Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 148 149 [150] 151 152 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002081 times)

LordRandomness

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2235 on: July 18, 2012, 06:53:49 pm »

I need to get a syndrome working more reliably...it has to be transferred by a gas cloud caused by something boiling. I've got SYN_CONTACT and SYN_INHALED set on it right now, but it still fails sometimes. How can I set it up so the thing that creates the boiling stone at the workshop is always affected by the syndrome?

EDIT: As far as I can tell from testing, it's random based on whether the creature gets a turn while still in the gas cloud...or something...

EDIT: Okay, it seems to depend on whether the creature is counted as being caught in a "cloud" of the gas as opposed to a "burst". Is there any way to manipulate that?

EDIT: Assuming it's impossible to make this reliable and working from there now.
« Last Edit: July 18, 2012, 08:15:36 pm by LordRandomness »
Logged

Kilroy the Grand

  • Bay Watcher
  • I only want to give you a small kiss
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2236 on: July 18, 2012, 07:15:11 pm »

You want BY_CATEGORY:EYE, not BY_TYPE. EYE is not a valid type, as I think the errorlog should tell you.
Spoiler (click to show/hide)

Instantanous eye rot! Yes! Now if I can incorporate sensory nerve rot into this too I can have the perfect dwarves!
Logged
*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

Furtuka

  • Bay Watcher
  • High Priest of Mecha
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2237 on: July 19, 2012, 02:03:16 pm »

*notices other thread*

Oops ignore this post
Logged
It's FEF, not FEOF

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2238 on: July 19, 2012, 08:03:52 pm »

Do you all have any idea why this workshop is visible right at embark even though it has the [NEEDS_MAGMA] tag?  Is there something funny about WORKSHOPS?  I have a FURNACE that NEEDS_MAGMA too and it is properly hidden.


Spoiler (click to show/hide)

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2239 on: July 19, 2012, 08:14:02 pm »

Workshops probably can't require magma. Make it a furnace instead.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2240 on: July 19, 2012, 08:16:19 pm »

 :-X
« Last Edit: July 19, 2012, 08:57:01 pm by Putnam »
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2241 on: July 19, 2012, 08:28:31 pm »

Workshops probably can't require magma. Make it a furnace instead.
Workshops probably can't require magma. Make it a furnace instead.
Double post :P haha but yes that was running around my head as well. It on'y makes sense yes? Toady has only harded coded magma buildings that are in the furnace menu.
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2242 on: July 19, 2012, 09:11:43 pm »

Double post :P haha but yes that was running around my head as well. It on'y makes sense yes? Toady has only harded coded magma buildings that are in the furnace menu.

The magmaforge is (b-w-v) in vanilla! :)  But yeah, I'll try it next time as a furnace

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2243 on: July 19, 2012, 09:22:14 pm »

Double post :P haha but yes that was running around my head as well. It on'y makes sense yes? Toady has only harded coded magma buildings that are in the furnace menu.

The magmaforge is (b-w-v) in vanilla! :)  But yeah, I'll try it next time as a furnace
True but also hard coded. something that Toady has simply used his powers to make it come to exsistance lol
Logged

LordRandomness

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2244 on: July 19, 2012, 11:56:06 pm »

Why can't I get WEATHER_FALLING_MATERIAL or WEATHER_CREEPING_<anything> to work on material emissions? When the interaction is used, they just don't do anything...

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2245 on: July 19, 2012, 11:58:49 pm »

It only works for environmental interactions, I.E biome-based ones. CREATURE_ACTION sources won't work.

LordRandomness

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2246 on: July 20, 2012, 12:09:16 am »

It only works for environmental interactions, I.E biome-based ones. CREATURE_ACTION sources won't work.

Oh. Damn.

What's the best way to disseminate a syndrome amongst an entire fortress population, then? UNDIRECTED_VAPOR/UNDIRECTED_GAS on the original target and hope for the best? (Note that the syndrome is beneficial, the player creates it and WANTS everyone to get it. So things like putting it in the food supply etc. would theoretically be fine)
« Last Edit: July 20, 2012, 12:13:32 am by LordRandomness »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2247 on: July 20, 2012, 12:13:51 am »

Make a new interaction that applies the syndrome directly, give it a short wait period, and don't give it a usage hint.

LordRandomness

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2248 on: July 20, 2012, 12:16:19 am »

And that'll make the interaction user target allies whenever it comes up?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2249 on: July 20, 2012, 12:17:38 am »

It'll make them use the interaction if at all possible, as soon as possible, indiscriminately.
Pages: 1 ... 148 149 [150] 151 152 ... 544