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Messages - Nahere

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391
Quote
Why have some of my raws suddenly jumped sideways?
Because RIGHT and LEFT tokens are parsed by the forums as BBCode. Put your raws in code tags next time.
Code: [Select]
Like so.

392
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 24, 2013, 03:50:16 pm »
2. Ah.
1. Environment being whether or not they're in water, magma, caves, etc.
You should be able to do caves by only activating when the CAVE_ADAPT counter trigger is above zero, but I thinks this relies on the creature already having [CAVE_ADAPT].

393
DF Modding / Re: Worldgen Crashes
« on: December 16, 2013, 08:32:57 pm »
I've seen something similar to this before. Hopefully this helps:
This will be a useful tactic for future modders.

DF doesn't tend to shut down when it encounters an error, it simply keeps trying to run until it crashes and burns.  If something throws the parser out of whack, it'll keep going on its merry way, even if that means it'll start sticking materials and creatures where they shouldn't go, leading to the weirdness that happens due to duplicate raws.  I figured whatever the bug was here, it must be related somehow to this phenomenon: something that isn't listed among the illegal operations but throws the parser out of place so you get invincible bandits if you're lucky and crashes if you're not.

So I got a new idea: Instead of playing hit-or-miss and trying to find a pattern for how stable the game was, try to figure out how the game was loading the raws.  How?  Simple: deliberately introduce errors into the files and read the order they show up in the error log.  Turns out the game always loads the raws in the same order: inorganics, plants, tools, creatures, civs, and interactions, and within a type, it loads them in the order the files are arranged (alphabetically).

I couldn't figure out what was making the difference between whether the game loaded or crashed, but I did find that when it crashed, the error logs always stopped at the same creature group, no matter where they were placed.

394
Other Games / Re: Starbound - We have lift off.
« on: December 12, 2013, 02:13:12 am »
Most of my encounters are split between Apex and Apex ruins, USCM bases or prisons, and the.... I think they're renegade Glitch with the monolithic polyhedron labs that have the matter makers.
They're not Glitch, despite the robotic look. They're Avian. They have Avian names and threatened my character for 'spitting in the face of Kluex'.
Those facilities are... unusual really. They have Avian occupants, with a heavy use of pyramids and crystals which further suggest an Avian origin, but the materials and furniture are more what I'd expect from an Apex lab, especially the pits full of tesla spikes. Also worthy of note is that some of the guards mentioned being 'compelled' to attack me.

395
Other Games / Re: Starbound - We have lift off.
« on: December 11, 2013, 08:54:16 pm »
Red is health, green is speed boost, yellow makes you glow, and blue gives a boost to jumping.

396
Other Games / Re: Starbound - We have lift off.
« on: December 07, 2013, 04:14:32 am »
Hit e. If it is fully grown, it will harvest it, otherwise it will do nothing.

397
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 01, 2013, 06:07:44 pm »
Skill can be done through reactions however. If a reaction gives you a whole bunch of products that boil away you'll still get experience for each one (about 30xp per product I think).

398
DF Modding / Re: Can't get interaction to work properly.
« on: November 30, 2013, 10:29:57 pm »
USAGE_HINT should be ATTACK, not ATTACKING, nut other than that I can't see any problems.

399
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 26, 2013, 07:44:01 pm »
No, the last line should read:
Code: [Select]
[CE:CREATURE:CREATURE_ID:CASTE_ID]Toads are the first creature in the vanilla raws, so if a transformation cannot find the correct creature to turn into it defaults to a toad.

400
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 20, 2013, 12:09:23 am »
Tower building is hardcoded to require 50 animated creatures. If a secret does not provide an animation interaction, no towers will be built.

401
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 19, 2013, 09:50:58 pm »
So leave the LIQUID in the injection token. Like so:
[SPECIALATTACK_INJECT_EXTRACT:INORGANIC:GABBRO:LIQUID:100:100]

402
I just want to point out, we've made over 10K replies to this thread.

(Also, if I was here a thousand posts earlier I could have made a DBZ reference, blast it.)
You would have been too late anyway:
HEY VEGETA

403
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 15, 2013, 10:55:20 pm »
1: That will multiply the targets disease resistance by 2.5, then add 750 to it, both permanently.
2: Should do.

404
DF General Discussion / Re: Does Slavery do anything?
« on: November 09, 2013, 12:14:44 am »
They should fish, but hunting requires a crossbow, which they cannot equip.


405
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 19, 2013, 03:48:40 am »
Giving nervous tissue a healing rate will allow spinal injuries to heal, but motor and sensory nerves do not actually have a tissue. They are either severed, or not, with no ability to heal whatsoever.

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