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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 403660 times)

Thundercraft

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2055 on: February 22, 2011, 06:26:02 pm »

if you do eventually figure out how to give blood a temperature and make explosive arrows, etc, will you let us know about it here? That same technique could be used, in theory, to give weapons a poison or other syndromes. And a lot of us have been searching for a long time for a method to get poison-tipped weapons to finally work.

I don't think it could. The whole point is that the weapon lights on fire after touching the warmer-than-air-blood. How would this make a "poison tipped" weapon? The arrows "Explode" because the custom weapon material is set to boil at the temperature of the blood. They'd have to be kept away from magma and fire, I'm guessing (probably not good to make them in a magma forge).

A syndrome can be inflicted by creating a gas cloud of the material by having it evaporate under certain conditions. That's how the A small coal mod works to inflict black lung disease. (It has a low boiling point and evaporates into a gas cloud on contact with air. As a gas, it works by SYN_INHALED.)

I was thinking that if you can find a way to create crossbow bolts that reliably burst into flames after impact, one might be able to include a syndrome material that reliably explodes into gas from an increase in heat. But then 3 said that this has already been tried and that it's "generally shaky" at best.

Still, it could be adequate for the application I had in mind. All I want are difficult-to-manufacture bolts or daggers that have a small chance (maybe 1 in every 20 attempts) of inflicting either CE_UNCONSCIOUSNESS or CE_IMPAIR_FUNCTION with nearly total impairment of the brain/limbs. I'm looking for a way to create weapons that usually fail to work, but still have a chance of immobilizing a target for a long time. I'm planning on reserving such things for Forgotten Beasts, then either trapping them in a cage or moving them to a pit to be chained. (And, yes, I am aware that cages work on them already if said cage is covered in web. I just wanted to do it the hard way.)
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2056 on: February 22, 2011, 07:23:07 pm »

If you haven't already, check out this thread for exploding/incendiary bolts etc.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Flaede

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2057 on: February 22, 2011, 11:43:48 pm »

If you haven't already, check out this thread for exploding/incendiary bolts etc.

Hm. NICE thread! It seems those bolts are reliant on the actual temperature of the creature they are embedded in. I though making it dependant on blood would make it MORE reliable, since you could make blood quite hot without having the creature melt everything around it. (unless it is covered in blood).

One caveat would be that dwarves with blood coverings would cause all sorts of troubles. A good reason to make a dwarven shower, I guess.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Fullmoon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2058 on: February 23, 2011, 03:38:16 am »

Umm, just noticed that crematoriun workshom is broken. It seems that vermin remains now defined differently.
Workshop uses [REAGENT:A:1:REMAINS:NONE:NONE:NONE]. I have checked everything else, job just doesn't shows up in workshop menu.

Nothing in the errorlog, I take it?  From what you said, though, it sounds like the reaction may not be on the list of permitted reactions in the entity file.  Have you checked this?


Ah-hah! The ERROR LOG! Yep, CREMATE: Unrecognized Reaction Token: PRODUCT_DIMENSIONS. Thanks, totally forgot about log files.

Wait, that's not right. I need other reaction, CREMATE_REMAINS. It looks okay:
Code: [Select]
[REACTION:CREMATE_REMAINS]
[NAME:cremate remains]
[BUILDING:CREMATORIUM:NONE]
[REAGENT:A:1:REMAINS:NONE:NONE:NONE]
[PRODUCT:15:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
[AUTOMATIC]
And, yes, 'everything else' does include entity file, I'm not that noob.
« Last Edit: February 23, 2011, 05:45:53 am by Fullmoon »
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Quote from: Fishbulb
I got an artifact cave spider silk sock this morning. It's worth 5,720 dwarfbucks, and it doesn't menace with spikes of anything.
Quote
Dwarfs don't have issues.  Dwarfs merely have inspiration for the legendary artifact they will one day make.
Quote from: Urist son of Urist
Considering the general state of DF, I think Einstein and Newton are already rotating fast enough that you could hook them up to pumps and use them to kill Elves.

Fullmoon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2059 on: February 23, 2011, 05:45:05 am »

Other problems with .19:

Rhenaya's Thunderbluss: it's ammo indended to be made by specific reaction from a set of metals. Now it shows up in crafts workshop and can be made from bone or wood.

Spoiler (click to show/hide)


Also for some reason DF can't see material template defined not on material_template_default. I.e. I made material_template_fmm.txt with
Spoiler (click to show/hide)
In errorlog.txt I get 'MERCURY: Could not locate material template ALCHEMICAL'
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Quote from: Fishbulb
I got an artifact cave spider silk sock this morning. It's worth 5,720 dwarfbucks, and it doesn't menace with spikes of anything.
Quote
Dwarfs don't have issues.  Dwarfs merely have inspiration for the legendary artifact they will one day make.
Quote from: Urist son of Urist
Considering the general state of DF, I think Einstein and Newton are already rotating fast enough that you could hook them up to pumps and use them to kill Elves.

TurkeyXIII

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2060 on: February 23, 2011, 08:17:26 am »

typo in [ONJECT:MATERIAL_TEMPLATE]
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A medium-sized bird with a distinctive fleshy wattle that hangs from the underside of the beak, and a fleshy protuberance that hangs from the top of its beak called a snood.

Fullmoon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2061 on: February 23, 2011, 08:29:51 am »

typo in [ONJECT:MATERIAL_TEMPLATE]

DAMN! This is why visual raw editor needed. Ok, one question down.
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Quote from: Fishbulb
I got an artifact cave spider silk sock this morning. It's worth 5,720 dwarfbucks, and it doesn't menace with spikes of anything.
Quote
Dwarfs don't have issues.  Dwarfs merely have inspiration for the legendary artifact they will one day make.
Quote from: Urist son of Urist
Considering the general state of DF, I think Einstein and Newton are already rotating fast enough that you could hook them up to pumps and use them to kill Elves.

Iados

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2062 on: February 23, 2011, 11:47:14 am »

i have a weird bug with this creature from my mod:

Code: [Select]
[CREATURE:KELBI]
[DESCRIPTION:Herbivorous, deer-like monsters. Valued for their horns, they tend to run away at the first hint of danger. They are also hunted for their meat, which is chewy but flavorful.]
[NAME:kelbi:kelbis:kelbi]
[CASTE_NAME:kelbi:kelbis:kelbi]
[CHILD:1][GENERAL_CHILD_NAME:kelbi fawn:kelbi fawns]
[CREATURE_TILE:'k'][COLOR:6:0:0]
[PETVALUE:50]
[GRAZER:428]
[PREFSTRING:grace]
[GRASSTRAMPLE:0]
[LARGE_ROAMING]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:1:4]
[BIOME:ANY_FOREST]
[BENIGN][MEANDERER][NATURAL]{[PET]}
[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:GENERIC_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:14000]
[BODY_SIZE:1:0:70000]
[BODY_SIZE:2:0:140000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:30]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]

The creature is an exact copy and paste of the deer, with names changed. But on death it doesn't leave a corpse, but about 50 hooves. I checked and recopied the raws various times but still bugged. Somebody knows what i did wrong?
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Scaraban

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2063 on: February 23, 2011, 11:50:25 am »

that's awesome
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2064 on: February 23, 2011, 01:16:43 pm »

Well, the curly braces around your pet tag may cause crazy things to happen.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Iados

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2065 on: February 23, 2011, 01:40:02 pm »

is because of Lazy Newb Pack exe file. I removed [PET_EXOTIC] from the game and it put the {} around [PET].

removed them, and works perfectly now, thanks!
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2066 on: February 23, 2011, 01:42:34 pm »

Hmm, did that happen with all of the creatures, or just that one? That's really weird.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Iados

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2067 on: February 23, 2011, 02:50:16 pm »

the {} are on all [PET_EXOTIC] creatures, but only this one was bugged
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2068 on: February 23, 2011, 06:13:51 pm »

That's really bizarre. Welp, time for some !!SCIENCE!!
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2069 on: February 23, 2011, 06:23:44 pm »

Other problems with .19:

Rhenaya's Thunderbluss: it's ammo indended to be made by specific reaction from a set of metals. Now it shows up in crafts workshop and can be made from bone or wood.

If the ammo is listed as permitted in the entity file, it will show up at the crafts shop.

Remove the listing from the entity file, and use custom reactions to make the ammo.  I don't think you can give custom reactions to the forge, so make a custom building, for example a "shot tower" and put the ammo-making reactions on that.

Removing the ammo from the entity won't prevent your dwarves from using it in fortress mode, although it will cause problems in adventure mode and for caravan guards if the Thunderbluss is listed and the ammo not.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)
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