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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 316614 times)

Zombiecow99

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2715 on: May 31, 2015, 09:43:28 pm »

im pretty sure it is my tanks that are melting. or else most of my fort would die.
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Usul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2716 on: June 01, 2015, 11:11:12 am »

I tested 30 spacemarines of each castes in the Arena set to 'cool' temperature and all of them survived. When I changed the temperature to fire, the castes represented by a 'S' melted. They are your MALE and FEMALE castes. If it's not the case in your game, I don't know, sorry.

Also they don't melt at random, they melt when exposed to very hot temperatures, like the fire weapons your tanks use. Maybe the ones you saw where unlucky peasants caught by friendly fire ?
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bennerman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2717 on: June 01, 2015, 01:13:22 pm »

How exactly would I make a gryphon in terms of tissue and body plans, where the front half is feathered but the rear half is furred?
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Usul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2718 on: June 01, 2015, 01:50:49 pm »

You'd create a body_detail_plan which takes your feather and hair materials as arguments and apply them to the body parts. Something like this:
Code: [Select]
[BODY_DETAIL_PLAN:GRYPHON_HAIR_AND_FEATHERS]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:1]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG2:1]

Where ARG1 is your feather material and ARG2 is your hair one.
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Atomic Gamer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2719 on: June 01, 2015, 03:14:50 pm »

Any ideas on my scarba? Raws are two pages back, though I can repost them.
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bennerman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2720 on: June 01, 2015, 05:45:49 pm »

I figured it out, but any idea why my griffon would randomly be immune to magma? he's just swimming all happily, dive bombing and splashing and stuff. no bleeding or anything

Edit: although, I wouldn't mind if you would be willing to check what I did so far?

Body_default.txt:
Go to http://pastie.org/10218404 for [BODY:GRIFFON_NECK] because it isn't showing up right on the forum
Spoiler (click to show/hide)

b_detail_plan_default.txt:
Spoiler (click to show/hide)

creature_fanciful.txt:
Spoiler (click to show/hide)

Incidentally, I infinitely prefer "gryphon" to "griffon", but I didn't feel like going around changing everything
« Last Edit: June 01, 2015, 06:00:48 pm by bennerman »
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Usul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2721 on: June 01, 2015, 06:52:36 pm »

It looks fine, but half of the body is missing in the [BODY:GRIFFON_NECK] file you gave. I'll assume this is a copy-paste error, if not you may want to give this poor gryphon a fourth leg.
And no, I don't have any idea why they'd swim in magma without melting.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2722 on: June 01, 2015, 06:56:17 pm »

Being made of fire-proof materials may do it. There may also be behaviour tied to the FIRE_IMMUNE or FIRE_IMMUNE_SUPER tags, but I do not know.

What I do know is that the reason your body wasn't showing up right on the forum was because you did not use code tags to prevent the left and right tags from messing with your layout.

[code ][ /code]
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bennerman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2723 on: June 01, 2015, 07:24:38 pm »

It looks fine, but half of the body is missing in the [BODY:GRIFFON_NECK] file you gave. I'll assume this is a copy-paste error, if not you may want to give this poor gryphon a fourth leg.
And no, I don't have any idea why they'd swim in magma without melting.

Nope, it's got all 4 legs. also, turns out I still had temperature off from fortress mode. It melts just like anything else XD

How can I increase a creature's "fear", pain, and exertion tolerance, without actually giving it full-on [nopain], [nofear], and [noexert]?
« Last Edit: June 01, 2015, 09:35:35 pm by bennerman »
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Arcvasti

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2724 on: June 01, 2015, 11:39:26 pm »

How can I increase a creature's "fear", pain, and exertion tolerance, without actually giving it full-on [nopain], [nofear], and [noexert]?

Exertion and pain tolerance scales with willpower. Raise the race's base willpower by quite a lot and you'll see results. As for fear, give the race a few[3-5] base levels in Discipline.
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Atomic Gamer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2725 on: June 02, 2015, 01:06:15 am »

Ok, I am now having some really annoying issues. Not only is one of my creatures not spawning, but the civilized races refuse to trade with each other or make war, basically any interaction. I tried changing the creatures on the civ to humans, but then the civilizations refused to spawn at all, and if I tried remaking the dwarf entity and putting my creatures into it, they still refused to trade, but I could find nothing in the creature files that would cause this.
If you don't mind helping, please pm me, because the files are too large to just put in spoilers, unless you have a specific portion you would like me to post.
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bennerman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2726 on: June 02, 2015, 09:44:54 am »

How can I increase a creature's "fear", pain, and exertion tolerance, without actually giving it full-on [nopain], [nofear], and [noexert]?

Exertion and pain tolerance scales with willpower. Raise the race's base willpower by quite a lot and you'll see results. As for fear, give the race a few[3-5] base levels in Discipline.

I know how to give a creature base skills, but how do I give a creature base attributes?
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Usul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2727 on: June 02, 2015, 10:52:08 am »

I know how to give a creature base skills, but how do I give a creature base attributes?

From dwarves:
Code: [Select]
        [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++
where the fourth value is the median and 1000 the average(used by humans) value.

Ok, I am now having some really annoying issues. Not only is one of my creatures not spawning, but the civilized races refuse to trade with each other or make war, basically any interaction. I tried changing the creatures on the civ to humans, but then the civilizations refused to spawn at all, and if I tried remaking the dwarf entity and putting my creatures into it, they still refused to trade, but I could find nothing in the creature files that would cause this.
If you don't mind helping, please pm me, because the files are too large to just put in spoilers, unless you have a specific portion you would like me to post.

Civilizations not trading with each others is an entity problem, unless your creatures lack [INTELLIGENT]. Also, the civilization cookbook may help you.
« Last Edit: June 02, 2015, 11:06:03 am by Usul »
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Eldin00

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2728 on: June 02, 2015, 12:20:47 pm »

Civilizations not trading could result from a lack of pack animals or wagon pulling animals (either missing tokens in the entity, or you simply don't have any appropriate animals in your raws).
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Zombiecow99

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2729 on: June 02, 2015, 06:18:41 pm »

hmm i think my tanks are continually heating up because in the object testing arena i place them in water and at first they froze it (because i made their homoetherm 0) but then they stopped then they melted.
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