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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 313222 times)

timmah612

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2175 on: February 28, 2015, 02:22:02 pm »

Would it be possible to make underground trade routes? Like have a caravan or migrants come in from the map edge in a tunnel? I would love to be able to seal off my fortress from the outside world and only get outsiders through the tunnels i decide to make, and be able to even seal that off. I really have no idea what is feasibly possible with file modding so im sorry if its completely impossible or has been asked a million times.
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TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2176 on: February 28, 2015, 02:34:20 pm »

Doesn't sound possible.

How would I make blood man blood cause actual vampirism? The name for the vampire interaction is DEITY_CURSE_VAMPIRE_1.

Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2177 on: February 28, 2015, 09:28:39 pm »

Would it be possible to make underground trade routes? Like have a caravan or migrants come in from the map edge in a tunnel? I would love to be able to seal off my fortress from the outside world and only get outsiders through the tunnels i decide to make, and be able to even seal that off. I really have no idea what is feasibly possible with file modding so im sorry if its completely impossible or has been asked a million times.
I recall someone doing some DFHack wizardry to teleport a caravan into the caverns the moment it entered the map, but it was either for 0.34, had serious side-effects, or both.  Someone in the DFHack thread might remember it better (maybe even its author).

But to make caravans and migrants literally travel through tunnels will take intervention by Toady.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
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timmah612

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2178 on: March 01, 2015, 04:14:05 am »

alright, thank you for the help, now i can stop looking for a way to do it online.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2179 on: March 01, 2015, 04:18:54 am »

Doesn't sound possible.

How would I make blood man blood cause actual vampirism? The name for the vampire interaction is DEITY_CURSE_VAMPIRE_1.

Give it a syndrome that is for all intents and purposes vampirism.

There is an example interaction that shows what a vampire syndrome would look like, it would be possible to just take the syndrome out, adjust it as needed, and stick it onto blood man blood.
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Sver

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2180 on: March 01, 2015, 08:46:56 am »

Is there any difference between 1-3 armor levels?
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TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2181 on: March 01, 2015, 08:48:45 am »

Give it a syndrome that is for all intents and purposes vampirism.

There is an example interaction that shows what a vampire syndrome would look like, it would be possible to just take the syndrome out, adjust it as needed, and stick it onto blood man blood.
That's what I already had. Oh well.

3x3

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2182 on: March 02, 2015, 03:12:24 pm »

I want to mod my embark so my dwarves start without nothing even clothings (I want to embark my dwarves nudes to role that all theyre goods where stolen :) ). How do i do this?.
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2183 on: March 02, 2015, 09:06:23 pm »

I want to mod my embark so my dwarves start without nothing even clothings (I want to embark my dwarves nudes to role that all theyre goods where stolen :) ). How do i do this?.
It might be easier to strip everything off of them the moment the map loads, as if they were victims of the Ultimate Kea Heist.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Henny

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2184 on: March 03, 2015, 03:41:05 pm »

My mechanic dog has neither tannable skin nor a brain, so I'm not sure if it has any effect on the game. However, I'd like to understand it. I'm pretty sure the game is trying to reference a tissue that doesn't exist, but I'm not sure what to do about it.

Code: [Select]
*** Error(s) finalizing the creature CLOTH_DOG
undefined local creature material set to default: CLOTH_DOG LEATHER
undefined local creature material set to default: CLOTH_DOG BRAIN
CLOTH_DOG:DEFAULT:right front leg, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left front leg, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right front paw, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left front paw, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right rear leg, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left rear leg, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right rear paw, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left rear paw, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:tail, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right ear, layer 2: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left ear, layer 2: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:nose, layer 2: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:upper spine, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:middle spine, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:lower spine, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:skull, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left true rib, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right true rib, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left false rib, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right false rib, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left floating rib, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right floating rib, layer 1: Tissue  was not found, using first tissue instead
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Grey langurs came over to steal something, only to be overcome by terror when they realized that they were stealing +grey langur bone gauntlets+.

TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2185 on: March 03, 2015, 03:41:59 pm »

Looks like it's looking for BONE.

Henny

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2186 on: March 03, 2015, 04:45:42 pm »

I tried reverting to standard materials and tissues to see if I screwed things up there, but it's still throwing up the error. Here are the raws for the creature it makes things clearer.

Code: [Select]
[CREATURE:CLOTH_DOG]
[DESCRIPTION:A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.]
[NAME:cloth mech dog:cloth mech dogs:cloth mech dog]
[CASTE_NAME:cloth mech dog:cloth mech dogs:cloth mech dog]
[CREATURE_TILE:'d'][COLOR:6:0:0]
[PETVALUE:30][NATURAL]
[LARGE_ROAMING]
[COMMON_DOMESTIC][TRAINABLE][PET]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING]
[NO_DIZZINESS]
[NO_FEVERS]
[NOBREATHE]
[NOEMOTION]
[PREFSTRING:loyalty]
[ODOR_LEVEL:0] no smell
[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:THROAT:NECK:SPINE:MECH_CORE:SKULL:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:MECH_STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:SKIN:THREAD_PLANT_TEMPLATE]
[BODY_DETAIL_PLAN:MECH_STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:RUBBER_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[BODY_SIZE:0:0:30000]
[BODY_SIZE:1:0:30000]
[BODY_SIZE:2:0:30000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:20]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[CHILD:1]
[DIURNAL]
[GENERAL_CHILD_NAME:cloth mech dog:cloth mech dogs]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[MUNDANE]
[MALE]
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Grey langurs came over to steal something, only to be overcome by terror when they realized that they were stealing +grey langur bone gauntlets+.

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2187 on: March 03, 2015, 05:08:00 pm »

It could be [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:BONE:CARTILAGE], as it only has three arguments within it while the detail plan has up to five.
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Henny

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2188 on: March 03, 2015, 05:35:46 pm »

It could be [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:BONE:CARTILAGE], as it only has three arguments within it while the detail plan has up to five.
Ah, so that was the problem. Thanks!
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Grey langurs came over to steal something, only to be overcome by terror when they realized that they were stealing +grey langur bone gauntlets+.

TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2189 on: March 03, 2015, 07:12:33 pm »

undefined local creature material set to default: VOIDSPAWN SHELL

My errorlog keeps spitting these out. What do they mean?
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