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Messages - Hugo_The_Dwarf

Pages: 1 ... 14 15 [16] 17 18 ... 332
226
DF Modding / Re: Graphic Tileset Modders Suggestion
« on: August 01, 2018, 03:59:26 pm »
You'd still need to apply that to "every" creature, it's not like setting one up make it magically "work" for a creature.

if anything you'd have better luck using [CV_REMOVE_TAG:CREATURE_TILE] then following with [CV_ADD_TAG:CREATURE_TILE:2]

you can even pass in arguments so it could be  [CV_ADD_TAG:CREATURE_TILE:!ARG1] then all you have to do is call a [APPLY_CREATURE_VARIATION:CHANGE_CREATURE_TILE:'s']

However all that work to add one extra step when you can create a simple script that just does a find and replace would be much faster than making a creature variation to make the changes that you still have to add

227
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 31, 2018, 01:56:54 pm »
Armor size is made to the civs size. If one. Caste is ogre sized then ogres and the smaller race can wear it. In fortress mode you can give workshop command to craft the armor for a larger creature

228
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 31, 2018, 01:53:47 pm »
I figured the re adding of the same tissue I'd would cause issues just I had. To shift through a lot of your raws

229
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 30, 2018, 08:46:49 pm »
I think he's just got the generic and tissue stuff too complicated that things are crossing wires and being unhappy

230
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 30, 2018, 05:07:22 pm »
I've made it work by making ALL the sapient creatures' materials locally-declared.

Well... I hope that there's still some speed gain from this.

I think cutting down on a majority of animal materials will speed it up a lot, RNG and Plants will eat up quite a bit still, but that's something you don't have much control over (RNG is RNG after all, and Plants (food and the like) need to be unique to function correctly. Wood, Leaves, and other misc unused materials can probably be generalized.

But if my Generic Material framework works without crashes then I'll see what I can do to help you get that working for FiM, might need to make some custom features in it but should be doable if it works for me.

231
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 30, 2018, 04:57:11 pm »
I hate to be one of those guys, but could someone please write up a fortress mode reaction for me and tell me where to paste it? I want to be able to have my dwarves make bone weapons, and the wiki makes it sound like this should be easy, but nothing I try seems to work...

for bones, in order to select them correctly, the reagent needs to be like this:


[REAGENT:bone:1:NONE:NONE:NONE:NONE]
      [USE_BODY_COMPONENT][ANY_BONE_MATERIAL][UNROTTEN]

 You could of went through the adventure reactions to find that :p

He'd probably want to use [MAX_MULTIPLIER:1] so it will only use 1 bone out of a stack instead of the whole stack.

So something like:

Code: [Select]
[REACTION:CARVE_BONE_SPEAR]
[NAME:craft bone spear]
[BUILDING:CRAFTSMAN:NONE]
[CATEGORY:CRAFT_WEAPONS]
[CATEGORY_NAME:weapons]
[CATEGORY:CRAFT_WEAPONS_BONE]
[CATEGORY_NAME:bone]
[CATEGORY_PARENT:CRAFT_WEAPONS]
[REAGENT:bone:1:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT][ANY_BONE_MATERIAL][UNROTTEN]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[PRODUCT_TOKEN:spear]
[SKILL:BONECARVE]
[MAX_MULTIPLIER:1]

then he'd need to add [PERMITTED_REACTION:CARVE_BONE_SPEAR] to the entity he's playing as/with. Now this will need a new world OR if you're using DFHack there is a patch command to load in new reactions and the like into an existing save (I don't know the command, but it's there)

EDIT:

also he can copy that for daggers and clubs/maces or whatever other weapons, but mostly BONE will only be effective against most unarmored things, except for a SPEAR as that weapon type has some pretty good stats.

232
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 30, 2018, 12:53:31 am »
All I know is that butchering sentients that contain non-local globs/meat (but not bones) will crash the game or create unknown frozen substance. These BDPs are made specifically to avoid that, so...

I might have to do some testing with my generic material setup, and see if I can convert yours into my setup and see if I get the crash still. might take be a few days.

233
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 29, 2018, 05:15:58 pm »
yeah I'm getting the same crash when butchering tester 2 in fort mode, and of course arena mode works fine. Have you noticed that anything else using the tissues/materials also crashes the game when butchered, sentient and not sentient

234
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 28, 2018, 09:50:30 pm »
Regular butcher worked for me, however not sure what plainsrunner I was supposed to embark with, I was normal "ponies" not "cave ponies" if that mattered?

image isn't work

https://imgur.com/jh5aNs5

I'm wondering if it's the issue of your BDP adding tissues and then doing a layer?

Code: [Select]
[BODY_DETAIL_PLAN:SPECTRA_DIM]
[ADD_TISSUE:NERVE_DIM:NERVE_TEMPLATE_SPECTRA_DIM]
[BP_LAYERS:BY_CATEGORY:SPINE:NERVE_DIM:2]

and ouch all those custom tissue templates, That was the reason I started to use Creature-Variations to build a framework to bypass that.

235
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 28, 2018, 06:47:42 pm »
I've just got the bug, again...

This is what I'm talking about. It doesn't crash the game now, but it turns all the meat/glob butchered materials into garbage:


(the [15] item was supposed to be fat)

This only happens if the creature is intelligent. Otherwise, the meat is fine. Also, it doesn't happen in the arena.

Can send me the Raws and I'll have a gander

236
DF Modding / Re: Help taking bones out of a humanoid?
« on: July 27, 2018, 07:21:35 pm »
Teeth no, but Beaks would be made from SKIN when you flip the switch from vertebrea to EXOSKELETON_TISSUE_LAYERS technically you could still use VERTEBRATE_TISSUE_LAYERS but you'd need something else to be ARG4 instead of BONE, but beaks would be made from that.

237
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 27, 2018, 11:04:20 am »
https://github.com/Hugo-the-Dwarf/DF-Streamlined/tree/GenericMaterialFramework?files=1 this might make your life easier anything that has a 0 in the filename is related to the generic material framework I made a doc that might help understand it. I'm on 3 df discords so can find me on their as well

238
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 27, 2018, 09:41:43 am »
Meat I know will always take on the hub creatures NAME no matter what but everything else you can use PREFIX on the material to make it named or not. Skin and fat will require leather parchment and tallow. And tallow needs soap material. If these are not together in the same creature you will see issues unless you customize the material templates I can show you an example later today

239
DF Modding / Re: Help taking bones out of a humanoid?
« on: July 27, 2018, 09:36:29 am »
Remove the bone material and tissue. Then use the exoskeleton body detail plan instead of the vertebrea one. Also remember to remove ribs skull and other bone related body parts

240
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 26, 2018, 07:49:52 pm »
Thanks!
.
Has anyone tried making "simple" creature materials (i.e. declaring materials in a single "hub" creature and having all tissue templates use the CREATURE_MAT:hub:mat) recently? Does doing this with the meat/glob materials still cause a crash?

I have yes, even built a framework anyone can use.

If done right, meat/globs won't cause a crash? I haven't had it happen yet

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