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Author Topic: [43.05] Kyubee's Expanded Races; Troglodytes, Kobolds, and alcoholic porcupines  (Read 9037 times)

Kyubee

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Have you ever seen troglodytes in the caves and thought "Hmmmm, wouldnt it be cool to modify their raws a lot and play as them?" No? Then what are you doing here! Just kidding, anyways, this mod adds in a little more than troglodytes! Amongst these added things are;

Evolved troglodytes; A playable civilization modified off the troglodytes you all know and love. They can spit fire like a rapper when threatened, however, so keep your livestock and your citizens separate. Civilizationwise, they cant use any fancy alloys except electrum, so youll have to rely on trade to get the really good stuff, though you can mine and cook cotton candy, so go to the circus and get you some.

Creatures that make life in evil biomes a living circus; moreso than usual! Ever wanted flying carp? Now they exist. youre welcome.

A super heavy type of tree found in absolutely every surface biome; Elves should have the capacity to be a threat if they start bashing you with wood spears now.

Planned Features:

More wood
more creatures of my own creation
more metal (Especially more alloys)
Distinct player races (Nothing really separates Zarekians from Dwarves but equipment; They need some more features. Same with troglodytes, but at least they have other gameplay changes)
More races
More equipment, mostly weapons and armor
More balancing

Download link is http://dffd.bay12games.com/file.php?id=12662
« Last Edit: January 29, 2017, 11:11:10 am by Kyubee »
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My mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.

Asin

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Re: [43.05] Trog Fortress (Now accepting suggestions)
« Reply #1 on: January 22, 2017, 01:29:10 pm »

Error log coming your way!

Spoiler (click to show/hide)

Also, tried genning a world with the create a new world option.
DF crashed.

Kyubee

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Re: [43.05] Trog Fortress (Now accepting suggestions)
« Reply #2 on: January 22, 2017, 08:54:54 pm »

Error log coming your way!

Spoiler (click to show/hide)

Also, tried genning a world with the create a new world option.
DF crashed.

None of those errors are relevant to the crash I think! I've tried fixing the Zarekians issues, removed Phantom Crabs because i'm getting annoyed at trying to make them work, and fixed the minor bug with flying coelocanths, though. After I give it a test, ill upload it. It's probably the entity again. amrok damn it
« Last Edit: January 22, 2017, 08:59:27 pm by Kyubee »
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My mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.

Kyubee

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Re: [43.05] Trog Fortress (Now accepting suggestions)
« Reply #3 on: January 22, 2017, 09:41:07 pm »

well i have no way to fix it... i tried but it didnt work.
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The litten is wandering around the dump now, occasionally exploding.

Asin

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Re: [43.05] Trog Fortress (HELP WANTED)
« Reply #4 on: January 22, 2017, 09:43:44 pm »

Sucks...

Enemy post

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Re: [43.05] Trog Fortress (HELP WANTED)
« Reply #5 on: January 22, 2017, 10:50:01 pm »

I'll try to help when I get a chance.
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Kyubee

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Re: [43.05] Trog Fortress (HELP WANTED)
« Reply #6 on: January 22, 2017, 10:51:45 pm »

I'll try to help when I get a chance.

Thanks man!
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Enemy post

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Re: [43.05] Trog Fortress (HELP WANTED)
« Reply #7 on: January 22, 2017, 11:01:12 pm »

You're welcome. I'll try tomorrow.
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Kyubee

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Re: [43.05] Trog Fortress (HELP WANTED)
« Reply #8 on: January 23, 2017, 05:49:14 am »

You're welcome. I'll try tomorrow.

When you do, tell me what i did wrong, I need to take notes.
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The litten is wandering around the dump now, occasionally exploding.

Godlysockpuppet

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Re: [43.05] Trog Fortress (HELP WANTED)
« Reply #9 on: January 23, 2017, 08:35:46 am »

Throw what's not working my way, I'll tell you what's wrong with it and how you can fix it :)
Errors like this;

Code: [Select]
PHANTOM_CRAB:Body Token Recognized But Could Not Connect: TAIL
PHANTOM_CRAB:Body Token Recognized But Could Not Connect: TAIL_STINGER

mean the TAIL cannot connect to the BODY. You've set it as a crab body, which is as follows;
Spoiler (click to show/hide)
EDIT: don't look at the above spoiler, format is messed up. Just a copy/paste of a crab's body raws.

Notice how the crab body has no [BODY_LOWER]? That means the TAIL can't connect.

Problems like this;
Code: [Select]
ZAREKIAN:FEMALE:quill: No tissue thickness
ZAREKIAN:MALE:quill: No tissue thickness
are caused due to a lack of defined tissues. You've told the game to create a body part called quill, but not what it is made of (skin? hair? the game doesn't know!)
Here's an easy fix;
Spoiler (click to show/hide)
« Last Edit: January 23, 2017, 08:38:12 am by Godlysockpuppet »
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Kyubee

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Re: [43.05] Trog Fortress (HELP WANTED)
« Reply #10 on: January 23, 2017, 08:37:39 am »

Throw what's not working my way, I'll tell you what's wrong with it and how you can fix it :)
Errors like this;

Code: [Select]
PHANTOM_CRAB:Body Token Recognized But Could Not Connect: TAIL
PHANTOM_CRAB:Body Token Recognized But Could Not Connect: TAIL_STINGER

mean the TAIL cannot connect to the BODY. You've set it as a crab body, which is as follows;
Spoiler (click to show/hide)
Notice how the crab body has no [BODY_LOWER]? That means the TAIL can't connect.

Problems like this;
Code: [Select]
ZAREKIAN:FEMALE:quill: No tissue thickness
ZAREKIAN:MALE:quill: No tissue thickness
are caused due to a lack of defined tissues. You've told the game to create a body part called quill, but not what it is made of (skin? hair? the game doesn't know!)
Here's an easy fix;
Spoiler (click to show/hide)

Yes but those mods both just do their thing, the creatures lose those parts, and life goes on. In this case, I altered one of the entities wrong, as simply generating a world bricks the game after generating entities. Also, making the quills out of copper actually reminds me fo the tabletop version of the Zarekians I made whixch in fact did have metal quills. but I figured that would be too OP
« Last Edit: January 23, 2017, 08:40:02 am by Kyubee »
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My mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.

Godlysockpuppet

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Re: [43.05] Trog Fortress (HELP WANTED)
« Reply #11 on: January 23, 2017, 08:40:02 am »

They're still errors that you should fix. You'll be looking at the errorlog alot when you mod, and seeing it spammed full of tissue and body errors doesn't help. As for your entity, there are known incompatibilities that can crash the game (important speaker or something in a position + dark fortresses are a known crash combo. Lemme take a looksie...)
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Kyubee

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Re: [43.05] Trog Fortress (HELP WANTED)
« Reply #12 on: January 23, 2017, 08:42:16 am »

They're still errors that you should fix. You'll be looking at the errorlog alot when you mod, and seeing it spammed full of tissue and body errors doesn't help. As for your entity, there are known incompatibilities that can crash the game (important speaker or something in a position + dark fortresses are a known crash combo. Lemme take a looksie...)

I found that error before in version .0000001 of it, and fixed it before even the first release. As for the Zarekian tissue issue, I just made it use the default nail template for now, but later I may re-add metal quills. I also decided to remove phantom crabs for the best, as, as much fun as splicing creatures is, that should be saved for megabeasts.
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My mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.

Godlysockpuppet

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Re: [43.05] Trog Fortress (HELP WANTED)
« Reply #13 on: January 23, 2017, 08:47:35 am »

They're still errors that you should fix. You'll be looking at the errorlog alot when you mod, and seeing it spammed full of tissue and body errors doesn't help. As for your entity, there are known incompatibilities that can crash the game (important speaker or something in a position + dark fortresses are a known crash combo. Lemme take a looksie...)

I found that error before in version .0000001 of it, and fixed it before even the first release. As for the Zarekian tissue issue, I just made it use the default nail template for now, but later I may re-add metal quills. I also decided to remove phantom crabs for the best, as, as much fun as splicing creatures is, that should be saved for megabeasts.
Super quick process of elimination; your antmen entity is the issue. Lemme look into it a bit more.
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Kyubee

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Re: [43.05] Trog Fortress (HELP WANTED)
« Reply #14 on: January 23, 2017, 08:48:10 am »

They're still errors that you should fix. You'll be looking at the errorlog alot when you mod, and seeing it spammed full of tissue and body errors doesn't help. As for your entity, there are known incompatibilities that can crash the game (important speaker or something in a position + dark fortresses are a known crash combo. Lemme take a looksie...)

I found that error before in version .0000001 of it, and fixed it before even the first release. As for the Zarekian tissue issue, I just made it use the default nail template for now, but later I may re-add metal quills. I also decided to remove phantom crabs for the best, as, as much fun as splicing creatures is, that should be saved for megabeasts.
Super quick process of elimination; your antmen entity is the issue. Lemme look into it a bit more.

Oh glob darn it! It worked just fine before, and I havent edited it since the last time it worked. Im pretty sure it doesnt have nobles
« Last Edit: January 23, 2017, 08:49:57 am by Kyubee »
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My mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.
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