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Messages - scamtank

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241
DF Modding / Re: What makes "foreign" armour foreign?
« on: April 24, 2016, 06:30:07 pm »
Try giving it an ARMORLEVEL token that's on par with normal armor. Right now it's defaulting to zero (civilian grade).

You could've also just stuck the permission line in completely the wrong entity, too.

242
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 24, 2016, 05:33:19 pm »
My first guess is that defining a CATEGORY:ALL and then the specific one would nest neatly, but Toady's example shows him doing it the hard way, with each set of body parts separately. You only need to mention the head, the body halves and the limbs, anyway.

But no, the answer is there's no CATEGORY:ALL_EXCEPT_THIS thing.

243
DF Modding / Re: What makes "foreign" armour foreign?
« on: April 24, 2016, 10:54:05 am »
Most entity changes don't stick to games in progress. Stuff like permissions are checked from the files only once during worldgen and then they're fixed, unless you're good at punching and kneading the memory structures with DFHack.

244
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 24, 2016, 08:13:26 am »
Unrelated, is it possible to tell the feathers on one part of the body to be different colors from another with some variation of [SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]? Like, set the main body feathers and then the belly feathers?

The base game does it already with hair. See that BY_CATEGORY:ALL bit? That's what it's designed for, just switch out the ALL with the bodypart category of your choice. Without looking it up from body_default.txt, you're looking for BODY_LOWER I think?

You should also be able to garnish the wording so that the creature's belly or underside or other %arbitrary word% is $COLOR instead of the lower body or whatever the bodypart actually is named. Keep the creature token list handy.

245
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 23, 2016, 05:47:52 pm »
Hmm, it seems [PREFIX:NONE] isn't a valid material token.

yes it is

246
DF Modding / Re: Changes not taking effect at all
« on: April 22, 2016, 08:00:24 am »
Are you screwing with the things in the "interaction_examples" folder? The examples that don't actually affect anything, serving just as a syntax tutorial?

247
DF Modding / Re: where exactly do i put the orientation tag
« on: April 20, 2016, 06:45:26 am »
Searched a bit and saw a Quagmire of "political correctness"   

I really don't want to get involved with all that.

how dare you suggest that Toady would develop a complex simulation system just to appease some nebulous boogeyman agenda

248
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 17, 2016, 02:47:06 pm »
I've tried a few tricks over the course of few weeks and so far I've found out that without the BODY_APPEARANCE_MODIFIER:LENGTH the 'gigantic' tag disappeared completely. The wiki seriously should have more in-depth info about the numbers and what they do.

I personally told you why that happens just last month. And the month before that.

249
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: April 17, 2016, 02:41:52 pm »
I'm on to Weapons/Armor adjustments now.  The wiki has a good explanation of Impact & Shear.  However, I see other modifiers that I can't find an explanation for; Compressive, Tensile, Torsion, and Bending.  Any info on these is appreciated.

Compressive force happens by strangulation (doesn't really matter, but it's there), tensile by the "shaking around" once you latch on to someone with your teeth, torsion if your "teeth" are blunt instead of edged and bending is what hurts a limb when you wring it in a joint lock. You read the material definition token list, right?

250
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: April 15, 2016, 06:09:53 am »
The game doesn't check whether the nobles should be replaced until the end of the year. Appointing or replacing some position will trigger the check manually.

251
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: April 12, 2016, 09:17:27 am »
I'm pretty sure that reactions that have FOOD items as products are still broken.

252
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: April 10, 2016, 03:31:52 pm »
Is there a way to prevent worldgen slabs to be made from a certain inorganic material? I keep getting stuff like "magic missle slab" and amusing as that may be, it may cause problems like the slab instantly melting when it enters the screen in either mode.

No, there isn't. Like codex bindings, I'm pretty sure they're made of anything that has [HARD_MAT] on it.

253
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 05, 2016, 09:46:38 am »
Hell if I'm spooling through the entire set of problems right now, but what happens if you declare the [APPLY_CREATURE_VARIATION:TAIL_STING_VENOM_ATTACK] bit after the BODY token? Like, move it right past [FLIER] or something.

254
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: April 04, 2016, 01:32:07 pm »
Plant growths/fruit did replace the "leaves" option in the stockpile menu, after all. It's a thing you pluck off the plant, same deal.

255
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: April 04, 2016, 04:10:53 am »
I don't think creatures even parse that as potable stuff. They won't drink milk, either.

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