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Messages - Grimlocke

Pages: 1 ... 97 98 [99] 100 101 ... 139
1471
Aversion to woodcutting is a hardcoded feature. It can be turned on and off for any civilisation, but it cant be changed into an aversion towards something else.

I think there is a tag for an aversion towards killing animals though. Something Toady made but didnt use in the default raws. I cant remember what tag it was, maybe its an ethic setting.

1472
DF Modding / Re: [Underdark] Community Compilation
« on: May 23, 2010, 09:24:46 am »
Rather than make it butcherable, have it drop the armor on death. Kinda like the bronze collossus drops a bronze statue.
Corpseitem only lets me drop 1 item, while butchering allows me to drop a full suit of armour, a weapon and a shield.

Got that part to work fairly quick. Right now im busy failing to make material changes for seperate castes, and failing to get it anywhere between immortal and instagibbing pushover.

1473
DF General Discussion / Re: Dwarf Fortress Merchandise
« on: May 22, 2010, 05:36:00 pm »
I remember a similar thread from some long time ago that had a bunch of concept for DF t-shirts, some of which were pretty amusing. It never got to any shirts though. The concensus there, if I recall correctely, was that Toady One has no interest in monetizing DF in any other way than donations.

1474
DF Modding / Re: [Underdark] Community Compilation
« on: May 22, 2010, 12:42:07 pm »
Thinking of making an armour man. It will essentialy be a walking suit of armour with a weapon and shield. Butching it should yield its componenets, when looking at the BUTCHER_SPECIAL tag that seems feasable. It might mess up the armour sizes but the weapons and shields should work fine.

I could give it some seperate castes, one for each weapon type. Ranged weapons wont work but thats ok.

Havnt done much creature modding so far though. It might take me a while.

Edit: Hm, composing it entirly of df armour might make the creature a bit weird. Especialy with the way greaves are right now. It would also have gauntlets floating midair, somehow connected to the breastplate.
I might add in some other bodyparts that dont yield an actual armour piece.

1475
DF Modding / Re: Modding Error: Engraved is (nothing)
« on: May 22, 2010, 11:51:49 am »
It could have engraved a nameless creature or item.

1476
Regretably nothing like that is doable yet. Souls a part of creatures, and those cant be used in reactions.

Even if they could, souls dont have a material.

You could of course make a reaction that kills the creature and gives you an item made of fake 'soul material'.

1477
DF Modding / Re: Making everything FANCIFUL
« on: May 21, 2010, 06:28:02 am »
Moving the raws from file to file wont do anything. Adding the fanciful tag to creatures just makes them show up in engravings, adding the does not exist tag makes worldgen crash if its on an entity creature. And of course creature with the later tag dont exist. You can add it to any creature that isnt used in entities I think.

1478
DF Modding / Re: Bone blocks?
« on: May 20, 2010, 04:51:32 pm »
Just gonna write this as I come up with it...

Bone is no longer an item type, but its still a material. You should be able to use it for blocks. Give the following a try:
   [PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:BONE] <- replace A with whatever reagent is bones.
   [PRODUCT:100:1:BLOCKS:NONE:CREATURE_MAT:CAT:BONE] in case the above doesnt work

As for reagents, put a reaction class tag in the bone, hoof, etc material templates (much like leather and fat have) then use 
   [REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:BONE] replace BONE with what you have for reaction class.

This should take bones and produce bone blocks. If you use this method though, its gonna see blocks as a reagent as well. You may have to make a fake bone material and use that for the product, also much like leather works.

So, copy the bone template, call it BONE_BLOCK_TEMPLATE or something, and add
   [MATERIAL_REACTION_PRODUCT:BONE_MAT:LOCAL_CREATURE_MAT:BONE_BLOCK]
to the block bone template.

Then, we gotta add the bone block material to the creatures, else the game gets confused. Add this line
   [ADD_MATERIAL:BONE_BLOCK:BONE_BLOCK_TEMPLATE]
to 'b_detail_plan_default' under [BODY_DETAIL_PLAN:STANDARD_MATERIALS]

For the reaction, reagents and product would be:
   [REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:BONE]that last one may be redundant now...
      [HAS_MATERIAL_REACTION_PRODUCT:BONE_BLOCK]
   [PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:BONE_MAT]

Look up Shoastshouls modding guide if it something doesnt work. Put it on dffd if you get it to work, ill add to the make-meat-blocks mod, hehe.

Edit: whoops name typo.

1479
Wait a minute how did you get a non iron figurine, there's a bug that turns bone/shell figurines into iron ones at present. Maybe you should upload the save folder to dffd, as there might some clue as to why this bug happens in the your mod.
Aha, so that realy is what it is. Iron the first material the unmodded game reads when processing the raws, while in my modded game its 'frozen slime' material.

Its definetely not a duplicate raw though, errorlog is clean and no other materials act up.

1480
DF Modding / Re: temp to set rocks to to boil them away
« on: May 19, 2010, 06:26:25 pm »
10067 is dwarf body temperature. Just use BOILING_POINT:10067 and FIXED_TEMP:10067

Using 50000 as fixed temperature pretty consistently kills things by the way. I even seen it melt metal.

1481
Just found another river... thing. I think Armok must have felt artistic here.
Spoiler (click to show/hide)
Its got a hand! Freaky. Well, its actualy a river source. I seen them in some weird places before but this beats the lot.

Also, didnt even notice that other waterfall.

1482
DF Modding / Custom material weirdness. 'frozen slime artifact'?
« on: May 19, 2010, 12:30:42 pm »
My latest attempt at a mod included a number of custom materials, and a number of other mod I use do so as well. With my latest fortress I found out that they need some adjusting due to them showing up some awfully weird places.

Weirdest weirdness: This lovely artifact

Frozen slime? Elves? What the hell. I didnt get a better look at the artifact as it evaporated right away.
Its main ingredient was some mountain goat bones, and its decorative items were some gems and cloth. Nothing that should produce this...
This material was in fact part of a mod (The moody dwarf got nauseus and vomited all over, which was what that material does. He was still estatic.) But Im not sure whether its the modded part that made it show up. I think it may have showed up because this material is the very first in the inorganic material list (the raw file is at the alphabetical top of the list, and the material entry is the first in its file)

Is this a problem with my modding or is it some weird bug?

Next was a number of traders showing up with a material I use to kill dwarves. The traders exploded and burned to death in seconds, some animals and slaves MELTED out of their cages and casualy walked to my meeting zone. Dont use the extract template for those things. The same probably goes for milk, blood, etc templates.

These materials also turned up in the stockpile menus.

1483
Folk metal. Recentelly found Svartsot, great band.

jootoob: http://www.youtube.com/results?search_query=svartsot&aq=f

1484
DF General Discussion / Re: A heart? Only weaklings need THOSE.
« on: May 19, 2010, 10:38:41 am »
Read that and I say: Reality is bugged too.

1485
Your still missing some tokens, mostly the ones further down the list. Creature tokens, material definition tokens, enitity tokens, item definition tokens, etc...

Its nice having it in a more orderly structure like that though. Should help out newer modders.

Maybe you could group them according to what raw file they go in?

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