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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002116 times)

TheFlame52

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7410 on: March 28, 2014, 08:13:15 am »

Is there a way to make a syndrome's effect activate when a unit is tantruming? I'd love to make my mages turn into berserk dragons and sea serpents when they tantrum.

Noobazzah

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7411 on: March 28, 2014, 08:33:25 am »

I'm pretty sure there isn't.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7412 on: March 28, 2014, 08:42:14 am »

Is there a way to make a syndrome's effect activate when a unit is tantruming? I'd love to make my mages turn into berserk dragons and sea serpents when they tantrum.

Only thing you can get close to that is GROUNDED_ANIMAL_ANGER and I think only animals get this COUNTER, and normally you could probably have it so a mage will need his space and freak out. But like I said, will probably only work on animals. This counter goes on a syndrome CE effect.
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TheFlame52

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7413 on: March 28, 2014, 09:09:19 am »

On looking at the COUNTER_TRIGGER arguments on the wiki it appears to be impossible. Darn.

mattychan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7414 on: March 30, 2014, 12:01:54 am »

Hey guys been a lil while since i asked a question but i can't tell if it works it seems to but idk.
anyway is it possible to define learn rates of skills (eg, mining, wood cutting) in caste?
basically people being born to do a certain thing, and if it is, should they show up knowing that skill only or the regular mix.
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If I ask a dumb question, please tell me. So we can bond over it.
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7415 on: March 30, 2014, 02:09:16 am »

Hey guys been a lil while since i asked a question but i can't tell if it works it seems to but idk.
anyway is it possible to define learn rates of skills (eg, mining, wood cutting) in caste?
basically people being born to do a certain thing, and if it is, should they show up knowing that skill only or the regular mix.

I don't know if it will affect the mix of skills learned in world-gen, but you can give different castes different learning rates for various skills.
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Urist Da Vinci

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7416 on: March 30, 2014, 10:02:14 am »

Hey guys been a lil while since i asked a question but i can't tell if it works it seems to but idk.
anyway is it possible to define learn rates of skills (eg, mining, wood cutting) in caste?
basically people being born to do a certain thing, and if it is, should they show up knowing that skill only or the regular mix.

I don't know if it will affect the mix of skills learned in world-gen, but you can give different castes different learning rates for various skills.

If I set [SKILL_RATES:0:0:0:0] on dwarves, generate a world, remove the token, and then embark:

- Dwarves at my fortress can learn as normal.
- Most migrants are historical skillless peasants or children. Perfect for assigning into whatever professions I want.
- Some migrants (~30%?) are randomly skilled non-historical dwarves with biased professions (mostly farming/fishing types).

So no matter what you do with learning rates, the game will create migrants out of thin air and give them random skills only limited to any skill that the civilization allows.

Magnusen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7417 on: March 30, 2014, 10:59:14 am »

I been getting errors from a custom color pattern recently:

Here's the error log line:
*** Error(s) finalizing the creature AFRICAN WILD DOG
Unrecognized Color Token: SPOTS_BUFF_CHARCOAL_DARK_BROWN

and here's the color pattern file:
Spoiler (click to show/hide)

here's a piece of the creature raw:
Spoiler (click to show/hide)

Also always when i make a material and apply it to a creature it gives me a error that the material was not found.
And a piece of the material raw:
Spoiler (click to show/hide)

Same thing with custom tissue templates.
« Last Edit: March 30, 2014, 11:08:47 am by Magnusen »
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TheFlame52

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7418 on: March 30, 2014, 02:34:33 pm »

Does anyone know a way I could look at the raws for randomly generated things, like demons or evil rain?

moisesjns

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7419 on: March 30, 2014, 02:40:42 pm »

How do i make MASTERWORK accept my damn Anikki tileset to be used? Seriously it looks awesome. And i have done everything you are suppose to according to tileset repository instructions to get my tileset. YET it wont work. 

ANybody here know how i go about doing this? its 20x20.png
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Magnusen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7420 on: March 30, 2014, 05:57:45 pm »

Does anyone know a way I could look at the raws for randomly generated things, like demons or evil rain?
Sorry that's hardcoded (you cannot modify them in the raws)
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Magnusen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7421 on: March 30, 2014, 06:06:22 pm »

How do i make MASTERWORK accept my damn Anikki tileset to be used? Seriously it looks awesome. And i have done everything you are suppose to according to tileset repository instructions to get my tileset. YET it wont work. 

ANybody here know how i go about doing this? its 20x20.png
You have to edit the init.txt in data/init folder to make it show up.Find the following entries (i using phoebus as a example):
Spoiler (click to show/hide)

and replace them with the EXACT name of the tileset file in the data/art folder (in this example i switching to mayday):
Spoiler (click to show/hide)
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7422 on: March 30, 2014, 09:58:55 pm »

Does anyone know a way I could look at the raws for randomly generated things, like demons or evil rain?
Sorry that's hardcoded (you cannot modify them in the raws)

This is wrong. They can be easily viewed using DFHack or (I believe) uncompressed saves. Note that TheFlame did not ask how to modify them, only how to view them.

Magnusen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7423 on: March 31, 2014, 12:04:19 am »

Does anyone know a way I could look at the raws for randomly generated things, like demons or evil rain?
Sorry that's hardcoded (you cannot modify them in the raws)

This is wrong. They can be easily viewed using DFHack or (I believe) uncompressed saves. Note that TheFlame did not ask how to modify them, only how to view them.
Didn't know that was possible.Thanks for the information.
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TheFlame52

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7424 on: March 31, 2014, 08:00:38 pm »

Does anyone know a way I could look at the raws for randomly generated things, like demons or evil rain?
Sorry that's hardcoded (you cannot modify them in the raws)

This is wrong. They can be easily viewed using DFHack or (I believe) uncompressed saves. Note that TheFlame did not ask how to modify them, only how to view them.
What DFhack command so I use? Is it included already in basic DFhack?
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