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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 313565 times)

Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3585 on: November 09, 2015, 11:01:40 am »

Good eye on the typo, but fixing it didn't help.

Also weirdly, the reaction did work, even with the typo (expect for the jugs).

...

It seems that the [METAL_ORE:MERCURY:100] tag in inorganic_stone_mineral.txt must have overridden my reaction and set-up some default smelting reaction instead. Deleting it removes the reaction from my smelters.

Looking at mods that have attempted the same thing, they all seem to avoid smelters. I suspect that smelting to container just isn't possible.
Yes, having an ore tag will set up a default reaction, though it wouldn't be called "make liquid mercury".  The smelter is definitely a valid building for reactions, because all of the alloys are in the raws.  Check your error log, and try removing the product dimension.
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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

Baffler

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3586 on: November 12, 2015, 02:36:16 pm »

Does anyone know if and how I can control the order the workshops are listed in on the building menu? I'm starting work on a mod that adds new industrial production machinery (requiring more labor but in much greater bulk, with value added through additional processing steps like staining and sanding for wood rather than quality levels), and there are rather a lot of them. I'd like to have them organized by industry to make them a little more usable, rather than just having them all jumbled up.
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Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
Location subject to periodic change.
Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3587 on: November 12, 2015, 04:35:47 pm »

Custom workshops are listed by their order in the raw files.

Baffler

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3588 on: November 12, 2015, 04:53:17 pm »

Cool, thanks.
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Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
Location subject to periodic change.
Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3589 on: November 14, 2015, 10:11:51 pm »

Say, will the [GROWTH_ITEM] tag in the plant raws allow me to make some weird things harvestable from trees, eg. anvils?

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3590 on: November 14, 2015, 10:37:11 pm »

Yes.

I remember we were quite excited about that back in the day. Heck, I even made a tree that drops things that set everything on fire a few months before 0.40 even came out. Kinda odd how nobody ever really did anything with it, huh.

ThatZommy

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3591 on: November 15, 2015, 12:16:07 am »

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.
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Er, atleast I think that's right.

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3592 on: November 15, 2015, 03:42:44 am »

I've seen that error before, but not in direct relation to crashes.

What type of town was it? I've heard of crashes related to noble positions in goblin-style Dark Fortresses. Removing the noble positions from the entity fixed it.
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Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3593 on: November 15, 2015, 05:22:41 am »

Derp, have to ask something again.

Basically, I'm making a reaction that takes CORPSE as a reagent. Things such as dead yak cows work fine. Unfortunately, it doesn't allow dwarf corpses to be used in the reaction. Which would kind of defeat the point, as...

Code: [Select]
[REACTION:MAKE_SOYLENT_GREEN]
  [NAME:make soylent green]
  [BUILDING:STILL_LARGE:NONE]
  [REAGENT:A:1:CORPSE:NONE:NONE:NONE]
[UNROTTEN]
[USE_BODY_COMPONENT]
[PRODUCT:100:15:PLANT_GROWTH:GREEN:PLANT_MAT:SOYLENT:GREEN]
[SKILL:BREWING]

...yeah.

Is the problem due to dwarven ethics not allowing them to use their corpses as reagants? I thought it'd only applied to butchering and eating. :-\

Magnusen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3594 on: November 15, 2015, 09:43:15 am »

Why don't my world generate savage regions?
Code: [Select]
[WORLD_GEN]
[TITLE:TOTAL CARNAGE REGION]
[DIM:75:75]
[EMBARK_POINTS:1750]
[END_YEAR:1750]
[BEAST_END_YEAR:100:50]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:60:80:101:101]
[TEMPERATURE:10:80:101:101]
[DRAINAGE:70:100:101:101]
[VOLCANISM:50:100:101:101]
[SAVAGERY:60:60:101:101]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:2000]
[MEGABEAST_CAP:150]
[SEMIMEGABEAST_CAP:225]
[TITAN_NUMBER:120]
[TITAN_ATTACK_TRIGGER:80:20000:150000]
[DEMON_NUMBER:15]
[NIGHT_TROLL_NUMBER:15]
[BOGEYMAN_NUMBER:15]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:15]
[SECRET_NUMBER:75]
[REGIONAL_INTERACTION_NUMBER:25]
[DISTURBANCE_INTERACTION_NUMBER:15]
[EVIL_CLOUD_NUMBER:25]
[EVIL_RAIN_NUMBER:10]
[GOOD_SQ_COUNTS:20:50:0]
[EVIL_SQ_COUNTS:35:65:5]
[PEAK_NUMBER_MIN:2]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:8]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:50]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:20]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:30]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
    [LEVELS_ABOVE_GROUND:10]
[LEVELS_ABOVE_LAYER_1:1]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:1]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:15]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:8]
[NON_MOUNTAIN_CAVE_MIN:15]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:25]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:250]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
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ThatZommy

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3595 on: November 15, 2015, 10:58:34 am »

I've seen that error before, but not in direct relation to crashes.

What type of town was it? I've heard of crashes related to noble positions in goblin-style Dark Fortresses. Removing the noble positions from the entity fixed it.

It was actually the largest town I've seen. Had a wall, and there were buildings throughout most of it's land, which was cool. And human, with sewers.
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Er, atleast I think that's right.

DrunkGamer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3596 on: November 15, 2015, 02:32:07 pm »

Small question.

Right now I'm doing a Glacier fort, and my only material so far is Ice.

As far as I know it's impossible to make ice tables, statues, doors and such, but is there any way to make that possible?
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Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3597 on: November 15, 2015, 02:33:59 pm »

Can an interaction have multiple I_EFFECT?

(example:
[I_EFFECT:ADD_SYNDROME]
...
[I_EFFECT:ADD_SYNDROME]
...
)
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Monstrous Manual: D&D in DF
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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 #3598 on: November 15, 2015, 02:35:32 pm »

yes

Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3599 on: November 15, 2015, 02:59:24 pm »

yes
Many thanks. I was afraid it would be a case of duplicated raws.
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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?
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