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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 992114 times)

D_E

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1185 on: April 02, 2012, 10:14:14 pm »

If you aren't sure, give them an interaction that turns them into an identical creature with the immobile tag.  The megabeast will turn up on the edge of the map and plunk down some roots. 

Not sure what you intended for offensive capabilities, but the transformation could also add some drop-off limbs like we were discussing in the other thread, and the creature could animate those.  The whole thing could cycle by wearing off periodically, and if the transformation interaction was ready to go when the beast transformed back it probably wouldn't even take a step.
_______

My hunch, though, is that IMMOBILE isn't checked for by the megabeast code.
« Last Edit: April 02, 2012, 10:17:51 pm by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1186 on: April 02, 2012, 10:20:02 pm »

Yeah, that was the plan. I want a "spawner", a big hunk of useless megabeast that spawns little critters at you. Kill it quick or be overrun. Your idea, so I dont need to explain it ;)

EDIT: Another questions. I have two creatures that use solid glob ranged attacks, made from copper and slade. The problem is that dwarves always run out and try to clean the globs lying on the ground, resulting in them running to the enemy and many job cancelation spams.

Anyone has an idea what causes this, and how I can fix it ?
« Last Edit: April 02, 2012, 11:33:45 pm by Meph »
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Old Greg

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1187 on: April 02, 2012, 11:39:37 pm »

If you make clones of the two materials that will vaporize at room temperature, that'll solve the problem of the globs that miss and just lie around. If they're cleaning up the attacks that have "hit" though and leave those broken arrow tiles, I think you're out of luck :/

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1188 on: April 03, 2012, 12:23:38 am »

If they vaporize they would never hit a target... and yes, they are like the broken arrow thingies. Some reports I got even mentioned that they are collected in stored in a food stockpile (?)

Very random this is...
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Fishybang

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1189 on: April 03, 2012, 01:52:50 am »

Im trying to make elves playable, but when i start they show up in the domestic page. Is there a way to fix this?

Edit, Never mind i got it the elves had the pet tag on them.
« Last Edit: April 03, 2012, 02:34:54 am by Fishybang »
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Destroid

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1190 on: April 03, 2012, 08:54:45 am »

Is it possible to have other sorts of secret creature enter your fort than vampires?  For example a hidden necromancer or perhaps a shapeshifter, or any other sort of creature that may cause mischief but is not a vampire (but has a secret, and will commit crimes).

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1191 on: April 03, 2012, 09:17:29 am »

Yes it is. Check the thread about the Masterwork Mod for pentagram painting dwarves or necromancers in disguise. I had 7 of these secrets, but did trim it down to 4 in this release.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

ydaraishy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1192 on: April 03, 2012, 10:01:55 am »

I'm making a hostile civ with a flying caste, but I'm not sure if I should include it.  I know that invaders on flying mounts have pathfinding issues, but does that happen if the invaders themselves fly?
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Ultimuh

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1193 on: April 03, 2012, 11:16:28 am »

I have yet another wuestion.. If I would liek to add a new kind of metal, what raws should I edit?
And yet again, how do I change a mineral's frequency?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1194 on: April 03, 2012, 11:46:46 am »

I have yet another wuestion.. If I would liek to add a new kind of metal, what raws should I edit?
And yet again, how do I change a mineral's frequency?

1. The inorganic raws.

2.
The 100 number in the vein refers to how often it shows up; I'm not sure if it's possible to increase it past 100. You could always just decrease mineral scarcity.


Is there still a problem with fortress mode creatures being unable to use foreign ammo?

Ultimuh

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1195 on: April 03, 2012, 11:53:09 am »

I have yet another wuestion.. If I would liek to add a new kind of metal, what raws should I edit?
And yet again, how do I change a mineral's frequency?

1. The inorganic raws.


Then what should I change to make them appear in certain types of stone and soil?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1196 on: April 03, 2012, 11:54:14 am »

2.
The 100 number in the vein refers to how often it shows up; I'm not sure if it's possible to increase it past 100. You could always just decrease mineral scarcity.

http://dwarffortresswiki.org/index.php/Inorganic_material_definition_token

Ultimuh

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1197 on: April 03, 2012, 11:55:25 am »

Thank you.
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Destroid

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1198 on: April 03, 2012, 12:18:17 pm »

Yes it is. Check the thread about the Masterwork Mod for pentagram painting dwarves or necromancers in disguise. I had 7 of these secrets, but did trim it down to 4 in this release.

Cheers Meph, I'll check those out!



I managed to get all my creatures working (from an earlier post here), in one case it was a biome issue, but in the others I was able to get them working by changing them from [LARGE_PREDATOR] into [LARGE_ROAMING].  I don't understand why this change allowed them to spawn in the world - the only creatures in my mod that seem to be allowed to spawn as large predators are the genestealer (who is disabled at the moment) and the wild grox - both are size 300k+.  But I checked the standard raws and many smaller creatures are large predators so I've no idea what is causing my issue.  It's worked around for now, but I do like to have as many tools to control creature behaviour as possible.

Ultimuh

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1199 on: April 03, 2012, 12:23:24 pm »

To make sure I have done stuff right..

Code: [Select]
[INORGANIC:testing]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_ADJ:ALL_SOLID:testing]
[STATE_NAME_ADJ:LIQUID:molten testing]
[STATE_NAME_ADJ:GAS:boiling testing]
[DISPLAY_COLOR:6:6:1] [BUILD_COLOR:6:6:1]
[MATERIAL_VALUE:24]
[ENVIRONMENT:ALL_STONE:VEIN:100]
[SPEC_HEAT:129]
[MELTING_POINT:11915]
[BOILING_POINT:15141]
[SOLID_DENSITY:19320]
[LIQUID_DENSITY:17310]
[MOLAR_MASS:196967]
[IMPACT_YIELD:175000]
[IMPACT_FRACTURE:350000]
[IMPACT_STRAIN_AT_YIELD:97]
[COMPRESSIVE_YIELD:175000]
[COMPRESSIVE_FRACTURE:350000]
[COMPRESSIVE_STRAIN_AT_YIELD:97]
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:64]
[TORSION_YIELD:50000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:185]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:185]
[BENDING_YIELD:50000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:64]
[MAX_EDGE:10000]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STOCKPILE_THREAD_METAL]

Is this going to work or crash my game?
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