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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 190406 times)

Valikdu

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1140 on: June 22, 2016, 11:52:10 am »

Is the butchering of intelligent and/or historically-important creatures still broken?

Ryga_

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1141 on: June 24, 2016, 12:39:52 am »

Is it possible to convert one material to another using a reaction while preserving the original name modifier? EG. "Ram Horn" to "Ram Metal" or something.
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Dirst

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1142 on: June 24, 2016, 12:52:23 am »

Is it possible to convert one material to another using a reaction while preserving the original name modifier? EG. "Ram Horn" to "Ram Metal" or something.
You would have to have a material called Ram Metal.  One way would be to fiddle with the standard material templates to add a RYGA_METAL material, then add a MATERIAL_REACTION_PRODUCT to the templates of various creature material templates you want convertible.

There is no need to define any tissue based on the RYGA_METAL material, you just need the material defined.
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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

Ryga_

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1143 on: June 24, 2016, 02:09:57 am »

Thanks!

Another question, I'm trying to make it possible to grind Cinnabar into dye and currently getting the following error:

Errorlog:
Code: [Select]
*** Error(s) found in the file "raw/objects/inorganic_stone_mineral.txt"
CINNABAR: Could not locate material template MILL
CINNABAR:Unrecognized Inorganic Material Definition Token: MILL

Modified Entry:
Code: [Select]
[INORGANIC:CINNABAR]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:FLOUR_MAT:LOCAL_PLANT_MAT:MILL]
[STATE_NAME_ADJ:ALL_SOLID:cinnabar][DISPLAY_COLOR:4:7:1][TILE:156]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
[ENVIRONMENT_SPEC:SHALE:VEIN:100]
[ENVIRONMENT_SPEC:QUARTZITE:VEIN:100]
[ITEM_SYMBOL:'*']
[IS_STONE]
[MELTING_POINT:11044]
[SOLID_DENSITY:8100]
[REACTION_CLASS:NOT_MAGMA_SAFE]

[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:vermillion dye]
[STATE_COLOR:ALL_SOLID:BROWN]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:15]
[POWDER_DYE:RED]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
---

Not sure if I'm even on the right path for this. I was going to just make a custom reaction that accepts Cinnabar, but not entirely sure how to define a dye since all the others seem to come from plants only.
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Hinaichigo

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1144 on: June 24, 2016, 01:17:53 pm »

Can anyone tell me how to add [GRASP] to a mouth on a caste-based level?
Can it be done within the creature definition or does it need a body file?
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Dirst

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1145 on: June 24, 2016, 01:22:58 pm »

Can anyone tell me how to add [GRASP] to a mouth on a caste-based level?
Can it be done within the creature definition or does it need a body file?
Look at how GELDABLE was added to a bodypart for only one caste.  Then cringe uncomfortably.  Then edit your creature.
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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

leafbarrett

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1146 on: June 24, 2016, 01:44:47 pm »

If a civilization has [ETHIC:THEFT:PERSONAL_MATTER] or something to that effect, how will the AI treat that in Adventure mode if your adventurer steals something from the civ?

If a creature has no stance parts, does that mean it will fall over immediately or that it can't be prevented from walking? Does it also mean that the creature can't wear shoes, even if they have feet of some kind?

Can anyone tell me how to add [GRASP] to a mouth on a caste-based level?
Can it be done within the creature definition or does it need a body file?
Before you do this, I just want to give you a heads-up - the game can and will equip gloves on that creature caste's mouth, and unless you alter the punch attack, you will be able to punch with your mouth; you will also be able to wield any weapon that your hands could wield, like crossbows. I think the game will also add fingers to the mouth, since it does that for grasp parts, instead of hands.
« Last Edit: June 24, 2016, 01:49:19 pm by leafbarrett »
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
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BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1147 on: June 24, 2016, 01:58:15 pm »

If a creature has no stance parts, does that mean it will fall over immediately or that it can't be prevented from walking? Does it also mean that the creature can't wear shoes, even if they have feet of some kind?

If I remember right:

- Even without STANCE parts, they can still "walk". Think of a snake, for example.
- They can't be forced prone by breaking pseudo "legs".
- They can still go prone, such as being knocked over by a charge attack or when they are moving through a standing unit's square.
- They cannot wear shoes. Shoes require STANCE.
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leafbarrett

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1148 on: June 24, 2016, 02:30:33 pm »

If a creature has no stance parts, does that mean it will fall over immediately or that it can't be prevented from walking? Does it also mean that the creature can't wear shoes, even if they have feet of some kind?

If I remember right:

- Even without STANCE parts, they can still "walk". Think of a snake, for example.
- They can't be forced prone by breaking pseudo "legs".
- They can still go prone, such as being knocked over by a charge attack or when they are moving through a standing unit's square.
- They cannot wear shoes. Shoes require STANCE.
Ugh... I wish clothing/armor could have its desired body part target manually defined... Would leg armor with a high enough LBSTEP be able to cover the "feet"?
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1149 on: June 24, 2016, 08:43:22 pm »

It should be able to, yes. Just count the number of body parts from your lower body to your pseudo-feet.

And I suppose you should double-check in the Arena, just in case it does not work.
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Hinaichigo

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1150 on: June 24, 2016, 10:43:58 pm »

Can anyone tell me how to add [GRASP] to a mouth on a caste-based level?
Can it be done within the creature definition or does it need a body file?
Look at how GELDABLE was added to a bodypart for only one caste.  Then cringe uncomfortably.  Then edit your creature.

Thanks.
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Teneb

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1151 on: June 25, 2016, 02:25:12 pm »

Must item corpses be inorganics? Because I'm getting the following error: undefined local creature material set to default: TERRORGHEIST BOOM

for these:
Spoiler: the material (click to show/hide)

And the itemcorpse line: [ITEMCORPSE:BOULDER:NO_SUBTYPE:LOCAL_CREATURE_MAT:BOOM]

EDIT: Somehow bypassed it by making it a material of another creature. Still no idea why it can't be LOCAL_CREATURE_MAT.
« Last Edit: June 25, 2016, 02:31:53 pm by Teneb »
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Meph

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1152 on: June 25, 2016, 04:28:32 pm »

They dont have to be inorganics, can be anything you like.
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Enemy post

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1153 on: June 26, 2016, 12:58:50 am »

Does armor seem stronger now? I'm updating my mod to the newest version, and armor seems a lot harder to stab through.

*Edit, I solved it by making lightsabers sharper, increasing the stab's edge from 10 to 1. Now they punch right through armor and even destroy it after a couple hits.
« Last Edit: June 26, 2016, 01:05:22 am by Enemy post »
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Zarathustra30

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1154 on: June 26, 2016, 02:23:46 am »

Is there any breakthrough on a way to add details to a custom reaction? I found bug 9692, but that seems to only have dead ends.

Edit: This is not Reddit. Markdown is not supported.
« Last Edit: June 26, 2016, 03:31:17 am by Zarathustra30 »
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How did we pass from inns with merry songs and happy music to temples of doom and medieval torture with so much easiness and eagerness??
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