Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 98 99 [100] 101 102 ... 137

Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 190745 times)

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1485 on: November 21, 2016, 08:30:57 pm »

Hang on. UPDATE: Cat men work in in my world. Not dog men, even though they generated in the world.
« Last Edit: November 21, 2016, 08:36:31 pm by Asin »
Logged

Nahere

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1486 on: November 22, 2016, 12:13:49 am »

Check legends. They've probably just been wiped out in world gen if one works but not the other.
Logged

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1487 on: November 22, 2016, 07:03:57 am »

Alright.

thedonkified

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1488 on: November 22, 2016, 04:28:57 pm »

I'm trying to mod in a metal that is supposed to be better than platinum as a blunt weapon. But when I test it out in arena mode, the logs say that some attacks have no force.

What's causing this?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1489 on: November 22, 2016, 07:27:47 pm »

If I were to guess, the item's so heavy that the user wielding it can't get enough velocity for proper force, but I don't know exactly how dense you made the material.

thedonkified

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1490 on: November 22, 2016, 08:33:54 pm »

Yeah, you were right Putnam. Thanks.
Logged

Jerry The Hellbound

  • Bay Watcher
  • Professional "Knife-ear" torturer 1-800-elfgod
    • View Profile
    • This is also for my Custom Race: Solari!
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1491 on: November 23, 2016, 05:46:33 pm »

If i remember correctly, Putnam, you extracted the generated metals, such as the metals connected to angels and such. Ive been wanting to find the topic but i dont really know what to search.

Nvm, it was Meph:
http://www.bay12forums.com/smf/index.php?topic=157900.0
« Last Edit: November 24, 2016, 08:09:05 pm by Jerry The Hellbound »
Logged
Jerry.
This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
Also made that awesome avatar. took me hours with Gimp: (also the two light & dark sprites are from Stardew Valley)
http://i.imgur.com/8x7aX7T.png

ImACatNamedGloves

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1492 on: November 26, 2016, 11:08:08 am »

Hello guys, my modded race gives me this error and I can't find the issue:
Code: [Select]
*** Error(s) finalizing the creature TUKY
undefined local creature material set to default: TUKY HAIR

I've removed the hair to use feathers instead. Here you have the creature file:
Spoiler (click to show/hide)

I hope you can help me, this is driving me insane!
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1493 on: November 27, 2016, 01:34:31 am »

I notice in there it tries to apply eyebrows. The eyebrow material is supposed to be hair, iirc, so that seems the most likely cause. I certainly don't see anything in there called TUKY HAIR
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

ImACatNamedGloves

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1494 on: November 27, 2016, 04:12:09 am »

Oh, really? Damn, I'll delete it later to see if it works.
Logged

Melting Sky

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1495 on: November 28, 2016, 05:43:06 pm »

I am new to the DF modding and I agreed to see if I could mod a new creature into the game for somebody. I can program so I'm not completely a fish out of water, but to make a long story short I think I bit off a bit more than I can chew and here is my current problem.

I need to make this creature skinless. I am using a standard body materials plan. How do I go about removing the skin from it. I assume I would need to use the following tags?
[REMOVE_MATERIAL:HAIR]
[REMOVE_MATERIAL:SKIN]

And then in the body detail plan add the following tags?
[REMOVE_TISSUE:HAIR]
[REMOVE_TISSUE:SKIN]

Then I would need to remove the skin layer from my body detail plan like this?
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:FAT:MUSCLE:BONE:CARTILAGE]

My final problem is I think the following tags from the original template I am using are going to be an issue.
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]

From what I understand this last set of tags is creating major arteries through the skin layer of the throat body part. Since I have removed the skin layer from this creature what exactly will this cause to happen? I'm pretty sure it will fail, but I am not quite sure how, or what to do about fixing it.

Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1496 on: November 28, 2016, 05:49:56 pm »

You can't just skip an argument of the BODY_DETAIL_PLAN.  You might be able to apply the skin then remove it, but it would be cleaner to make a new customized BODY_DETAIL_PLAN that skips the skin argument in each line.
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

Melting Sky

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1497 on: November 28, 2016, 05:58:30 pm »

You can't just skip an argument of the BODY_DETAIL_PLAN.  You might be able to apply the skin then remove it, but it would be cleaner to make a new customized BODY_DETAIL_PLAN that skips the skin argument in each line.

Ouch, I was hoping to avoid that, but it does make sense. Thanks for the heads up.
Logged

Sorgklaan

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1498 on: December 03, 2016, 12:11:54 am »

I've spent all day fucking with interactions, but I can't get any syndrome that I attach to an interaction to work. It's detecting the interactions, but none of them are actually working. I've tried like a half dozen random spells and shit I found, as well as my own interactions. I've tried using my own txt file as well as interaction_standard and nothing will work still.

Am I missing something? Did I completely break something somewhere?

Can somebody give me just a short step by step list for creating interactions? I'm pretty clearly missing something critical.
« Last Edit: December 03, 2016, 12:13:36 am by Sorgklaan »
Logged

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1499 on: December 03, 2016, 12:14:35 am »

Might help if we could see the interaction raws, and to know the conditions you were testing under. May just be Arena Mode being weird, or not generating a new world between testings.
Logged
Pages: 1 ... 98 99 [100] 101 102 ... 137