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Messages - scamtank

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61
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 21, 2017, 07:41:05 am »
That's about growths - fruit. Pulling out the plant itself uses a different mechanism, I think the plant's principal material must be edible or yield some other products?

62
DF Modding / Re: Modding questions
« on: December 20, 2017, 02:20:21 pm »
You're missing the CASTE_NAME tag. Look at some other critter and you'll see what I mean.

63
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 19, 2017, 03:08:05 pm »
Question: Does anyone know if the bottom of the sea gets rendered at all? That is to say, if I modded in a playable aquatic race and embarked under the ocean, would there be anything there for them?

I suppose it must. There is a special "pelagic sediment" layer type that only occurs underneath the deep bits of an ocean.

Dunno about the embarking on an ocean part, though.

64
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 17, 2017, 12:43:09 pm »
Does a creature have to have a brain to use CAN_LEARN?

I don't think so, but creatures do need some kind of [THOUGHT] bodypart to move or survive unless they are specifically excused by [NOTHOUGHT] and [NO_THOUGHT_CENTER_FOR_MOVEMENT] tags. If I'm interpreting this right, brains are just a convenient off switch.

65
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 17, 2017, 10:04:09 am »
Would it be possible to have a plant be processable into native gold? Trying to do plants for a good/evil biome revamp.

Processable how? With a custom reaction? The "Process Plant" job used to make thread? The process-into-barrel thing used to make sweet pod syrup? Distillation into vials of something?

I don't think you can use the old hardcoded jobs to make anything other than THREAD or LIQUID_MISC items. Solid gold thread or a keg of liquid gold, sure, but actual stone...? You might be better off trying to make gold nuggets grow on trees.

66
DF Modding / Re: Angel's book title mod (WIP)
« on: December 13, 2017, 12:04:21 pm »
yo this owns

67
Mod Releases / Re: Caverns Of Peace, Friendship, & Fun [44.02 and 43.05]
« on: December 08, 2017, 12:27:47 pm »
Hey, boss. There's one small thing I'd like to point out.

Toady's naming convention for plant IDs doesn't actually use underscores. Having [PLANT:CAVE MOSS] renamed as [PLANT:CAVE_MOSS] is small, but it'd be enough to break compatibility if anyone, say, made a critter that could only graze on caveshrooms (like I did this afternoon).

68
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 08, 2017, 09:26:20 am »
So wait... can you assign labors? is it like buying more starting dwarves?

On the surface, it seems like it. One picked up a pick and dug out a channel just fine. I thought I read something about migrating ones having problems.

69
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 07, 2017, 02:23:29 am »
Yeah, both are used at once. Given Toady's precedent, leaving out arguments wouldn't do. I suppose you could just leave a 100 for the percentage or a zero for the fixed increase.

70
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 07, 2017, 01:56:05 am »
How do you specify which syndrome an interaction induces? The wiki says that syndrome is specified in the [SYNDROME] tag, but there's no [SYNDROME] tag listed in the interaction token page. What gives?

Yeah, it's a little spread out at times.

71
DF Modding / Re: Can anything be done about vomit? Tired of it.
« on: December 06, 2017, 09:54:08 am »
Vomit is one of those extremely fixed substances, like water or magma or glass. You could try throwing [NONAUSEA] into the dwarf definition, maybe it still works.

72
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 04, 2017, 07:33:05 am »
Priests are one of those generated-as-we-go positions, like town lords and robber leaders. Whatever little there is to study is hidden inside the executable, I'm afraid.

73
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: November 30, 2017, 04:22:00 pm »
This is more of a general question (as I have forgotten the answer), does DF read files in sub-folders in the raw/objects folder?

Nope!

74
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: November 28, 2017, 12:55:52 am »
Arena fuckery let me change basic butcher-product hair from grey to purple just by changing the material template's STATE_COLOR:ALL_SOLID tag just fine. Could your special template be getting itself overruled on the creature level?

75
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: November 28, 2017, 12:17:34 am »
Got a modding question (not related to anything new in 0.44 though). How do I make a creature produce colored wool? I tried changing their hair template to a custom colored hair template, but their yarn and cloth were still described as gray in-game. The errorlog made no mention of the creature or the template.. Is yarn color hard-coded or am I missing something?

Try adding [DISPLAY_COLOR:3:0:1] to the template.

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