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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065813 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3570 on: January 04, 2013, 02:33:06 pm »

So if I add up to 25 for each, and the world has 50 each, only half of them are affected. But if I add 50, and the world has only 25 of each, there will be a rather big error-log spam.

I think I will boil it down to: For lore reasons demons, titans and forgotten beasts are so awesome, they are not affected.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3571 on: January 04, 2013, 02:39:29 pm »

Well, demons should be fairly manageable, just remember to set their numbers. You can always add/remove [SYN_AFFECTED_CREATURE]'s from a syndrome after world gen to reduce error spam.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3572 on: January 04, 2013, 02:46:11 pm »

Yes, I could. But people playing my mod will probably not enjoy learning to mod (actually, that would be great). I dont know what settings people use for their world-gens, and some of mine use demons, others disable them. so I will not include it. It's ok.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3573 on: January 04, 2013, 04:09:47 pm »

Hi.
Is it possible to have a creature take up another creature's abilities without having to create a new caste for every possible combination? For example, a creature that, having killed and eaten a poisonous beast in an ecounter, would become poisonous itself.
Not really, no. You might be able to do a little bit of work with interactions and adding/removing tokens (a list may be found here next to IT_REQUIRES) but because there are so few things that you can add/remove right now the majority of your changes will need to be through transformations.

Believe it or not, this is kind of possible with CE_BODY_MAT_INTERACTION. Just give every single creature's bite attack an INJECT_EXTRACT with a new material called SALIVA, then have the poisonous creature's meat give the saliva an injected interaction.

Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3574 on: January 04, 2013, 05:40:19 pm »

Well, here's a hint: the only place that the CONTACT interaction is used in-game is with cat greeting head-bumps.

Bahahahah, okay, check. :P

EDIT: While I'm here, is there any way to make a creature immune to cave in dust throwing them around? There's an upper tier of the creature I was working on that was gonna shoot cave in dust instead of just "ranged attack" them, but I'd rather they not throw their fortress-mates around all over the place every time they use the skill.
« Last Edit: January 04, 2013, 05:42:41 pm by Seriyu »
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3575 on: January 04, 2013, 05:51:36 pm »

Hi.
Is it possible to have a creature take up another creature's abilities without having to create a new caste for every possible combination? For example, a creature that, having killed and eaten a poisonous beast in an ecounter, would become poisonous itself.
Not really, no. You might be able to do a little bit of work with interactions and adding/removing tokens (a list may be found here next to IT_REQUIRES) but because there are so few things that you can add/remove right now the majority of your changes will need to be through transformations.
Believe it or not, this is kind of possible with CE_BODY_MAT_INTERACTION. Just give every single creature's bite attack an INJECT_EXTRACT with a new material called SALIVA, then have the poisonous creature's meat give the saliva an injected interaction.
Interesting, so you would at least be able to have poisonous creatures make the assimilating creature become poisonous, though that does have the drawback of needing the creature to actually eat the other creature's meat, not necessarily just have it trigger upon killing the other creature.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3576 on: January 04, 2013, 06:09:17 pm »

Well, it does make for interesting domestic pets in fortress mode, thats for sure.
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CaptApollo12

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3577 on: January 04, 2013, 06:25:07 pm »

How does one change the raws to allow goblins to be used for bones, but not meat or leather?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3578 on: January 04, 2013, 06:50:38 pm »

How does one change the raws to allow goblins to be used for bones, but not meat or leather?
You can't. You can either butcher them for everything, or not butcher them at all (as in vanilla).
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3579 on: January 04, 2013, 07:27:35 pm »

More interaction woes, I've made it more uhhhh, dangerous, but it still won't let me target things while I'm controlling the creature. It also doesn't seem to use it in combat in fort mode.

Code.

Spoiler (click to show/hide)

Thank yah in advance.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3580 on: January 04, 2013, 07:32:05 pm »

You have to post the creature that can use it and the CDI:INTERACTION inside it as well... the interaction alone is not enough to help you.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3581 on: January 04, 2013, 07:37:05 pm »

Ah yes.

Spoiler (click to show/hide)

Urist Da Vinci

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3582 on: January 04, 2013, 09:54:13 pm »

Unfortunately, the headbump contact doesn't appear to transfer contaminants or temperature, so my "pyrocat" or "cryocat" concepts didn't work.

ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3583 on: January 04, 2013, 10:13:31 pm »

First issue I notice is that you need to have a [IT_MANUAL_INPUT:X] under the I_TARGET, whatver you put in the IT_MANUAL_INPUT will be what it prompts you for when selecting targets.
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Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3584 on: January 04, 2013, 10:36:34 pm »

First issue I notice is that you need to have a [IT_MANUAL_INPUT:X] under the I_TARGET, whatver you put in the IT_MANUAL_INPUT will be what it prompts you for when selecting targets.

Ahah! That got it working. Now, however, they won't use it in fort mode (really arena, but), or at the very least don't seem to use it often, is there a way to fix that, or am I just out of luck on that front?

EDIT: Oh right, new code

Spoiler (click to show/hide)
« Last Edit: January 04, 2013, 10:39:52 pm by Seriyu »
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