guessing that means I made a mistake somewhere, but I can't figure out where.

Me too. Though errorlog.txt doesn't say so. Or it may be just a bug.

4
DF Modding / Re: Script Tileset for Review
« on: February 28, 2011, 11:32:20 am »
Looks nice. Though I'm more into graphic tilesets.

On second thought, such gothic-esque truetype font would look nice. Can anyone recommend such font?

5
Dang. You've evaded my attempts to be bothersome and frustrating with my awkwardly-sized tileset.
Ah-hah! I knew it was intentional!

6
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 27, 2011, 08:27:21 am »
i just updated this mod to use the new container tags for using actual powder in bags instead of blackpowder bars

also: if you read the included readme it states exactly what you need to copy into the entity file, if you do this with the weapon/ammo tag like with crossbows this mod wont work at all because it then handles the weapons just like crossbows without the whole blackpowder hassle, you will be able to make thunderblusses out of any weapon metal, bones or wood and same for the ammo. instead of the normal reactions.

allthough for npc civs (like humies or goblins) you need to add this so the npcs use it

Ok, will try. Any idea about burning remains?

7
Uh, sorry for asking here, what would happen if some reaction had assigned several skills? Will it train all or only first listed?

8
Ironhand, I'm trying to experiment with tilesets. Nothing that large, just for personal use. A few questions, if I may.
Am I right understanding that background color is black?
AFAIU you use semitransparent background for object tiles like shrubs. Which tile is this background, if any?
I'm not that good with PS. Is there any tricks to simplify work with semitransparent tiles?


9
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 24, 2011, 12:50:48 am »
If the ammo is listed as permitted in the entity file, it will show up at the crafts shop.

Remove the listing from the entity file, and use custom reactions to make the ammo. 
Kthx. Well, what if I remove from entity weapon too? Would they still use it?

10
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 23, 2011, 08:29:51 am »
typo in [ONJECT:MATERIAL_TEMPLATE]

DAMN! This is why visual raw editor needed. Ok, one question down.

11
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 23, 2011, 05:45:05 am »
Other problems with .19:

Rhenaya's Thunderbluss: it's ammo indended to be made by specific reaction from a set of metals. Now it shows up in crafts workshop and can be made from bone or wood.

Spoiler (click to show/hide)


Also for some reason DF can't see material template defined not on material_template_default. I.e. I made material_template_fmm.txt with
Spoiler (click to show/hide)
In errorlog.txt I get 'MERCURY: Could not locate material template ALCHEMICAL'

12
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 23, 2011, 03:38:16 am »
Umm, just noticed that crematoriun workshom is broken. It seems that vermin remains now defined differently.
Workshop uses [REAGENT:A:1:REMAINS:NONE:NONE:NONE]. I have checked everything else, job just doesn't shows up in workshop menu.

Nothing in the errorlog, I take it?  From what you said, though, it sounds like the reaction may not be on the list of permitted reactions in the entity file.  Have you checked this?


Ah-hah! The ERROR LOG! Yep, CREMATE: Unrecognized Reaction Token: PRODUCT_DIMENSIONS. Thanks, totally forgot about log files.

Wait, that's not right. I need other reaction, CREMATE_REMAINS. It looks okay:
Code: [Select]
[REACTION:CREMATE_REMAINS]
[NAME:cremate remains]
[BUILDING:CREMATORIUM:NONE]
[REAGENT:A:1:REMAINS:NONE:NONE:NONE]
[PRODUCT:15:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
[AUTOMATIC]
And, yes, 'everything else' does include entity file, I'm not that noob.

13
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 22, 2011, 01:19:00 pm »
Umm, just noticed that crematoriun workshom is broken. It seems that vermin remains now defined differently.
Workshop uses [REAGENT:A:1:REMAINS:NONE:NONE:NONE]. I have checked everything else, job just doesn't shows up in workshop menu.


14
DF Modding / Some help with containers requested
« on: February 22, 2011, 09:51:04 am »
Sorry to post it here, but ModdersWorkshop have thread-advancing-too-fast problem.

So. I'm trying to port alchemy bits from CivForge into .19 utilizing super-container-powers.
Main question. Can I specify more than one liquid-in-a-jar-o  as reagents or products?
I.e. can I do this:
Code: [Select]
[REACTION:MAKE_RELON_AREN]
[NAME:mix relon aren]
[BUILDING:ALCHEMY_LAB:CUSTOM_R]
[REAGENT:nabid ubal:450:LIQUID_MISC:NONE:NABID_UBAL]
[REAGENT:nabid ubal 1 container:3:NONE:NONE:NONE:NONE]
[CONTAINS:nabid ubal]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:emen aren:150:LIQUID_MISC:NONE:EMEN_AREN]
[REAGENT:emen aren container:1:NONE:NONE:NONE:NONE]
[CONTAINS:emen aren]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:4:LIQUID_MISC:NONE:INORGANIC:RELON_AREN][PRODUCT_TO_CONTAINER:emen aren container]
[SKILL:ALCHEMY]
Or I should list them separately, like this:
Code: [Select]
[REACTION:MAKE_RELON_AREN]
[NAME:mix relon aren]
[BUILDING:ALCHEMY_LAB:CUSTOM_R]
[REAGENT:nabid ubal 1:150:LIQUID_MISC:NONE:NABID_UBAL]
[REAGENT:nabid ubal 1 container:1:NONE:NONE:NONE:NONE]
[CONTAINS:nabid ubal 1]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:nabid ubal 2:150:LIQUID_MISC:NONE:NABID_UBAL]
[REAGENT:nabid ubal 2 container:1:NONE:NONE:NONE:NONE]
[CONTAINS:nabid ubal 2]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:nabid ubal 3:150:LIQUID_MISC:NONE:NABID_UBAL]
[REAGENT:nabid ubal 3 container:1:NONE:NONE:NONE:NONE]
[CONTAINS:nabid ubal 3]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:emen aren:150:LIQUID_MISC:NONE:EMEN_AREN]
[REAGENT:emen aren container:1:NONE:NONE:NONE:NONE]
[CONTAINS:emen aren]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:INORGANIC:RELON_AREN][PRODUCT_TO_CONTAINER:emen aren container]
           [PRODUCT:100:1:LIQUID_MISC:NONE:INORGANIC:RELON_AREN][PRODUCT_TO_CONTAINER:nabid ubal 1 container]
           [PRODUCT:100:1:LIQUID_MISC:NONE:INORGANIC:RELON_AREN][PRODUCT_TO_CONTAINER:nabid ubal 2 container]
           [PRODUCT:100:1:LIQUID_MISC:NONE:INORGANIC:RELON_AREN][PRODUCT_TO_CONTAINER:nabid ubal 3 container]
[SKILL:ALCHEMY]
Or I should list separately only reagents?

Also, should I add [PRODUCT_DIMENSIONS:###] somewhere around?

15
Another option to add: centered trim mode w/o interpolation.
Example: I have 16×16 and 18×18 tilesets. I get 16² from 18² by trimming 1 pixel borders. I get 18² from 16² by placing 16² at center and filling border by interpolation.
This would be useful for font parts of tileset.

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