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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054597 times)

Fishybang

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3720 on: January 15, 2013, 09:37:01 pm »

Its sorta working, only it tranforms the human into a toad every time. :P
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3721 on: January 15, 2013, 10:41:32 pm »

Quote
Its sorta working, only it tranforms the human into a toad every time. :P

That means you got the species wrong in the code. Ill look a little more and see if I can help, haven't seen your codes yet.
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Fishybang

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3722 on: January 15, 2013, 10:56:25 pm »

Spoiler (click to show/hide)

Here you go.
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3723 on: January 15, 2013, 11:02:23 pm »

Spoiler (click to show/hide)
[/code]

Well there is your problem: you have that syndrome formed wrong. For a comparison, here is one that turns things into a dwarf:

Spoiler (click to show/hide)

You don't even have the target CE:CREATURE, so it just goes to the default toad.

So if you want it to work the way I think you want it to work, you would have to do something like:

Spoiler (click to show/hide)

That will temporarily turn the dwarf of the proper gender into a borg. If you JUST want it to work on dwarves/humanoids, you will have to change it a little bit, same thing if you want it to be permanent. At the moment, it would turn anything from cats to alligators into borg...which means you should probably do:


Spoiler (click to show/hide)

Which will only affect dwarves of the correct gender.
« Last Edit: January 15, 2013, 11:10:25 pm by Stirk »
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Fishybang

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3724 on: January 15, 2013, 11:55:46 pm »

I tried using this

Spoiler (click to show/hide)

But it still turned the human into a toad.
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3725 on: January 15, 2013, 11:58:24 pm »

Which one did you try?

Either way, that must mean the creature is off... It is probably something to do with the way you did you castes.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3726 on: January 16, 2013, 12:24:40 am »

You have two castes both called HUMAN instead of MALE and FEMALE.

Also, you don't need an END and you can START at 0.

exolyx

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3727 on: January 16, 2013, 12:11:47 pm »

With my goofing around while modding, I eventually came across a few questions,

1. How would I spawn a creature from a custom workshop? The workshop is called a Golem forge, and that pretty much explains what it makes.

2. What would be the specific tag to enter in the workshop for needing a large gem (any kind) in order to build it?

3. Is there any way to get a creature to drop a specific item upon death without their bodies transforming into it, and without needing to butcher them?

4. How would I create a creature that runs around dropping a "bag" item, that you could "open" in a custom workshop? I have a general idea of using custom reactions, but that's about it. I think I might be able to have the bag item be considered a mineral and have a custom smelter-like workshop, with a reaction that doesn't require fuel and such, but I need some help with the idea, as I'm not a very skilled modder.
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3728 on: January 16, 2013, 12:26:30 pm »

1.  There's not a good way, you have to use a complicated and imperfect work around, see Legends of Forlorn Realms constructs or Masterwork spawn points for a couple examples.  Also since it sounds like  you're a beginning modder, then I'd be doing you more of a favor to just say no it's not possible ^^

2.  [BUILD_ITEM:1:GEM:NONE:NONE:NONE][CAN_USE_ARTIFACT]

GEM is large gems

3.  http://dwarffortresswiki.org/index.php/Creature_tokens#I
See ITEMCORPSE

edit:  Oh, sorry, i missed what you meant by "without transforming into it."  As far as I know the options are ITEMCORPSE or EBO (what Deon described below).

4.  Make the ITEMCORPSE a tool, learn how to do custom reactions*, make a custom reaction that converts the tool into stuff, you can do the product list with or without randomness

* Download a mod that you like, play a couple games, then open their raws and see how it works.  Use the wiki or Hugo's Modding Wiki as guide.  Post here when you have specific questions
« Last Edit: January 16, 2013, 01:23:16 pm by smakemupagus »
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3729 on: January 16, 2013, 01:19:48 pm »

4. If you want the creature to still leave a corpse, you can use EXTRA_BUTCHER_OBJECT tag to make it drop the item when butchered. Look at gizzard stones in alligators for example.
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melkor

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3730 on: January 16, 2013, 02:59:10 pm »

Where can i find the raw's for crafts and mugs, i want to lower their value so you cant just use stone because it would be to low value to trade.
and where do i find the craftsman workshop  raw's i also want to make the progress to make these items longer.
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3731 on: January 16, 2013, 03:11:09 pm »

Where can i find the raw's for crafts and mugs, i want to lower their value so you cant just use stone because it would be to low value to trade.
and where do i find the craftsman workshop  raw's i also want to make the progress to make these items longer.
Both of these are hardcoded right now, so no can do sadly. The best you can do is to make it so that the various stones as a whole are worth less, therefore lowering the value of all stone products.
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melkor

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3732 on: January 16, 2013, 04:06:54 pm »

dam, thx anyway.

could i then make a new craft workshop and remove the original?
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what do postdwarvenists do with goblins?

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We slaughter them by the thousands.
But... you know, we do it ironically.

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3733 on: January 16, 2013, 04:08:39 pm »

dam, thx anyway.

could i then make a new craft workshop and remove the original?
You could make a new craft workshop, but you can't remove any of the hardcoded ones (including the old workshop). Currently the only non-hardcoded workshops in vanilla that could potentially be remove are the soap maker's workshop and the screw press.
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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.

Fishybang

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3734 on: January 16, 2013, 04:20:43 pm »

Ok, got it to transform the human into a borg, however the human is still called hamun 1, is there any way to fix that?
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Rakust finished her design - a skirt called "Clambreaks". I am not touching the woman, ever. And I'm not talking to her either.
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