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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 310219 times)

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3615 on: November 18, 2015, 05:30:44 pm »

In that case it is more likely that the tag is to hide the "Vampire" part of their names, as well as any special display tiles a syndrome causes, such as a zombie flashing between their graphics and the undead tile.
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Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3616 on: November 19, 2015, 12:29:31 am »

Vampires can be revealed though, right? What are the triggers for the CAN_BE_HIDDEN tag to be unhidden?

endlessblaze

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3617 on: November 19, 2015, 10:28:53 am »

Hey any of you guys have tips on self motivation. I haven't worked on my crystin creature in a few months. I want to learn modding then I'm like. "Oh game!"
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Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3618 on: November 19, 2015, 01:13:43 pm »

Does anyone know if a tree's wood is still usable if it's made of an inorganic? Like, say, coral?

Furthermore, what does determine if an entity will spawn on neutral, good or evil area? The presence (or absence) of GOOD and/or EVIL in the creature? Or is it USES_EVIL_ANIMALS/USES_GOOD_ANIMALS?
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3619 on: November 19, 2015, 01:18:24 pm »

Coral's not an inorganic, it's a builtin.

anyway, tree should still work.

Not sure about good/evil placement.

ThatZommy

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3620 on: November 19, 2015, 03:38:16 pm »

Havin some issues with an extended fantasy mod. When I entered a town my game crashed, and this was repeated a few hundred times-

Gem Cutter: site walker could not return to home zone
Wood Burner: site walker could not return to home zone
Mechanic: site walker could not return to home zone

Seeing as it's probably caused by my mod, I thought this'd be the best place to ask for help. Not sure what causes it or why it's happening. Any help would be appreciated.

Ehm, I still don't know what caused this or how to fix it. Any ideas?
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Er, atleast I think that's right.

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3621 on: November 19, 2015, 03:44:05 pm »

neither do I

Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3622 on: November 19, 2015, 07:44:41 pm »

Don't know. You could post the entity raws so we can check through for errors, but other than that...

Hey any of you guys have tips on self motivation. I haven't worked on my crystin creature in a few months. I want to learn modding then I'm like. "Oh game!"

Ugh this sounds exactly like me. Try doing alot of smaller things first before starting on bigger things. I've got no problem throwing together a creature for SLADE once in a while, but when it comes to my own compiled mod, I'm stalling like hell. :3

DrunkGamer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3623 on: November 20, 2015, 12:46:51 pm »

Yet another question.

Is there a way to disable animal men without deleting them from each raw?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3624 on: November 20, 2015, 12:56:46 pm »

Yet another question.

Is there a way to disable animal men without deleting them from each raw?

Could try to slip the DOES_NOT_EXIST tag into their creature variations. They will still show up in art, but they shouldn't appear in the world. Except for any animal people that do not rely on a creature variation. I think there's only a handful like that.
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3625 on: November 23, 2015, 08:17:03 am »

Yet another question.

Is there a way to disable animal men without deleting them from each raw?

Could try to slip the DOES_NOT_EXIST tag into their creature variations. They will still show up in art, but they shouldn't appear in the world. Except for any animal people that do not rely on a creature variation. I think there's only a handful like that.
IIRC tigermen are the only ones built from scratch.
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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

Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3626 on: November 23, 2015, 08:36:03 am »

Yet another question.

Is there a way to disable animal men without deleting them from each raw?

Could try to slip the DOES_NOT_EXIST tag into their creature variations. They will still show up in art, but they shouldn't appear in the world. Except for any animal people that do not rely on a creature variation. I think there's only a handful like that.
IIRC tigermen are the only ones built from scratch.
Not anymore. Some versions ago they were changed to match the rest of the animal people. I think only the underground tribe ones do no use creature variations (outside of gaits).
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3627 on: November 23, 2015, 09:39:05 am »

Anyone experimented with defining MEGABEAST, SEMIMEGABEAST and NIGHT_CREATURE_HUNTER in caste-level? What will happen to its other caste variants?

Nakéen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3628 on: November 23, 2015, 11:35:56 am »

Anyone experimented with defining MEGABEAST, SEMIMEGABEAST and NIGHT_CREATURE_HUNTER in caste-level? What will happen to its other caste variants?

The MEGABEAST/SEMIMEGABEAST/NIGHT_CREATURE_HUNTER tag will be applied to every castes. So no exclusively-MEGABEAST/SEMIMEGABEAST caste sadly.
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TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3629 on: November 23, 2015, 08:59:34 pm »

Havin some issues with an extended fantasy mod. When I entered a town my game crashed, and this was repeated a few hundred times-

Gem Cutter: site walker could not return to home zone
Wood Burner: site walker could not return to home zone
Mechanic: site walker could not return to home zone

Seeing as it's probably caused by my mod, I thought this'd be the best place to ask for help. Not sure what causes it or why it's happening. Any help would be appreciated.

Ehm, I still don't know what caused this or how to fix it. Any ideas?
Do you have new custom buildings that use those labors? I would check the PERMITTED_JOB and PERMITTED_BUILDING statements of that civilization. (also the reactions; they link a job to a building)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884
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