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Messages - pastafriend

Pages: [1] 2 3 4
1
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 12, 2016, 11:28:55 am »
Yeah, as long as you still have your original dwarves' entity, you can't use [ENTITY:MOUNTAIN], instead name it anything else that isn't being used yet. Something like [ENTITY:ARMOKIAN] for example.

2
DF Modding / extent of modding possible for ranged weapons
« on: August 12, 2016, 10:58:36 am »
So, I'm currently trying to make some more ranged weapons. As changing the rate of fire is currently still impossible (?), I'm seeing if I can make some weapons more effective vs armored/unarmored opponents, to make ranged weapons as varied in application as melee weapons. The attack specified in item_ammo, however, only specifies the melee attack that can be done with the ammo. So I was wondering if anybody knows more about this/has some tips?

3
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 30, 2015, 06:39:44 pm »

4
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 30, 2015, 06:30:45 pm »


Have a second set of CE_CAN_DO_INTERACTION after the first pointing to the other interaction you want the secret bearer to be able to use. IE
Spoiler (click to show/hide)



Thanks man, what if the second interaction is a material emission  (i.e. fireball thing)? Because just adding the CAN_DO_INTERACTION with a breath attack kind of screws with the other interaction.

5
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 30, 2015, 06:07:52 pm »
Can I have multiple CAN_DO_INTERACTIONS in one secret? If so, how?

What are the requirements for a weapon to be a possible mood item? Is defining it in the raws enough, or does it need to be used by some entity first?

I think defining it in the raws is enough.

6
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 23, 2015, 05:19:53 am »
Ah, you probably don't need any of those. Look at, say, the Bronze Colossus for a better example.

Yep, defined tissues and everything in the creature itself, everything's working. Thanks man

7
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 23, 2015, 04:52:35 am »
Then you want [USE_TISSUE_TEMPLATE:ARMOR:ARMOR_STEEL_TEMPLATE.

That is, assuming that the TANK_MATERIALS materials use ARMOR as their tissue.

Code: [Select]
[BODY_DETAIL_PLAN:TANK_MATERIALS]
This command is just a shortcut for the similar lines (USE_MATERIAL_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_MATERIAL:SKIN:ARMOR_STEEL_TEMPLATE]
[ADD_MATERIAL:FAT:FAT_TEMPLATE]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]
[ADD_MATERIAL:BONE:BONE_TEMPLATE]
[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]
[ADD_MATERIAL:EYE:EYE_TEMPLATE]
[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]
[ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE]
[ADD_MATERIAL:LUNG:LUNG_TEMPLATE]
[ADD_MATERIAL:HEART:HEART_TEMPLATE]
[ADD_MATERIAL:LIVER:LIVER_TEMPLATE]
[ADD_MATERIAL:GUT:GUT_TEMPLATE]
[ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE]
[ADD_MATERIAL:GIZZARD:GIZZARD_TEMPLATE]
[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]
[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]
[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]
[ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]
[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]

This is all kind of new for me, so thanks for the help. How should I make sure it uses ARMOR as the tissue?

8
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 23, 2015, 04:27:57 am »
USE_TISSUE_TEMPLATE:ARMOR_STEEL_TEMPLATE

This is meaningless. What exactly is the tissue name and template you want to use there?

Code: [Select]
[TISSUE_TEMPLATE:ARMOR_STEEL_TEMPLATE]
[TISSUE_NAME:armor:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:INORGANIC:IRON_HEAVY]
[RELATIVE_THICKNESS:5]
[HEALING_RATE:100]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]

Where IRON_HEAVY is a defined inorganic metal.

9
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 23, 2015, 04:08:13 am »
They have no tissue for any of those particular body parts.

Code: [Select]
[CREATURE:TANK]
[DESCRIPTION:A motorized tracked vehicle. It has a turret.]
[NAME:goblin tank crew:goblin tank crews]
[BODY:TANK_BODY]
[USE_TISSUE_TEMPLATE:ARMOR_STEEL_TEMPLATE]
[BODY_DETAIL_PLAN:TANK_MATERIALS]
[BODY_SIZE:0:0:300000]
[BODY_SIZE:1:168:300000]
[BODY_SIZE:12:0:300000]

This is what I have, how would I have it use the tissue for the body parts?

10
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 23, 2015, 03:56:16 am »
*** Error(s) finalizing the creature TANK
TANK:DEFAULT:turret: No tissue thickness
TANK:DEFAULT:cabin: No tissue thickness
TANK:DEFAULT:right tracks: No tissue thickness
TANK:DEFAULT:left tracks: No tissue thickness
TANK:DEFAULT:right tracks: No tissue thickness
TANK:DEFAULT:left tracks: No tissue thickness

I keep getting these for a custom creature, can't find out what causes these errors. Does anybody know what causes them?

11
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: February 21, 2015, 06:31:46 pm »
Are you saving these reactions in their own file or inside of another one?

If they are in their own file, be sure to check that you have the proper headings, or that the file is named correctly.

Oh man. Used [OBJECT_REACTION] instead of [OBJECT:REACTION]  ::). It's all working now, thanks guys.

12
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: February 21, 2015, 05:18:16 pm »
You're not doing this on an ongoing save, are you? Entities don't look at their raws after worldgen.

Nope, regenning the world after every RAW change.

13
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: February 21, 2015, 11:01:30 am »
Quote
Right, for product materials you also need to specify :NONE and GET_MATERIAL_FROM_REAGENT requires you to specify the label of the reagent that you want the material from, for example, GET_MATERIAL_FROM_REAGENT:A

Code: [Select]
[REACTION:MAKE_BULLETS_2]
[NAME:make Mk II rifle bullets]
[BUILDING:SMELTER:CUSTOM_A]
[REAGENT:A:300:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:METAL]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS_2:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS_2:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS_2:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]



[REACTION:MAKE_GUN_2]
[NAME:make Mk II rifle]
[BUILDING:SMELTER:CUSTOM_P]
[REAGENT:A:150:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:WEAPON_METAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_RIFLE_ADV:GET_MATERIAL_FROM_REAGENT:A:NONE]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_GUN_MG]
[NAME:make machine gun]
[BUILDING:SMELTER:CUSTOM_M]
[REAGENT:A:150:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:WEAPON_METAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MACHINEGUN:IRON_HEAVY]
[FUEL]
[SKILL:FORGE_WEAPON]






That's what I've got now, also tried permitting one of the weapons in the entity file. Still doesn't work  :/

14
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: February 21, 2015, 09:24:12 am »
Try changing the BAR:NO_SUBTYPE to BAR:NONE.

Hmm. Didn't work.

15
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: February 21, 2015, 07:36:52 am »
I can't get these custom reactions working.

Code: [Select]
[REACTION:MAKE_BULLETS_2]
[NAME:make Mk II rifle bullets]
      [BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:1:AMMO:ITEM_AMMO_BULLETS_2:GET_MATERIAL_FROM_REAGENT]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_GUN_2]
[NAME:make Mk II rifle]
      [BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:AMMO:ITEM_WEAPON_RIFLE_ADV:GET_MATERIAL_FROM_REAGENT]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_GUN_MG]
[NAME:make machine gun]
      [BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:1:AMMO:ITEM_WEAPON_MACHINEGUN:IRON_HEAVY]
[FUEL]
[SKILL:FORGE_WEAPON]

IRON_HEAVY is a material defined in one of the inorganics files.

Added this to entity file:

Code: [Select]
[PERMITTED_REACTION:MAKE_BULLETS_2]
[PERMITTED_REACTION:MAKE_GUN_2]
[PERMITTED_REACTION:MAKE_GUN_MG]

The reactions don't show up when using the smelter.

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