Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 510 511 [512] 513 514 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1042233 times)

Jakob

  • Bay Watcher
  • !!FABULOUS!!
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7665 on: May 09, 2014, 01:33:26 pm »

If I make a civ able to be bandits, and have them be thievies and guzzlers as well, does this mean they will always be hostile? Or do thieves not necessarily represent the home civ and thus they won't cause a war.
Logged
Build a replica of the Krusty Krab around the creature, then lock prisoners customers inside it so that the sponge can mutilate them take their order.

MDFification

  • Bay Watcher
  • Hammerer at Law
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7666 on: May 09, 2014, 03:51:00 pm »

If I make a civ able to be bandits, and have them be thievies and guzzlers as well, does this mean they will always be hostile? Or do thieves not necessarily represent the home civ and thus they won't cause a war.

LOCAL_BANDITRY will make the civ hostile to adventurers, possibly (I don't know; this is just what I've heard) even to members of their own civ who are adventurers.

Making creatures send fortress-mode thieves via [ITEM_THIEF] will make the civ in question hostile to civs without ITEM_THIEF. I have no information as to what happens when you make a civilized creature steal food/booze/items via the CURIOUSBEAST tags - I have an unreleased race in the works with those tags on certain castes, but it isn't appearing in arena mode yet for mysterious reasons.

Actually while I'm here, can anyone tell me why this is from looking at these raws?
Spoiler (click to show/hide)

I haven't created a creature from scratch in a while, so I'm confused as to why it isn't appearing. Errorlog doesn't catch anything; the creature just isn't listed.
« Last Edit: May 09, 2014, 03:54:27 pm by MDFification »
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7667 on: May 09, 2014, 04:14:08 pm »

Actually while I'm here, can anyone tell me why this is from looking at these raws?

(snip)

I haven't created a creature from scratch in a while, so I'm confused as to why it isn't appearing. Errorlog doesn't catch anything; the creature just isn't listed.
If that is the entire file, it needs the filename (sans .txt extension) as the first line.  An easy thing to overlook.

Edit: And there should be a colon between SKULL and 5FINGERS in the body plan.  That should have shown up in the error log.
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

MDFification

  • Bay Watcher
  • Hammerer at Law
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7668 on: May 09, 2014, 09:08:05 pm »

Thanks. It's working now.
Of course, the Igrayne mysteriously lack graphic representation, don't seem to move (even to defend themselves or dodge) etc, but that's expected errors.
« Last Edit: May 09, 2014, 09:13:23 pm by MDFification »
Logged

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7669 on: May 09, 2014, 09:20:15 pm »

Thanks. It's working now.
Of course, the Igrayne mysteriously lack graphic representation, don't seem to move (even to defend themselves or dodge) etc, but that's expected errors.

[CREATURE_TILE:i] Should be [CREATURE_TILE:'i'], I believe.

Unless you mean sprite graphics.

Them not defending themselves may be because they are blind. They have no eyes or [EXTRAVISION].
Logged

MDFification

  • Bay Watcher
  • Hammerer at Law
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7670 on: May 09, 2014, 09:22:15 pm »

Thanks. It's working now.
Of course, the Igrayne mysteriously lack graphic representation, don't seem to move (even to defend themselves or dodge) etc, but that's expected errors.

[CREATURE_TILE:i] Should be [CREATURE_TILE:'i'], I believe.

Unless you mean sprite graphics.

Them not defending themselves may be because they are blind. They have no eyes or [EXTRAVISION].

TY. I forgot that.
Logged

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7671 on: May 10, 2014, 08:24:09 am »

They won't lay charcoal, but they will lay regular eggs.
Spoiler (click to show/hide)

Jakob

  • Bay Watcher
  • !!FABULOUS!!
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7672 on: May 10, 2014, 10:27:43 am »

Speaking of fire creatures, I was going to add dragonfire to my creatures by just finding it in the dragon raws and copy pasting, but how do I do unique types? Like frost breath in Masterwork?
Logged
Build a replica of the Krusty Krab around the creature, then lock prisoners customers inside it so that the sponge can mutilate them take their order.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7673 on: May 10, 2014, 01:27:20 pm »

That's not a unique type, that's an existing one pretending to be unique.

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7674 on: May 10, 2014, 01:31:07 pm »

They won't lay charcoal, but they will lay regular eggs.
Spoiler (click to show/hide)

Anything in the error log?

If I were to hazard a guess, it would be because the BAR has no subtoken.

Speaking of fire creatures, I was going to add dragonfire to my creatures by just finding it in the dragon raws and copy pasting, but how do I do unique types? Like frost breath in Masterwork?

That's a bit different from the default dragon-fire. They both can use the material emission interaction though.

Dragons have [CDI:FLOW:DRAGONFIRE], which tells it to use the hard-coded dragon-fire in the interaction. Masterwork's interactions use custom materials instead. So instead it would be [CDI:MATERIAL:(material tokens here):(breath attack token here)]

For example, frost wyrms breath "frost" breath because their interaction has [CDI:MATERIAL:LOCAL_CREATURE_MAT:ICEBREATH:TRAILING_GAS_FLOW]
Logged

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7675 on: May 11, 2014, 11:36:05 am »

No error log, they just don't lay charcoal.

Also, these creatures won't generate sites.
Spoiler (click to show/hide)

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7676 on: May 11, 2014, 11:40:59 am »

No error log, they just don't lay charcoal.

Also, these creatures won't generate sites.
Spoiler (click to show/hide)

You have TREE_CITY as a preferred and tolerated site type, not sure if that would cause problems.  But any site populated by this entity must be known as an Animal House, even if it entails binary patches.
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

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7677 on: May 11, 2014, 12:13:27 pm »

No error log, they just don't lay charcoal.

Also, these creatures won't generate sites.
Spoiler (click to show/hide)
If that's the entire file, it's missing [OBJECT:ENTITY] between the file name and the entity.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7678 on: May 11, 2014, 03:44:26 pm »

If that's the entire file, it's missing [OBJECT:ENTITY] between the file name and the entity.
D'oh! I'll try it out and see how it works.

EDIT: Nope, still doesn't work.
« Last Edit: May 11, 2014, 03:55:52 pm by TheFlame52 »
Logged

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7679 on: May 11, 2014, 05:01:46 pm »

If that's the entire file, it's missing [OBJECT:ENTITY] between the file name and the entity.
D'oh! I'll try it out and see how it works.

EDIT: Nope, still doesn't work.

Are they at least available as outsider adventurers? If not, then the entity isn't being recognized at all.

[START_BIOME:ANY_SAVAGE] Is not a biome. Try ANY_LAND, ALL_MAIN, or NOT_FREEZING. Or just check this list for any others you would prefer.

Also, there is a misspelling for 'justified' on the 'torture for information' ethic.
Logged
Pages: 1 ... 510 511 [512] 513 514 ... 544