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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 316635 times)

Urist McEngraver

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2055 on: January 30, 2015, 05:53:36 pm »

Howdy, I was attempting to make a reaction which will essentially make a renamed coat, but I had a few questions about it:

1, is it possible to have it made in a clothiers shop, what would be the tag for that workshop
2, what have I done horribly wrong with this reaction?


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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2056 on: January 30, 2015, 06:16:30 pm »

1. No
2. GET_MATERIAL_FROM_REAGENT should be GET_MATERIAL_FROM_REAGENT:cloth:NONE
3. You need 10000 cloth, not 1
4. Do you really want to make 5, even with 10000 (I.E 1) cloth?
5. If you've actually added uniform jackets to the raws properly, you shouldn't need a reaction to make it at all

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2057 on: January 30, 2015, 06:17:54 pm »

You cannot add reactions to the clothiers.Though if you permit the entity of your choice to wear the uniformed jacket, it will be added to the clothier's automatically. If the jacket is capable of being made of cloth, that is.

You have created an article of clothing called ITEM_ARMOR_UNIFORMJACKET, correct?

As for your reaction, there are some problems.

Your building token is missing its second argument.

Your product number needs to be much higher.

You messed up the product's item. It just needs to be ARMOR:ITEM_ARMOR_UNIFORMJACKET, and you did not add a reagent ID. Even though there is one reagent, it may cause some problems. A better line may appear like this:
Code: [Select]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_UNIFORMJACKET:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
Armor is not an item that has a dimension, so the product dimension tag may cause issues.
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Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2058 on: January 30, 2015, 06:20:21 pm »

Oh, fucking hooray.  I modded another creature that messes up the shelled creatures in the game, though to a lesser extent than the fairy dragon.  How can what is literally a renamed yak cause so much havoc?

I'll post the raws, although I don't think there's anything really wrong with them.

Code: [Select]
[CREATURE:BISON]
[DESCRIPTION: A huge, powerful bovine with short, curved horns and a humped back.  Great numbers of these beasts traverse the temperate plains.]
[NAME:bison:bison:bison]
[CASTE_NAME:bison:bison:bison]
[CREATURE_TILE:'B'][COLOR:6:0:0]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[POPULATION_NUMBER:15:30][FREQUENCY:25]
[CLUSTER_NUMBER:3:7]
[PETVALUE:500]
[PREFSTRING:strength]
[LARGE_ROAMING]
[BENIGN][MEANDERER][PET_EXOTIC]
[VISION_ARC:50:310]
[STANDARD_GRAZER]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]
[NATURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:fleece]
[STATE_ADJ:ALL_SOLID:fleece]
[YARN]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]

[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:70000]
[BODY_SIZE:1:0:350000]
[BODY_SIZE:2:0:900000]
[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:10:25]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[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:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[DIURNAL]
[HOMEOTHERM:10068]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA
[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]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:fleece:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:LENGTH:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]

I'm starting to think it might be the way they're arranged within the text file, like there being the wrong amount of space between one creature and the next or something.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2059 on: January 30, 2015, 06:27:42 pm »

What mods are you running? And is there anything in your errorlog?

Generally one creature shouldn't mess with the entire game, though if you have duplicated raws, such as two [CREATURE:BISON] entries, then the game may flip its shit. Even if those entries are in different files altogether.

Arrangement in the text file shouldn't cause an issue, so long as it has a proper [OBJECT:] token and a header at the start.
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2060 on: January 30, 2015, 06:32:23 pm »

I wrestled a bit with something similar to what you had earlier, actually. I had added a new JOINT material into the STANDARD_MATERIALS bunch and the tissue definition had it draw from the cartilage as a baseline - a bunch of squid-creatures that have REMOVE_MATERIAL:CARTILAGE were screaming errors.

I'm still sorta convinced that it's less about the creature and more about a minor change to some stem structure in body_detail_plan_default or something. Is that bison really causing those? Do they still happen if you just gut the definition and copy the raws of a toad in its place?
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Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2061 on: January 30, 2015, 07:09:25 pm »

I'm running my very own "shear anything that looks hairy enough" and "train anything vaguely canine" mods.  I also have two modded creatures, which I created back in 40.19, that don't give me any problems whatsoever.  I haven't touched any of the three body files.  I might try replacing them with "fresh" files and see what that does.

I'm pretty sure it wasn't just the bison - replacing some of my other modded raws with fresh ones helped ameliorate the problem.

Errorlog has been pretty empty except for the oyster tallow crap I fixed fairly recently, and I had trusted that an empty errorlog meant nothing was wrong and everything was working as intended, but apparently that's not the case. 

Since it happened with the fairy dragon as well, I've a hunch that the creatures themselves are not the problem.

And I know that if I remove the creature, the problem is fixed, but if I add the creature in any capacity, the problem returns.  Replacing the three body files with fresh ones didn't help the problem one bit. 

EDIT: Shifting its position a bit has allowed oysters and mussels to spawn normally, but apparently locked out pond turtles.  Still, this is the closest to normal I've gotten so far.

RE-EDIT: Tacking on dingo raws to the bison just made the problem return.  I might just go ahead and gen a world for the express purpose of having you guys take a look at it.
« Last Edit: January 30, 2015, 07:56:47 pm by Badger Storm »
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Urist McEngraver

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2062 on: January 30, 2015, 09:16:14 pm »

Hm, after some kind help from ya'll I did manage to make four different items that function, but not all will show up at the same time -

I assume this is caused by not all civilizations having access to all types of armor/metals at the same time, is there a way to force them to always have it?

Edit: Apparently adding :FORCED] instead of :COMMON] works. Who knew? /sarcasm
« Last Edit: January 30, 2015, 09:48:44 pm by Urist McEngraver »
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That Wolf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2063 on: January 30, 2015, 09:52:11 pm »

Can I change the hammerer in the raws to be a lasher or a bowman etc? And how do I do so.
Do I change the hammer to longsword or what?
[Resposibility:executions]
[Execution_skill:hammer]

So it reads

[Execution_skill:longsword]
Any help will be cherised.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2064 on: January 30, 2015, 10:11:59 pm »

As you may be able to guess by the tag, it selects weapon by the skill needed to use it. So swords would be [EXECUTION_SKILL:SWORD]

Here's the skill token page.
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Urist McGoombaBrother

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2065 on: January 30, 2015, 11:34:19 pm »

Thanks scam tank for answering those Qs better than I could(not being sarcastic) , I learned something from them myself :)
BTW Urist their is a dedicated reaction questions thread as well http://www.bay12forums.com/smf/index.php?topic=110030.0

Many thx to both of you. Helped me a lot. :-)

That Wolf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2066 on: January 31, 2015, 01:49:11 am »

I tried to give other civs the goblins mask token [HELM:ITEM_HELM_MASK:UNCOMMON] and they dont seem to be able to make them. How do I get it to work, do I change uncommon to common?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2067 on: January 31, 2015, 03:04:06 am »

I tried to give other civs the goblins mask token [HELM:ITEM_HELM_MASK:UNCOMMON] and they dont seem to be able to make them. How do I get it to work, do I change uncommon to common?

That should make it more likely for the civ to have masks, yes.

Though just to warn you, masks make poor armour.
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That Wolf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2068 on: January 31, 2015, 03:17:29 am »

Yeah wanted an adamantium mask for my executioner and adventurer
But despite it being an uncommon item earlier I couldnt make it. The other uncommon items like turbans could be made.
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Nahere

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2069 on: January 31, 2015, 05:12:13 am »

That setting effects how likely it is the entity will know how to make the item, not how often it is used by the entity.
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