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Messages - trees

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211
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 17, 2012, 09:55:48 pm »
They can be in the same file, they all fall under [OBJECT:ITEM] so it's all good.

212
DF Modding / Re: Graphical ASCII creatures
« on: January 17, 2012, 04:55:28 pm »
It works just like a standard tileset (Phoebus, Ironhand, Mayday, etc.) but the symbols for creatures are stylized letters.

I like this idea a lot and would definitely use it. I'm not much of a pixel artist but I could try to contribute a little.

213
General Discussion / Re: American Election Megathread
« on: January 17, 2012, 03:20:59 pm »
I guess that Rick Perry claimed that Turkey was run by Islamic terrorists in the SC debate last night.

214
This is neat. Watching.

215
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 16, 2012, 09:22:19 pm »
More importantly, he has CASTE:NAME when he should have CASTE_NAME.

I meant to point that out but I guess I didn't call much attention to it, heh.

Quote from: Raptor_a22, when declaring hair color within castes
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[PLUS_TL_GROUP:BY_CATEGORY:EAR:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:TAIL:HAIR]
[TL_COLOR_MODIFIER:BLACK:4:GRAY:4:SILVER:4:WHITE:2:RUSSET:3:BURNT_UMBER:2:DARK_CHESTNUT:1:RUST:3:AUBURN:2:SEPIA:1:BROWN:2:CINNAMON:1:RAW_UMBER:1:CHARCOAL:3:SLATE:GREY:2]

After this you're missing a line that should be something along the lines of:

Code: [Select]
[TLCM_NOUN:hair:SINGULAR]
I think that should be it. Anything left in your errorlog?

216
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 16, 2012, 07:35:50 pm »
Code: [Select]
[CASTE:OKAMIMI_MALE]
[CASTE:NAME:okamimi male]

That's probably where the genderless "nothing" is coming from.

Your [CASTE_NAME:x:y:z] tokens are lacking the last two arguments. Caste names work the same as creature names: [CASTE_NAME:singular:plural:adjective].

217
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 15, 2012, 07:48:22 pm »
Okay I am working the most Op weapon evar and all it seems to do is dent skin. Tips?

Try raising the contact area (the first number) and perhaps lowering the velocity multiplier (the last number, the game can get weird with really huge numbers sometimes).

Does the INSULATION tag only protect against cold, or will it make creatures melt more easily in hot enviroments as well?

Polar bears can survive perfectly fine in tropical forests if you import them from human caravans, so I doubt it could hurt them. Unless you tinker with advanced world generation temperatures, anything will be able to survive naked on a glacier or bundled up in a desert without any damage.

Ok, last chance before the next release: Does anyone has any idea why this does not work ?

Three things. First: it seems that the reaction is trying to make a drink out of solid plant material. Replace the drink's product with:
Code: [Select]
[PRODUCT:100:50:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]
The second: your [PRODUCT_TO_CONTAINER] token lacks a target, so the drink will just spill on the floor. Change it to:
Code: [Select]
[PRODUCT_TO_CONTAINER:container]
Third: your reaction won't accept rock or earthenware pots as a container and it might act strangely with barrels that are already filled. Replace its reagent line with:
Code: [Select]
[REAGENT:container:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
(taken from vanilla "make mead" reaction)

One last thing to consider: your reaction won't produce any seeds of the plant used to brew. I'm not sure if that's intentional, so just in case you overlooked it add this:
Code: [Select]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED]

218
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 15, 2012, 02:36:21 pm »
Is it possible to make thrown weapons for the AI to use? Such as darts, throwing knives/axes, ect.

If you mean "throw" as in when you press t in adventure mode, no, the AI will never do that.
However, you can make the weapon you want thrown as an ammo and have the firing mechanism be a glove or sling or something.

An example from Kobold Camp:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_THROWING_GLOVES]
[NAME:throwing gloves:throwing gloves]
[SIZE:200]
[SKILL:THROW]
[RANGED:THROW:HAMMER]
[SHOOT_FORCE:1200]
[SHOOT_MAXVEL:400]
[TWO_HANDED:0]
[MINIMUM_SIZE:10000]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:1000:4000:bash:bashes:NO_SUB:1250]

[ITEM_AMMO:ITEM_AMMO_THROWING_HAMMERS]
[NAME:throwing hammer:throwing hammers]
[CLASS:HAMMER]
[SIZE:100]
[ATTACK:BLUNT:100:2000:impact:impacts:NO_SUB:1000]

219
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 15, 2012, 12:45:41 am »
      [NATURAL_SKILL:AXEDWARF:16]

You want "AXE" instead of "AXEDWARF." Full list here.

220
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 14, 2012, 11:55:19 pm »
MAX_EDGE just determines if you can make sharp blades out of it, as far as I know. It's what lets you use obsidian to make short swords at the craftsdwarf's shop, at least.

221
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 14, 2012, 08:10:04 pm »
Quote
[IMPROVEMENT:100:A:GLAZED:MAGMA]
[PRODUCT:100:1:FOOD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

I am pretty sure that these are your main issues. The way your reaction is currently set up, it'll consume a piece of food (actually, maybe 150 pieces, have you already tested that?) and then produce another piece of food while trying to glaze the first piece of food that was already consumed with "magma," which isn't formatted correctly. Try something like this:

Code: [Select]
[REACTION:REFINE_FOOD]
   [NAME:prepare extravagant meal]
   [BUILDING:MAGMA_KITCHEN:NONE]
   [BUILDING:KITCHEN:NONE]
   [REAGENT:target:150:FOOD:ITEM_FOOD_ROAST:NONE:NONE]
    [PRESERVE_REAGENT]       
   [REAGENT:decoration:150:FOOD:NONE:NONE:NONE]
   [IMPROVEMENT:100:target:GLAZED:GET_MATERIAL_FROM_REAGENT:decoration:NONE]
   [SKILL:COOK]

This will (should) take one lavish meal and one other prepared meal, consume the second prepared meal and decorate the lavish meal with whatever the second meal is made out of. It should give you something like <<≡yak tallow roast≡>>. I haven't tested it, though, and I wouldn't be surprised if the game acted strangely when using organic materials like this.

I removed the container because it's not required for solid foods. Regardless, yours were formatted incorrectly: they need a target to tell the game which reagent is the container (like, [PRODUCT_TO_CONTAINER:A]).

222
DF Modding / Re: Small modding questions thread
« on: January 14, 2012, 06:57:01 pm »
narhiril wrote a detailed post on hell fauna here recently.

223
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 14, 2012, 06:28:09 pm »
I thought that improvements would raise the value of an item ? If not, then I have to change it, and produce a new, high value food item. But I would like to keep it in relation to the original value. Any ideas about that ?

Improvements do raise the value of items. I guess it could work but I don't know how you'd get a reaction to accept a prepared meal as a reagent or create one as a product, not to mention issues with stack sizes that would crop up.

224
The lovely things said by homophobic folks.

I always have trouble with things like this because I'm never certain if I should laugh at how ridiculous people are or get angry about how ridiculous people are (and how many of them are involved in the government).

225
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 13, 2012, 07:06:15 pm »
I'm not entirely sure what you're trying to do with the improvements and I've never seen it done with food before so I really have no idea if it will work.

Improvements that can be used in reactions are decorations - adorned with hanging rings of x, menacing spikes of y, etc.

I noticed that the buildings I use for this are categorized under WORKSHOP, not SMELTER like I hoped. appearently it is not the needs_magma tag.

To make something appear under the furnace section, use [BUILDING_FURNACE:BUILDING_NAME] at the beginning instead of [BUILDING_WORKSHOP:BUILDING_NAME]. Buildings categorized under furnaces also require an architect to oversee construction in addition to whatever build labors are listed.

Quote
And another one: Sould take any 25 bolts and a special gem, and produce 25 of my self made ammo, made of a metal with a syndrome that melts at body temperatur.

As long as you have an ammo type called ITEM_AMMO_SPECIAL and an inorganic material called FIRE, yeah, should work.

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