Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 124 125 [126] 127 128 ... 247

Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 315491 times)

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1875 on: January 05, 2015, 11:41:30 pm »

Having trouble adding a new bodypart.

Code: [Select]
[BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]

I want to attach this to the hand as a bodypart. Am I doing this wrong?

[CONTYPE:GRASP] or [CON_CAT:HAND]

Valid values for CONTYPE are UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE.

CON_CAT goes by the body parts' [CATEGORY] token.
Logged

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1876 on: January 05, 2015, 11:53:41 pm »

Having trouble adding a new bodypart.

Code: [Select]
[BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]

I want to attach this to the hand as a bodypart. Am I doing this wrong?
You also will have to set the tissues of the part yourself as the standard b_detail_plans don't cover CATEGORY:STAFF
Code: (eXample x) [Select]
[TISSUE:X]
[TISSUE_NAME:x:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:{PLANT_MAT/CREATURE_MAT:PLANTID/CREATUREID}{INORGANIC}:{MATERIAL}]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:STAFF:X]---When ordering first is innermost, second is second-innermost, etc
Check out tissue_default for more understanding of tissues.
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

Arcvasti

  • Bay Watcher
  • [IS_ALREADY_HERE] [FRIENDSHIPPER:HIGH]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1877 on: January 06, 2015, 12:01:03 am »

Having trouble adding a new bodypart.

Code: [Select]
[BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]

I want to attach this to the hand as a bodypart. Am I doing this wrong?
You also will have to set the tissues of the part yourself as the standard b_detail_plans don't cover CATEGORY:STAFF
Code: (eXample x) [Select]
[TISSUE:X]
[TISSUE_NAME:x:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:{PLANT_MAT/CREATURE_MAT:PLANTID/CREATUREID}{INORGANIC}:{MATERIAL}]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:STAFF:X]---When ordering first is innermost, second is second-innermost, etc
Check out tissue_default for more understanding of tissues.

Code: [Select]
[TISSUE:WOOD]
[TISSUE_NAME:WOOD:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:PLANT_MAT:WOOD]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:STAFF:WOOD]

Tried filling out your code with the above. Still doesn't seem to work. Would I put the new tissue in a seperate file or just add it on to the creature file?
Logged
If you expect to live forever then you will never be disappointed.
Spooky Signature
To fix the horrid default colour scheme, follow the below steps:
Profile> Modify Profile> Look and Layout> Current Theme> (change)> Darkling

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1878 on: January 06, 2015, 12:18:01 am »

Code: [Select]
[TISSUE:WOOD]
[TISSUE_NAME:WOOD:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:PLANT_MAT:{TREEID_PLEASE}:WOOD]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:STAFF:WOOD]

Tried filling out your code with the above. Still doesn't seem to work. Would I put the new tissue in a seperate file or just add it on to the creature file?
In the creature file after the BODY token with the Staff.

It looked very messy so I understand missing it but there was a plant/creature ID part after the PLANT_MAT/CREATURE_MAT bit. I edited into your raw for easy substitution.

You'll need to go to plant_standard or plant_new_trees for a valid tree id. Make sure to find one that uses at least "USE_MATERIAL_TEMPLATE:WOOD:" otherwise you'll spit out errors and not have a tissue material.
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

DragonDePlatino

  • Bay Watcher
  • [HABIT:COLLECT_WEALTH]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1879 on: January 06, 2015, 01:19:48 am »

Kinda sure the now un-spoilered ones are. FORCED_ADMINISTRATOR is the leader of a conquered place. I've seen a few creatures that hunt beasts as a profession(BEAST_HUNTER). PRISONERs can be freed to be companions. The goblins' trolls might be considered SLAVEs.

Hey, thanks for the help! I trimmed down my dwarf pages a bit and managed to cover everything in 186 tiles. Everything feels a lot more organized now and I feel the 4 other races will progress much faster.

mcbucko

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1880 on: January 06, 2015, 09:09:30 am »

Is it possible to add an interaction whether normally or through dfhack that turns a hostile megabeast into an pet or allied unit?

I'm looking to add something like a special caste that's able to pacify a specific megabeast.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1881 on: January 07, 2015, 01:26:27 pm »

In announcements.txt:
Code: [Select]
[GUILD_REQUEST_TAKEN:A_D:D_D]
[GUILD_WAGES_CHANGED:A_D:D_D]

What is this? Guilds? Wages?
Logged
::: ☼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 :::

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1882 on: January 07, 2015, 01:54:45 pm »

Probably a left-over from times where things like guilds and wages existed, along with philosopher dwarfs and chasms that spawned enemies.
Logged
._.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1883 on: January 07, 2015, 03:02:30 pm »

Its new. Didnt exist in 34.11.
Logged
::: ☼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 :::

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1884 on: January 07, 2015, 03:16:00 pm »

Toady moved a lot of the hard-coded announcements over to the announcements.txt file in version 0.40.19.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1885 on: January 07, 2015, 04:31:38 pm »

Ah, that makes sense. I saw a lot in there that was not referenced in any changelogs. Thats actually nice, giving players more controls. :)

Next question: Gelding. Is there a skill token, profession token and labor token for that? The wiki seems outdated, there is nothing on gelding in the skill page.
Logged
::: ☼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 :::

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1886 on: January 07, 2015, 04:45:44 pm »

Should be GELD, GELDER and GELD.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1887 on: January 07, 2015, 08:01:26 pm »

Thank you. :)

Are amphibious mounts still drowning their riders? Croc-riding goblins that run into moats, drown, leaving fleeing crocs behind? Or has that been fixed?
Logged
::: ☼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 :::

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1888 on: January 07, 2015, 11:33:01 pm »

Thank you. :)

Are amphibious mounts still drowning their riders? Croc-riding goblins that run into moats, drown, leaving fleeing crocs behind? Or has that been fixed?
That reminds me that I was curious if there's been any news on aquatic or amphibious sentients.  I'm guessing that deep ocean sites can't work without boats, but maybe there's a way to make a race only settle the coast?
Logged
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

ptb_ptb

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1889 on: January 08, 2015, 03:50:58 am »

Quick question: If I remove
[UTTERANCES]
from
[CREATURE:KOBOLD]
in the
creature_standard.txt
in a save file will it take effect for adventure mode?

Or would the world have to be re-generated for kobolds to be able to speak?
Logged
()==[:::::::::::::>
Pages: 1 ... 124 125 [126] 127 128 ... 247