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Author Topic: [MODDING] 0.47.x General modding questions thread - lots of new stuff!  (Read 138371 times)

Atomic Chicken

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #645 on: February 13, 2021, 01:30:51 am »

It still does absolutely nothing even if I make the severity 1000.

Based on the example shrine interaction, I can also suggest entirely removing "BP:BY_CATEGORY:ALL:ALL" and adding "ABRUPT".
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ChaosPotato

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #646 on: February 13, 2021, 09:11:12 pm »

It still does absolutely nothing even if I make the severity 1000.

Based on the example shrine interaction, I can also suggest entirely removing "BP:BY_CATEGORY:ALL:ALL" and adding "ABRUPT".
I tried that before you told me to. Absolutely nothing changed.
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JAL28

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #647 on: February 18, 2021, 07:23:49 am »

I don't know if this is the right place to ask, but I seem to have noticed an issue with the make-citizen command.

It seems that when I use it, the game suddenly keeps crashing when I want to retire or abandon. No idea why, while saving works normally, all saves I have that used this command seemed to be unable to quit their game. All other saves seemed to work fine. Retiring/killing the converted citizens seems to do nothing either.

How can I fix this?
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Atkana

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #648 on: February 21, 2021, 03:34:44 am »

I don't know if this is the right place to ask, but I seem to have noticed an issue with the make-citizen command.

It seems that when I use it, the game suddenly keeps crashing when I want to retire or abandon. No idea why, while saving works normally, all saves I have that used this command seemed to be unable to quit their game. All other saves seemed to work fine. Retiring/killing the converted citizens seems to do nothing either.

How can I fix this?
Well damn, that could explain why I was occasionally getting crashes during one of my playthroughs (I thought it was likely due to the squad corruption / resurrection related crashes). That probably means I haven't worked out everything that's required to properly convert citizens (and probably won't be able to figure it out). Just so I have it in notes, could you tell me...
  • Had you been using the -histfig argument?
  • You mention that saving works normally, and the crashes happen during retiring or abandon, but then mention that you're unable to quit the game (which would mean that saving doesn't work normally). Which one is it?
I don't really know what bits I'm missing in the code, so I don't really know how to fix this issue. Sorry :(

Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #649 on: February 24, 2021, 04:22:18 pm »

Not sure how to go at this one, but Ive been trying to figure out how to basically make mixed drinks, (such as combining apples/oranges, ect ect.) to create a new type of liquid, but im not sure how to go at making the product specific the type of material for the liquid being made, since it doesnt use "DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:DRINK_MAT"

This is just a test reaction so obviously not set in stone, Ive already created the material template for it..

Code: [Select]
[REACTION:MIXED_BREW_APPLE_ALE]
[NAME:brew things into apple ale]
[BUILDING:AQUAFILTER_STILL:NONE]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:PLANT_MAT:ORANGE:FRUIT]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:TOPAZIC_BLIGHT:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:???:???]                <---- unsure for this.
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

Couldnt find anything on wiki or forums about this either :s
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Eric Blank

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #650 on: February 24, 2021, 05:47:03 pm »


[edit] I didn't test any of this, so no guarantee it'll work without additional efforts

Since the "Base" drink youre using there is apple, you could modify the orange tree and others definition to add additional drink mats with DRINK_MIX_APPLE, then reference them in the material reaction product. If you do this for every plant you want to "mix" in an additional ingredient, adding the specific products you want to mix in, you can change the reaction to select anything that has a DRINK_MIX_APPLE, and it will select fruit that can be combined with apples as you've defined.

The reaction would look like this:
Code: [Select]
[REACTION:MIXED_BREW_APPLE_ALE]
[NAME:brew things into apple ale]
[BUILDING:AQUAFILTER_STILL:NONE]
[REAGENT:A:1:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT] --- only accepts apples
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MIX_APPLE] --- instead of selecting oranges specifically, it now allows any plant growth that has a DRINK_MIX_APPLE reaction product defined
[UNROTTEN]
[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:TOPAZIC_BLIGHT:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:B:DRINK_MIX_APPLE] --- now creates whatever is defined in the fruit as its product when mixed with apples.
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

And you'd append this to the orange tree definition within the orange fruit definition:
Code: [Select]
[MATERIAL_REACTION_PRODUCT:DRINK_MIX_APPLE:LOCAL_PLANT_MAT:DRINK_MIX_APPLE]
and this at the end of the orange tree definition so it has a drink to produce:
Code: [Select]
[USE_MATERIAL_TEMPLATE:DRINK_MIX_APPLE:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen orange-apple cider]
[STATE_NAME_ADJ:LIQUID:orange-apple cider]
[STATE_NAME_ADJ:GAS:boiling orange-apple cider]
[MATERIAL_VALUE:3]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]


You could also, for specific reactions i.e. always only orange + apple, create a plant definition that never actually appears in the world with a bunch of definitions for various mixed drinks like "orange-apple cider," "blueberry pomegranate wine" etc and have the product point to that plant's ID for the desired drink. That way you'd have to create a new reaction for each drink as well as a new product on the fake drink plant, but not have to modify the plants that are used as reagents

Code: [Select]
[REACTION:MIXED_BREW_APPLE_ALE]
[NAME:brew things into apple ale]
[BUILDING:AQUAFILTER_STILL:NONE]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:PLANT_MAT:ORANGE:FRUIT]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:TOPAZIC_BLIGHT:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:(mixed-drink plant ID):DRINK_ORANGE_APPLE]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

Code: [Select]
[MATERIAL_REACTION_PRODUCT:DRINK_ORANGE_APPLE:LOCAL_PLANT_MAT:DRINK_ORANGE_APPLE]
[USE_MATERIAL_TEMPLATE:DRINK_ORANGE_APPLE:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen orange-apple cider]
[STATE_NAME_ADJ:LIQUID:orange-apple cider]
[STATE_NAME_ADJ:GAS:boiling orange-apple cider]
[MATERIAL_VALUE:3]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
« Last Edit: February 24, 2021, 05:50:22 pm by Eric Blank »
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Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #651 on: February 24, 2021, 07:09:35 pm »

Hmm.. well darn, so its pretty much a no-go for me, since Im trying not to edit to much of the vanilla stuff as it is :s
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Eric Blank

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #652 on: February 24, 2021, 07:56:46 pm »

If you go the second route, you wont have to edit vanilla files (I think), youll just have to make a bunch of specific reactions and add them to the civ and make a new plant definition that handles the products.

You could also make a generic "fruit cocktail" drink and reaction, so there's only one reaction and material, but that doesnt solve the problem either, really.
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Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #653 on: February 24, 2021, 11:26:52 pm »

Yeah, I think Im gunna end up trying that idea tomorrow, also, Ive noticed that;

Code: [Select]
[REAGENT:A:1:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT] <-
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]

Doesnt seem to work properly, or at least notice the correct ingrediant. I originally had a reaction for a custom fruit that came from a tree (for non-alcohalic civs), but it does not seem to want to work anymore.

Edit: Nvm with this issue.
« Last Edit: February 25, 2021, 11:09:57 pm by Fatace »
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UselessMcMiner

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #654 on: February 25, 2021, 02:51:45 pm »

Any idea on how I should make this creature's bites/scratches more deadly? And how to replace the material of the teeth/nails?

Spoiler (click to show/hide)
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The scouts have been fighting a giant capuchin for the past month now. They still haven't killed it.

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UselessMcMiner

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #655 on: February 25, 2021, 06:27:34 pm »

Nvm I found out how to do it.

do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?
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The scouts have been fighting a giant capuchin for the past month now. They still haven't killed it.

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DarthRubik

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #656 on: February 25, 2021, 06:59:07 pm »

Nvm I found out how to do it.

do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?

No......[EXTRAVISION] does that
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Demonic Gophers

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #657 on: February 25, 2021, 07:30:40 pm »

Nvm I found out how to do it.

do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?

No......[EXTRAVISION] does that
Isn't EXTRAVISION the one for seeing without eyes?  I think what you're looking for is SENSE_CREATURE_CLASS.
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DarthRubik

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #658 on: February 25, 2021, 07:49:55 pm »

Nvm I found out how to do it.

do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?

No......[EXTRAVISION] does that
Isn't EXTRAVISION the one for seeing without eyes?  I think what you're looking for is SENSE_CREATURE_CLASS.

Oh....you are correct....sorry bout that
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Zavvnao

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #659 on: March 03, 2021, 09:22:50 pm »

I have not written in this forum for years.

Before I even think about trying, is there a metroid mod already?

I mean off the top of someone's head, as I am not trying to get anyone to search for me.

I just like how detailed the mario mod is, and feel like metroid could be fun also.
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