Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - leafbarrett

Pages: 1 ... 3 4 [5] 6 7 ... 24
61
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 19, 2016, 03:07:20 am »
Then how do harpies work? They're a female-only creature...

62
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 18, 2016, 10:31:24 pm »
Hrmmmmm. MM's changes don't look like they have that connector-joint deal going on. Look at the original list of body parts, notice the order? Every single bodypart is connected to something that's already been defined above it. So when your right upper arm tries to find what it's stuck on, it can't see a single RUA_J category component on the incomplete body and it throws a fit.

That's my guess without any testing, anyway. Try placing the elbows after the upper arms and before the forelimbs, the wrists between the forearms and the hands and then see if fingers still throw up errors.
That did the trick, thanks!

Now my other question - can single-sex creatures reproduce? Do I need to do anything to enable it?

63
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 18, 2016, 07:20:44 pm »
Using the joint modifications in the Modest Mod, I wanted to implement joints into the bodies of creatures, instead of just being an external part hanging off the main body part; that way, they should (if I understand it correctly) be counted in armor coverings - in the default, as far as I know, you can literally skip leg covering if you have high boots and a breastplate, because the upper legs are protected by one of those two and the waist is protected by the other.
Code: [Select]
--Example--
[BODY:HUMANOID_NECK]
[BP:UB:chest:STP][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:waist:STP][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA:right upper arm:STP][CON:RUA_J][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CON:LUA_J][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right forearm:STP][CON:RLA_J][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left forearm:STP][CON:LLA_J][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RH_J][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LH_J][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right thigh:STP][CON:RUL_J][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left thigh:STP][CON:LUL_J][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right calf:right calves][CON:RLL_J][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left calf:left calves][CON:LLL_J][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RF_J][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LF_J][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
--Joints--
[BP:RUA_J:right shoulder:STP][CON:UB][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:100]
[BP:LUA_J:left shoulder:STP][CON:UB][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:100]
[BP:RLA_J:right elbow:STP][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:LLA_J:left elbow:STP][CON:LUA][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:RH_J:right wrist:STP][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:LH_J:left wrist:STP][CON:LLA][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:RUL_J:right hip:STP][CON:LB][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:50]
[BP:LUL_J:left hip:STP][CON:LB][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:50]
[BP:RLL_J:right knee:STP][CON:RUL][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:LLL_J:left knee:STP][CON:LUL][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:RF_J:right ankle:STP][CON:RLL][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:LF_J:left ankle:STP][CON:LLL][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]

However, this completely breaks fingers, toes, and attacks.
Code: [Select]
MINK_MAN:Body Token Recognized But Could Not Connect: 4FINGERS
MINK_MAN:Body Token Recognized But Could Not Connect: 5TOES
MINK_MAN:Tissue layer not added because no BP found: BY_CATEGORY:FINGER:NAIL
MINK_MAN:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
MINK_MAN:FEMALE:Attack PUNCH seems to have correct format but could not find proper BPs in any caste, so not added
MINK_MAN:MALE:Attack PUNCH seems to have correct format but could not find proper BPs in any caste, so not added
MINK_MAN:FEMALE:Attack KICK seems to have correct format but could not find proper BPs in any caste, so not added
MINK_MAN:MALE:Attack KICK seems to have correct format but could not find proper BPs in any caste, so not added
MINK_MAN:FEMALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
MINK_MAN:MALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
<repeat for every single creature with fingers or toes>
Why? What did I do wrong?


On an unrelated note, is it possible to make a male-only or female-only species reproduce?

64
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: June 18, 2016, 06:11:08 pm »
They won't yet, sadly.

THIS IS WHY I VOTED FOR CITY LAYOUT TO BE MOVED TO THE RAWS!
Although I agree with you, I misspoke; I was asking what I did wrong that would cause the game to try to do that.

65
What mod is this, if I may ask?

66
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: June 18, 2016, 11:21:57 am »
That's the game not generating sites out on the water where it says they are.

If you make the civ start in like a saltwater marsh and prefer ocean biomes over all others that should result in them building on the coast, but not out on open water. You'll actually be able to visit coastal cities.
What would cause the game to "generate" cities in the middle of the ocean, though?

67
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: June 18, 2016, 10:21:06 am »
Testing a new civ, and


When the civ selector said there were cities in the ocean, I didn't think it meant it literally!

68
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: June 17, 2016, 04:19:15 pm »
Most recently, I took my adventurer (who started as a peasant but has since slain a roc, minotaur, brush titan, and bronze colossus, along with many criminals/bandits), wielding a ☼steel short sword☼, and her band of 11 warriors to assault a Dark Fortress and rescue some prisoners, one of which was the cousin of my very first recruit. ...After my first foray into the place, I found that the despawning ally bug was in full effect, and after my team scattered, I never saw any of them again - I will admit I savescummed at this point, because fuck that. For the sake of lag reduction and not having my army scatter and then despawn, I melted all the goblins, as they were posing very minimal threat anyways and the team was butchering them en masse.

By default, the game has no name for melted flesh, because it has no melting point normally.

How did you get them all to melt? I'm trying to do the same to thin out the goblin swarm but setting HOMEOTHERM on them doesn't seem to affect any that have been loaded at any point in the past.
There are actually a few options here. If you want them to just instantly vanish from existence, the quickest way is:

[SELECT_MATERIAL:ALL]
   [HEATDAM_POINT:0]
   [COLDDAM_POINT:60000]
I've yet to see a creature last for even a single tick given those variables. I was just feeling particularly vindictive at the time and wanted them to melt. (For the record: [MELTING_POINT:0])

69
DF Adventure Mode Discussion / Re: Funniest Names
« on: June 17, 2016, 02:53:34 pm »

70
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 17, 2016, 10:47:38 am »
Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
Do you know if all those colours apply to both skin and eyes?
I believe so, with a mild catch - you need to add IRIS_EYE_ to the front of the color, i.e. IRIS_EYE_AMBER.


Okay, an entity question this time: do entity ethics actually affect the behavior of the creatures within them? Like, will goblins within goblin civilizations actually always attempt to kill neutral creatures because they have [ETHIC:KILL_NEUTRAL:REQUIRED]? And what about the less obvious ethic modifiers, like JUSTIFIED_IF_GOOD_REASON or JUSTIFIED_IF_NO_REPERCUSSIONS?

71
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: June 16, 2016, 01:17:18 pm »

WHY CAN I FAST TRAVEL INTO THE OCEAN?!

72
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 16, 2016, 01:13:38 pm »
Does anyone know where the description raws are kept? Red hair, gap-toothed teeth, broken nose, all that stuff?
I think those are hardcoded...

73
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: June 16, 2016, 09:48:27 am »
It seems that pain effects have been greatly toned down for the 43.03 update (they are now adjusted according to the size of the body part damaged, so no more passing out and getting killed because an enemy smashed your finger).  This makes adventure fighting a lot less cheap, since grabbing an enemy's hand and breaking their wrist no longer results in an instant victory.
Good.

74
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: June 15, 2016, 03:01:50 pm »
As someone who hasn't played Fortress mode since, like, 34.11...
a) Is it normally possible to make swords and such out of glass, or only trap parts?
b) If it's not normally possible, then is it possible to enable it through modding?

a) No, not glass. [CAN_STONE] weapons (short swords) can be made from stone that has [MAX_EDGE:10000] or greater (obsidian). But that's all in Vanilla.
b) Sure: [PRODUCT:100:1:WEAPON:ITEM_WEAPON_X:GLASS_GREEN:NONE][FORCE_EDGE].

Bear in mind that glass makes a surprisingly crap weapon material, around the same tier as the elves' wooden knockoffs. As ammunition material, however... one patch of sand can supply infinite bolts, and that's more than you need to take down most organic enemies.
What, really? How is it that bad? It has an edge of 15000 compared to wood's 1000...
...I hadn't thought of ammo. Oh my.

75
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: June 15, 2016, 02:04:04 pm »
As someone who hasn't played Fortress mode since, like, 34.11...
a) Is it normally possible to make swords and such out of glass, or only trap parts?
b) If it's not normally possible, then is it possible to enable it through modding?

Pages: 1 ... 3 4 [5] 6 7 ... 24