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Messages - Hugo_The_Dwarf

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4951
DF Modding / Re: New Reactions Please submit your cool reactions
« on: January 04, 2010, 10:40:06 pm »
Some of these reactions look useful, but I am uncertain how to implement them. Do I just dump them at the end of reaction_standard.txt? Will it require genning a new world?

I am pretty clueless about reactions in general. I wanted to modify some reactions, mainly to make it a little less time consuming (and wood intensive) to make a fort out of clear glass, but I can't find the ash/potash/pearlash reactions. Are they hard coded? Searching the raw/objects folder, the only reference to them that I found were to things like kind of tree called ash, or the profession potash maker.

Likewise, how do I go about making items and armor out of glass? I presume I can just add [WEAPON] to the proper entry, but there doesn't appear to be a matgloss entry for glass or clear glass. I am running a mod (Relentless Assault) but it's not like I am missing these things in-game. Just can't find them in the raws.

Thanks in advance for the help.

Either add to the existing reaction_standard.txt file or make a new file called something like reaction_new.txt that contains the reactions you wish to add (you will also have to copy the first few lines of the reaction_standard.txt file, but change so that the name matches the new file). Yes in most cases they require a world regen (there is a way around this where you keep the name of an existing reaction and change the commands).

The ash/potash/pearlash reactions are hard coded though you can make your own reactions to supplement them.

Likewise glass is hard coded so you will be unable to easily make glass armor. Some one did do an all glass mod with tons of reactions (try a search for glass fortress).

[REACTION:MAKE_GLASS_GREEN_WEAPON]
[NAME:make green glass short sword]
[SMELTER]
[REAGENT:3:SMALLGEM:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:25:WEAPON:ITEM_WEAPON_SWORD_SHORT:GLASS_GREEN:NO_MATGLOSS]

change GLASS_GREEN to GLASS_CLEAR or GLASS_CRYSTAL for the other types
change SMALLGEM (which would be cut raw glass) to GEM (a finished good called "Large cut green glass") or blocks or remove it and produce it unrealiscly (bad spelling)
WEAPON can be ARMOR,AMMO,PANTS,SHOES,HELMS,and so on just at the subtype is used from the same item_XXXX.txt
Glass has no matgloss there is no such thing as "Gold Green Glass" and so on
Hope this helps you

4952
DF Modding / Re: Noah's Island
« on: January 02, 2010, 05:02:52 pm »
What you intend is cool, but saddly next to impossible why?
1. swapping dwarves with polar bears (this works)
2. the other talking animals won't be able to work because they are not the same creature as you intended polar bear (they can be pets)
3. either you hope to find a island with a volcano on it on a genned map, because solely just genning your own island is impossible (unless you gen a Pocket sized world and pretend its a Island  :P)

But good news or hopefully good news future versions that will come out might have slavery, and you could enslave the other talking animals which in this case make your dream come true but sorry not with this version

your dream will come true, just not right away (Never Give Up, that way you can never lose)

4953
DF Modding / Re: New civ: Taconites
« on: January 02, 2010, 04:56:02 pm »
Thank you for all the help, I was wondering if I could keep the regular organs but rename them. If not it's fine.

yes you can keep all the regular organs, and use [BODYGLOSS:liver:chilli] and do that for every organ.. Or make your own (I'd go with that option) when you make the body part CON or CONTYPE it to whatever part and give it the [INTERNAL] tag thus making it like any other organ, P.S. [BODYGLOSS:upperbody:shell (or taco shell)] and this tag goes in the creature.txt not body.txt if I confused you im so sorry

4954
DF Modding / Re: New Reactions Please submit your cool reactions
« on: January 02, 2010, 03:41:13 pm »
These are some really cool reactions, its been a long time but these are usefull. Some of these I'll use, the others I have already done before hand, I'll post more as I get around to it, right now im trying to make a blood thursty desert creature that spawns by the hundreds to steal food, guzzle beer, and whatever else they can get their hands on. I got them to steal and spawn by hundreds but they are cowards even tho I put the [NOFEAR] tag... How can I make them vicous?

Try [likes_fighting].

It won't give them SEARCH&DESTROY function or something, but they will get a positive thought from fighting (civ' races) and propably more than willing to fight back when engaged.

Or my knowledge is outdated on the topic.

BTW, Grax, you won't mind if I grab your cool smelter reactions about potash&calcite? Maybe even toss them into Avernum Mod...

I saw the problem as it seems same as my civ creatures I had the [BENIGN] tag with makes them a everyday wild animal, and they had [EVIL] tag too so they were evil pansies now they seem to work as I hoped, I embarked in a evil location and there were 300+ of them, plus being CURIOUS_EATER/GUZZLER/ITEM beasts they were un doubt bly atracted to my dwarfs and was eaten instantly but now I have a new problem I want them on savage maps too so I added that [SAVAGE] too and now they only appear on boardlined Evil Savage maps grr....

4955
DF Modding / Re: Inject Extract and Suck Blood
« on: January 02, 2010, 03:25:25 pm »
well thanks for that its very useful to know :) and another thing giving a creature [EVIL] and [SAVAGE] tags does it show up on those maps or only when they are both present?

4956
DF Modding / Re: Inject Extract and Suck Blood
« on: January 02, 2010, 12:50:59 pm »
speaking of that is it possible to remove the [ATTCK_WITH] tag and just use the [SPECIALATTACK_...] tags thus having a harmless attack that does the required effect?

4957
DF Modding / Inject Extract and Suck Blood
« on: January 02, 2010, 12:25:34 pm »
I've been messing around with the two very confusing tags [SPECIALATTACK_INJECT_EXTRACT:50:100] and [SPECIALATTACK_SUCK_BLOOD:50:100] at least to me they are confusing anyone know the full effect of both of them?
I played around with Inject_Extract and so far its the potency of whats being injected min:max, but I havent been able to see what Suck_Blood does my guess it feeds the creature

4958
DF Modding / Re: New Civilization; Irfak
« on: January 02, 2010, 11:58:09 am »
does it count when they go crazy (berzerk) and kill them or is that a justified reason

4959
DF Modding / Re: understanding entities and megabeasts vs semimegabeasts
« on: January 02, 2010, 11:56:25 am »
I think can speak and utterances work together, it just makes their speech a mess of words to other races but they seem to understand each other

4960
DF Modding / Re: New Civilization; Irfak
« on: January 02, 2010, 11:38:52 am »
Thats true I did get sieged by humans but thats because their dipolmat was eaten by a Blizzard Man and i didnt help, so starting a war just somehow kill merchants?

4961
DF Modding / Re: New civ: Taconites
« on: January 02, 2010, 11:34:38 am »
just add [SHELL] tag and give them a [prefstring:hard shells] and if that makes them stronger or weaker use [DAMBLOCK:+1 or -1]  or any other value. like Caesar said. are they fragile [SEVERONBREAKS] that way if somthing is broken it come right off instead of getting mangled or waiting to be lopped off. Are they really alive? or magically powered? if they are powered by magic use [NO_EAT][NO_DRINK][NO_SLEEP][NOBLEED][NOBREATHE][NOTHOUGHT] this should remove the need of a brain, heart, lungs, throat, spines are needed at all times I think, and the no eat/drink/ and sleep tags just do as they say. Anthing else just ask,

4962
DF Modding / Re: New Civilization; Irfak
« on: January 02, 2010, 11:09:38 am »
thats using a bridge right? cuz I tried starting a war with the elves by crushing the elf merchants... so do the opposite? And at least I know they are friendly

4963
DF Modding / Re: New Civilization; Irfak
« on: January 02, 2010, 09:46:23 am »
Are they a friendly race? or evil, im going to download and find out but if they are insectoid and use lesser metals they sound barbaric and wild like a cute little kobold. They almost sound like my evil race The Urk Dasha large winter creatures with six arms and eyes, four legs, and poisoned tusks that can leave its prey immoblized forever, they use no weapons or armor all hand2hand which is a bit over powered but orks seem to manage killing them anyways. But this sounds cool and im always looking for some to civ to meet and kill/welcome to my fort

4964
DF Modding / Re: Creature Spawning
« on: January 02, 2010, 09:35:57 am »
If a creature has the [EVIL] and [SAVAGE] tag do they show up in those maps? or only when the embark region has a untamed wild and evil zones within it?

4965
DF Modding / Re: Yet another reaction problem
« on: December 31, 2009, 09:14:04 am »
Milled products don't work because they are placed in a container (bag) and the smelter or REACTION looks at the bag and wonders what to do, try using the plant itself

REACTION:SAPLING_ASH_MAKING]
[NAME:burn saplings]
[SMELTER]
[REAGENT:10:PLANT:NO_SUBTYPE:SAPLING:NO_MATGLOSS]
[PRODUCT:100:1:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]
[FUEL]

now the only thing with  this is if the "sapling" is placed in a barrel it will be ignored, so either make its own stockpile that has barrels set to 0 and the food>plant>sapling is active only everything else is disabled

I did that for my tower-cap making


[MATGLOSS_PLANT:TOWER_CAP]
[TILE:'t'][COLOR:6:0:1]
[NAME:tower-cap][NAME_PLURAL:tower-caps]
[VALUE:2]
[GROWDUR:500]
[SEED:6:0:1]
[GENPOWER:2]
[AUTUMN][WINTER][SPRING][SUMMER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[BIOME:NOT_FREEZING]
[PREFSTRING:hard leaves]
[WET][DRY]

[REACTION:MAKE_TOWER_CAP]
[NAME:make tower-cap logs]
[SMELTER]
[REAGENT:1:PLANT:NO_SUBTYPE:TOWER_CAP:NO_MATGLOSS]
[PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:GIANT_SHROOM]
[PRODUCT:10:1:WOOD:NO_SUBTYPE:WOOD:GIANT_SHROOM]
[PRODUCT:100:1:SEEDS:NO_SUBTYPE:PLANT:TOWER_CAP]

I believe that might solve your problem but if your set on this milling technique, I can't help you there, maybe when the next update comes out where all or most workshops will be editable you can try some other method (your own version with milling) good luck and happy modding

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