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Messages - leafbarrett

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316
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 05, 2012, 02:38:10 pm »
Damn. :( I wanted to have Vaporeon release a cloud of mist when interacting with others, to make them happier. ;-;

317
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 05, 2012, 02:27:53 pm »
Is there a way to harness waterfall mist for use in material emissions?

318
Thanks muchly!

Maybe the OP should add that to the first post?

319
This layout appears to work with DF 34.11, for the DwarfEngineer version of DT under Windows.  Name it v0.34.11_graphics.ini

Spoiler (click to show/hide)
Uhh... do what with what? I'd like to know, because as is, I can't use DT anymore. Does it work for vanilla DT, or do I have to go hunting through the topic for a specific thing? (I already tried the search function, it didn't work, so don't even go there)

320
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 05, 2012, 12:00:24 am »
Riddle me this, riddle me that, or however the fuck that goes.

Code: [Select]
[REACTION:TEMPERED_STEEL_BARS]
[NAME:temper steel bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:B:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:TEMPERED_STEEL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

The error log says it can't find TEMPERED_STEEL.
"*** Error(s) finalizing the reaction BRASS_MAKING
Unrecognized Inorganic Token: TEMPERED_STEEL
"

HOWEVER! In inorganic_metal there is this thing I've added:
Code: [Select]
[INORGANIC:TEMPERED_STEEL]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:tempered steel]
[STATE_NAME_ADJ:LIQUID:molten tempered steel]
[STATE_NAME_ADJ:GAS:boiling tempered steel]
[DISPLAY_COLOR:0:7:0]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:8150]
[LIQUID_DENSITY:7180]
[MOLAR_MASS:55845]
[IMPACT_YIELD:2005000]
[IMPACT_FRACTURE:3020000]
[IMPACT_STRAIN_AT_YIELD:740]
[COMPRESSIVE_YIELD:2005000]
[COMPRESSIVE_FRACTURE:3020000]
[COMPRESSIVE_STRAIN_AT_YIELD:740] 160
[TENSILE_YIELD:730000]
[TENSILE_FRACTURE:920000]
[TENSILE_STRAIN_AT_YIELD:125] 200
[TORSION_YIELD:730000]
[TORSION_FRACTURE:920000]
[TORSION_STRAIN_AT_YIELD:115]
[SHEAR_YIELD:730000]
[SHEAR_FRACTURE:920000]
[SHEAR_STRAIN_AT_YIELD:115] no data, used 200
[BENDING_YIELD:730000]
[BENDING_FRACTURE:920000]
[BENDING_STRAIN_AT_YIELD:115]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:BLACK]
which fits the need properly.

The exact issues I'm having are:
-I have to replace an existing reaction to get the tempered steel one to appear at all
-Forges can't craft anything from tempered steel, no matter what I try (also, I accidentally made my anvils go poof when I went to clear out copper - I gimped something up on melting an item and ended up with close to 2000 bars, so I vaporized copper, forgetting that my only anvils were copper, so now I can't even check at the moment)

What do? (I replaced brass smelting (ore) with the reaction to get it to show up)

321
No, what I mean is that despite the XML file not having the original songs' names in them at all anymore, it's still playing them instead of the custom songs whose names ARE in the file.

322
Um. I edited the XML to use songs I provided, but SoundSense is stubbornly trying to stick to the old songs, no matter what I try. What do?

323
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 02, 2012, 04:29:13 pm »
How would one go about programming an electric (in the sense of lightning) effect? I need one so that Jolteon's bite/scratch will electrocute the target.

324
DF Modding / Re: Music Workshop Producing Happy Gas
« on: June 02, 2012, 02:52:03 pm »
I'd suggest looking for the waterfall mist data. If you can find that, adding a happy thought effect at the very least will be fairly simple, I'd think.

325
DF Modding / Re: Secondary weapons: can the AI be changed?
« on: June 01, 2012, 04:25:28 pm »
So basically, there's no way to make your dwarves not be retards?

326
DF Modding / Re: Secondary weapons: can the AI be changed?
« on: June 01, 2012, 02:37:25 pm »
What it's saying is that the dwarves are just as likely to try and smack enemies with the crossbow as they are to use their sword. Which, from what I know about the fighting system, is true. It's kinda like a dwarf choosing to grapple a hydra's third left toe instead of its throat: the dwarf is as likely to choose the ineffective option as it is to choose the effective one.

327
DF Modding / Secondary weapons: can the AI be changed?
« on: June 01, 2012, 01:36:14 pm »
From the wiki:
"Secondary weapons: Although it sounds like a cool idea, equipping a marksdwarf with a backup shortsword just in case doesn't often work, as dwarves are just as quick to run up their foes and start bashing them with a crossbow as they are to draw their swords and do it properly."
Now, this seems like a fairly big problem, but I doubt this is something that can be changed as simply as just adding a token in the raws. I suppose it's possible to remove the melee component of ranged weapons completely, but that seems like just as bad of an option, as unless the dwarf has a backup weapon, they're left to fight barehanded. Any ideas?

328
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 01, 2012, 10:46:08 am »
All right, thank you. I think I understand now. You've been really helpful. ^_^

...Though it occurs to me. If I make Flareon's teeth burning hot, won't it be constantly emitting lethal heat from its mouth wherever it goes, and evaporating water/scorching animals in front of it?

329
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 31, 2012, 11:24:49 pm »
I have tempimmune files that are completely separate from the normal ones. Will the game read from files that aren't the default, do I need to copy all of that over into the normal files, or am I going to have to stick stupidly enormous walls of data into the creature raw itself to get this to work?
Code: (Tissue) [Select]
[TISSUE_TEMPLATE:SKIN_TEMPIMMUNE_TEMPLATE]
[TISSUE_NAME:skin:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN_TEMPIMMUNE]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:1]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

etc etc
Code: (Material) [Select]
[MATERIAL_TEMPLATE:SKIN_TEMPIMMUNE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:skin]
[STATE_ADJ:ALL_SOLID:skin]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:20000] used data for human skin
[SHEAR_FRACTURE:20000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
[IMPLIES_ANIMAL_KILL]
[ROTS]

etc etc

330
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 31, 2012, 10:45:46 pm »
EDIT: Never mind, found it.

EDIT2: Okay, I have less than no idea what I'm doing with these materials. I know I have to tell the game to use them in place of the normal ones, but how do I actually tell it to use stuff in a different file? Where do I put it, and what do I name it? Basically, walk me through everything is what I'm asking for, because I'm quite overwhelmed (not to mention incredibly frustrated) looking at what may as well be Japanese for all I understand of it.

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