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Messages - Sagus

Pages: [1] 2 3 ... 5
1
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: March 06, 2018, 11:24:47 pm »
What are some common causes that don't make a creature spawn in a generated world? I have a bunch of modded in creatures that simply never appear at all. They work fine in Arena mode, but I never see any of my Megabeasts in legends mode, for instance. They all have biome and frequency tokens, so I don't see why they wouldn't spawn...

Here's an example:

Spoiler (click to show/hide)

Also, I can't make a modded entity use the animals with the class I assigned, which I assume is because they never spawn, but they also always use mammals even though I put in [ANIMAL_FORBIDDEN_CLASS:MAMMAL]. Literally just copied and pasted the [ANIMAL] section from the Kobold entity. Is there something else that has to be done?

Spoiler (click to show/hide)

2
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: September 09, 2016, 10:16:49 pm »
I'm trying to make one of those workshops with reactions that turn one creature into another. Problem is, the process is rarely sucessful, which I guess is because the creature isn't being infected with the syndrome from the instantly boiling stone that the reaction generates. Is there a better way to go about making this kind of workshop? At least, is there a way to make the chances of the creature inhaling the gas and being infected higher?
DFHack with reaction-trigger. If you don't want to use DFHack, use contact syndromes instead. Someone did research a while back and creatures don't breathe every single tick.
Thanks!
Is there a place where I can learn how to use DFHack to make stuff like this?

3
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: September 07, 2016, 10:07:02 pm »
I'm trying to make one of those workshops with reactions that turn one creature into another. Problem is, the process is rarely sucessful, which I guess is because the creature isn't being infected with the syndrome from the instantly boiling stone that the reaction generates. Is there a better way to go about making this kind of workshop? At least, is there a way to make the chances of the creature inhaling the gas and being infected higher?

4
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: March 26, 2016, 01:24:25 am »
I see, thanks.

Is there a way for sydrome transformations to be timed?

5
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: March 26, 2016, 12:38:46 am »
Is there a way to create a syndrome that can change the material of a creature's body part for a set amount of time? For instance, I'd like to give a race the ability to turn their claws into steel for a few seconds. Is that possible, using interactions and syndromes?

6
heydude, would you be fine with someone else helping you make the remaining sprites? I really wanna play this race with the full sprite set, and if you're alright with it I'd be willing to aid in finishing it. If it's fine just send me a small sample of the sprites you've done so I can see the style, and a list of which sprites remain to be done.

If you'd rather do all of them yourself I'll understand, just offering help in case you need it.

7
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: December 26, 2014, 08:41:20 am »
Wasps don't lack individuality in this mod though, and it's not THAT easy to replace lost numbers as it takes a while to grow new wasps and you can only get 16 new ones a year anyway. Regular sacrifices would thin these numbers too much imo. Besides, there's already a workshop that allows you to sacrifice wasps to get their brain essence and other things.

8
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: November 17, 2014, 12:44:19 am »
Spoiler (click to show/hide)

9
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: November 14, 2014, 07:39:24 pm »
First one, yes. It looks creepier.

10
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: November 06, 2014, 02:58:36 pm »
have we decided when and how the poll closes? as far as i know bay 12 polls don't have a time or a vote limit.
I think it's fine to close it, the "make your own Queen" option has been in the lead for quite a while

11
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: November 03, 2014, 10:38:16 am »
what allies, if any, do you think the wasps should have?
Maybe it'd make sense to put them in with the slavers? They do use slaves after all.

12
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: October 31, 2014, 04:58:51 pm »
Splint's idea sounds great, would be quite interesting too.

I was wondering, what's left to do before you guys call for an Alpha release? There's the consequences of the Queen dying, deciding if the Queen will be made automatically or not, and... what else?

13
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: October 31, 2014, 04:44:49 pm »
Damn =/

Would this still allow for the Queen's death to make a misery wave affect the fort? Like, could the script has its activation trigger the Queen's death? If so, at least THAT incentive to keep her alive would remain.

Or was this what you were actually talking about? They way I read it I understood this limitation was referring to the "lack of Queen for a number of years makes the wasps go crazy".

14
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: October 31, 2014, 04:30:10 pm »
Have you tested it in-game to see how it goes?

I assume you can't make the interaction target only an individual wasp instead of everyone at once?

15
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: October 29, 2014, 12:31:45 am »
Good idea actually. From now on the queen is temporarily rendered immobile while she is laying eggs.
Will this be done by temporarily turning her into a pet? It'd be best I think, so the wasps would be able to move her around designated areas.

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