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Messages - Daywalkah

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181
DF Modding / Re: Legendary Lands 2010 - WIP
« on: July 12, 2010, 09:44:04 am »
Finally, the return of Legendary Lands  :D. Now all we need is some necromancy on Relentless Assault and the now seeming to die Dig Deeper mod  :o.

182
DF Dwarf Mode Discussion / Re: Favorite execution method?
« on: July 11, 2010, 12:44:39 pm »
I trapped a Forgotten Beast under a bridge, prisoners/nobles are thrown in there. It is an entertaining execution.

183
DF Modding / Re: Automaton Fortress (2.0)
« on: July 11, 2010, 11:58:52 am »
Pets will only be hard if we want them to be limited to Automatons. If not, then it is easy.

The body part ideas are good, but flying is bugged in Fortress mode for the playable race. I could give them wings or jet packs, but they wouldn't do anything special.

Don't expect any major updates anytime soon, I've been busy. The offer still stands for someone who wants to take over.

184
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 09:53:51 pm »
Dwarves need to be a larger size, I believe. Changing them to the size of a human should work, IIRC.


185
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 08:23:15 pm »
I can't see any immediate problems, but that is since I am just going through it quickly. Someone else will most likely respond to this problem. I can't look at it anymore, sorry. Your problem is most likely in the entity file.

186
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 08:12:10 pm »
I'm not sure. It did that? I have never tested this myself, but I've seen literally over a dozen posts that say change it to 15000. The adamantine reaction also has it at 15000 for the reagent, but that's the reagent. 5 will probably be good then.

187
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 08:04:05 pm »
Yes it would. If you kept it at 5, you would have to use the reaction for quite awhile before you could use the thread efficiently.

188
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 07:57:47 pm »
No. The reaction uses THREAD, it is supposed to some out at adamantine strands. In other words, it works just fine.

189
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 07:52:25 pm »
Quote
Your adamantine reaction requires the [PRODUCT_DIMENSION:150] line. Like so:
Spoiler (click to show/hide)

For the thread 5 is rather low. The system works differently for thread. Try 15000, you won't get that many units of thread, it is just a converted number.
Spoiler (click to show/hide)

What you really need is another part of the [BUILDING:CREATION_FORGE] line. It is supposed to be [BUILDING:CREATION_FORGE:CUSTOM_any letter]. This tells the workshop what letter you press to queue the reaction.  Look at the previous spoilers in my post to see how I have added them. The line should look like this: [BUILDING:CREATION_FORGE:CUSTOM_S].

I've genned a new world using my corrected reaction_mod file without [PRODUCT_DIMENSION:150] and it was producing wafers perfectly. What exactly does that tag do? The thread reactions also works, although it produces strands instead of thread, but that may be what it did in 40d and I just didn't notice it. What would changing the quantity value to 15000 do to the reaction? I realized my omission of the keybind after looking at different examples and it worked when I fixed that.

Threads are small. It would take a lot of these small threads to stitch someone up or make a bar. The product dimension tag is after every product line in the smelter's reaction file and it is always 150, for bars anyway. I don't think other products use it. I forgot to mention regen, the less complicated answer. If you add or remove something from the entity file, regen. Remember to add it to the save games' raws too. Sorry if you already knew this.

Nomblecronch:

Firstly, the [CASTE:SYLTHA_MALE] is missing a  [CASTE_NAME] line. It wouldn't cause it, it is just missing. Where did you add the new creatures and entity? If it is in a completely new file, you must have the entity_any name  and [OBJECT:ENTITY] lines at the top. For the creature file it must have the creature_any name  and [OBJECT:CREATURE] lines at the top, the entity_any name  and creature_ any name  lines coming first. This is the most likely solution, as the entity may not be able to find the creature so it picks a random one. Do you have any duplicates of the files? That once caused an alligator civ to be created randomly in 40d. Do you have an errorlog? It should be in the main directory of the folder DF is in.

190
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 07:28:02 pm »
Seeing as this is the thread for these things, I have a problem. With modding. More specifically, custom workshops and reactions. I have added a new building, as well as several reactions for that building to the raws, generated a new world, embarked, constructed the building, and what did I see? Nothing. The different reactions I had assigned to the building were nowhere to be seen on the workshop task list. However, I opened the job manager, searched, and found them. I queued up a few different reactions, made sure I had a manager with an office, and waited. None of the reactions were ever transferred into the workshop queue, and my manager was doing nothing. This is quite annoying as I've looked through the files of several mods and can't find any major differences.

New file, reaction_mod.txt
Spoiler (click to show/hide)

New file, building_mod.txt
Spoiler (click to show/hide)

Addition made to entity_default.txt, under the mountain entry
Spoiler (click to show/hide)

Your adamantine reaction requires the [PRODUCT_DIMENSION:150] line. Like so:
Spoiler (click to show/hide)

For the thread 5 is rather low. The system works differently for thread. Try 15000, you won't get that many units of thread, it is just a converted number.
Spoiler (click to show/hide)

What you really need is another part of the [BUILDING:CREATION_FORGE] line. It is supposed to be [BUILDING:CREATION_FORGE:CUSTOM_any letter]. This tells the workshop what letter you press to queue the reaction.  Look at the previous spoilers in my post to see how I have added them. The line should look like this: [BUILDING:CREATION_FORGE:CUSTOM_S].




Nomblecronch, please post the creature file. Take up two posts if you need it. I will help you when you have posted it.
 


191
DF Dwarf Mode Discussion / Re: A bug, or am I just unlucky?
« on: July 02, 2010, 06:15:53 pm »
That is a bug. I get all kinds of plants all the time.

192
DF Modding / Re: Goblin - King of the dwarves? :o
« on: July 02, 2010, 11:56:18 am »
I'm not sure if kings do any labors if they were dwarves anyway. Isn't it a good thing if he can't make mandates? I'm not sure if they do that either. I will search the forums and the wiki for ideas on how to do this, as I can't remember how other people have done this before.

193
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 09:57:24 am »
Combat in general? It seems that a recent find has unbalanced wrestling a lot and Toady One will probably be able to change that rather quickly. It was the tags that begin with [IMPACT_something and [COMPRESSIVE_something. For many materials it was mostly the same number afterwards. They have something to do with wrestling and maybe other combat, but having the same numbers unbalanced wrestling. Some of the other tags similar to those may be included, but I don't remember if they are.

Of course I could be wrong, considering I heard this and it may not have been proven that those numbers being the same will effect anything.

194
DF Modding / Re: Automaton Fortress (2.0)
« on: June 30, 2010, 01:56:01 pm »
That is a good idea, though I'm not sure if I ever got the steam secretions to work. I'm sure I have, I just haven't messed with Automatons in a while.

Unfortunately in my last post in this thread, I forgot I'm going on vacation for a while starting Saturday. I am terribly sorry for that. If a skilled modder would like to start on these ideas and post the raws in the thread, I will give you all credit and package it with everything else when I get back.

195
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: June 30, 2010, 10:25:14 am »
I put it in the arena and it worked fine. It is very deadly, it took a while to kill.

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