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Messages - TomiTapio

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646
Three wolves attack us, therefore a lightning strike from the gods, starts a grassfire. Good.

647
Is there any RAW validating/debugging utility out there? I checked the community tools thread and the wiki page but I couldn't find something alike, unless I missed something. I have a RAW file with 200+ new materials and it's causing some weird glitches on the embark screen; specifically some items only existing in one (new) material and items with new materials costing 0 embark points. The vanilla error log neither DF-Hack's error log spit anything out either.
Nope, no RAWs parsers as far as I know. Rare materials may be affected by the GOOD/EVIL locations of civs.

Use a coder's text editor like Notepad++/CrimsonEditor/EmeraldEditor to regex-find "[MATERIAL_VALUE:.*]
in your 200-materials file, if materials count doesn't match found mat_value count then some mat_value commands are missing.

Can use WinMerge or other code comparison tool to compare N weeks ago own modded raws to current modded raws.

648
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 10, 2020, 07:58:45 am »
(worldgen god) look at a wolf and say "You're big boi now", or transforming a random creature into a generated forest spirit deal.
this is one of those "if its possible someone else has probably already done it, and if not, woops", but past the flat "can I make these happen in worldgen" I do wanna puzzle the rest out (mostly)
Not possible as far as I know. Could make rare caste of wanted creature, but that way there's no god doing the transforming.
Could mod an interaction that people can learn to make such a transformation. Ie. transform self into X, and X can cast some spells, and then X-transformation wears off. See golem summoning posts.

Prooobably can't make a supergrass that transforms a sheep into a spirit-sheep when eaten.
One can't random-generate anything via modding. 
Could make "magic sandstorm comes and does a syndrome.
Spoiler (click to show/hide)

649
Big business from bacteria

650
ideas enacted

651
going by taste

652
just napping

653
forest condom trail

654
British version of Hell

655
DF Modding / Re: Is there a way to change a deity's name?
« on: March 07, 2020, 12:36:42 pm »
Discussion on dwarf renaming with DFHack scripts
http://www.bay12forums.com/smf/index.php?topic=172700.0
names are id numbers pointing to language file.

Exporting the Legends mode XML may give you the deity id numbers.

656
How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.
There's no syndrome token page, that redirects to https://dwarffortresswiki.org/index.php/DF2014:Syndrome#The_anatomy_of_a_syndrome

Got Creature page: https://dwarffortresswiki.org/index.php/DF2014:Creature
Creature Token: https://dwarffortresswiki.org/index.php/DF2014:Creature_token
Entity redirects to Entity Token: https://dwarffortresswiki.org/index.php/DF2014:Entity_token
Civilization page explains the vanilla DF entities: https://dwarffortresswiki.org/index.php/DF2014:Civilization

657
What if used medieval English/Scottish/Gaelic first names, but reversed? Or syllables shuffled?

658
old aged insult

659
woody cheese

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