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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055670 times)

PhoenixEggz

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4065 on: February 11, 2013, 07:40:06 pm »

Do it with the grass's basic material.

So would it come out looking like this, or am I doing it wrong? I feel like i'm missing something here.


Spoiler (click to show/hide)
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4066 on: February 11, 2013, 07:43:30 pm »

Yerp.

PhoenixEggz

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4067 on: February 11, 2013, 07:47:51 pm »

Okay, good to know I have at least a slight idea about what i'm doing here. Thanks. :D
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Mr Space Cat

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4068 on: February 11, 2013, 08:11:49 pm »

While we are on the topic of armor...

Is it possible to create custom pieces of armor for a specific part of the body?

I know that it's possible to create a custom piece of armor for the HEAD, BODY, HANDS, LEGS, and FEET, (armor, helms, gloves, pants, and shoes text files in the raws) but if I wanted to create a bracer designed specifically to be worn on a units lower arms, would that be possible?

As far as I know something so specific as bracers or mouthguards are impossible currently. It may be possible to make a chainmail armor piece for the torso that also covers the legs and arms and potentially facial features, with some exploitation of values mentioned on the wiki about it, specifically setting [UBSETP:] to a value of 4 or higher, ie [UBSTEP:4], [UBSTEP:5], etc. There seems to be no difference in higher values' effectiveness. I have yet to test such a chainmail "full-body-suit" as of yet, so I can't guarantee it works.

Similarly, you can set gloves and boots to protect the entire leg or arm with [UPSTEP:2] or higher.

To make up for lack of specific armor pieces, you could make layers of armor, such as metal chain-hoods to be worn under the helm or chain/leather gloves or pants or shirts, etc to be worn under the respective [SHAPED] armor.
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Alavander

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4069 on: February 12, 2013, 12:46:45 pm »

Here I am, clueless again...
Two Three Four questions today.

1. Question about weapon poisoning?

Im currectly looking at Genesis Reborn Coating Vat building, and its specific reactions that allows to coat weapons with poison - from what I see its done by two things - improvement reaction and poisonious materials.

Example:
Spoiler (click to show/hide)

Basically from the looks of it, it takes material, that got a syndrome (General_Poison) defined, 'improves' a weapon/bolt/arrow with it so the weapon is covered, and it transfers syndrome (mostly triggered when it enter's blood system) on hit.

Is that correct?

So for implementing a new poisons I just need to define a improvement reaction and a new, poisonious material. Is that all? No more 'Syndrome Magic'? No more digging layers upon layers of text?

2. Question about upgrading leather?

Im currently using Voek's leather mod (greatly lowers the number of leather types, to mostly three grades: animal, rare and exotic leather).
I tried to merge it with a Upgradable Leather Mod, but the exact mechanics of how both of them should look after merge eludes me, and in the end upgrading brings the item back to animal skin, which in turn can be tanned again. [facepalm]

Can someone kindly tell me what needs to be changed (not specific, just in general) to turn/upgrade one kind of material into another, while keeping the orginal name intact? (so I can have my hard exotic leather, and studded animal leather, etc.)

Tried to look at some bigger mods for intel, but they are SO big, that sometimes I just dunno whats really going out there.

3. Question about animals on embark?

It is possible to define a new animal groups (like [COMMON_DOMESTIC_PACKOBOLD] added), so you could have a bigger control over what you can bring on embark, and what caravans from different civs could bring?

4. Civs in entity_default?

It would be possible to make two civs using the same creature type, or each civ needs to have different, unique creature type (even if its a copy+paste, meh).
For example:

[ENTITY:MOUNTAIN]
   [CREATURE:DWARF]
   [TRANSLATION:DWARF]

[ENTITY:HILLS]
   [CREATURE:DWARF]
   [TRANSLATION:DWARF]

I know its cheating on what I said at the beggining of post, but:
4.5. Well, another fast question.
Can you use [HARD]/[METAL]/[STONE]/[BARRED] tags on ammo/weapons/etc. or it doesn't work? (clay sling ammo is extremely stupid, as are copper slings)
« Last Edit: February 12, 2013, 01:05:29 pm by Alavander »
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4070 on: February 12, 2013, 01:10:07 pm »


1. Question about weapon poisoning?
Is that correct?
So for implementing a new poisons I just need to define a improvement reaction and a new, poisonious material. Is that all? No more 'Syndrome Magic'? No more digging layers upon layers of text?

I believe it also uses DFHack to automatically apply the syndrome on strike, but I'm not sure.  Someone else can confirm or not.  Dunno what you mean about no more 'syndrome magic' .. the poison you posted uses syndromes of course.

Quote
2. Question about upgrading leather?
Can someone kindly tell me what needs to be changed (not specific, just in general) to turn/upgrade one kind of material into another, while keeping the orginal name intact? (so I can have my hard exotic leather, and studded animal leather, etc.)


Think you'll have to define each of those new materials that you want.  There's not an automatic system for merging the qualities or names of two materials.
  Never mind, I'm not sure I understand those two mods you are trying to merge.  The only advice I can give you is to really take them apart and understand how they work before trying to merge them together again. 

Quote
3. Question about animals on embark?

It is possible to define a new animal groups (like [COMMON_DOMESTIC_PACKOBOLD] added), so you could have a bigger control over what you can bring on embark, and what caravans from different civs could bring?

Nope.  Would be very nice.

Quote
4. Civs in entity_default?

It would be possible to make two civs using the same creature type.

I think this is OK.
« Last Edit: February 12, 2013, 01:17:55 pm by smakemupagus »
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4071 on: February 12, 2013, 01:24:09 pm »

1. Question about weapon poisoning?
Currently not really possible in vanilla. DFHack has a plugin that can be used to simulate the effects though, which is what Genesis uses IIRC.
Quote
2. Question about upgrading leather?

Im currently using Voek's leather mod (greatly lowers the number of leather types, to mostly three grades: animal, rare and exotic leather).
I tried to merge it with a Upgradable Leather Mod, but the exact mechanics of how both of them should look after merge eludes me, and in the end upgrading brings the item back to animal skin, which in turn can be tanned again. [facepalm]
I'm not exactly sure what the problem is here, but it sounds like there might be a problem with your reactions. I'd have to take a closer look at the exact leather raws and reactions used to determine exactly what was going wrong.
Quote
3. Question about animals on embark?

It is possible to define a new animal groups (like [COMMON_DOMESTIC_PACKOBOLD] added), so you could have a bigger control over what you can bring on embark, and what caravans from different civs could bring?
Nope.
Quote
4. Civs in entity_default?

It would be possible to make two civs using the same creature type, or each civ needs to have different, unique creature type (even if its a copy+paste, meh).
Completely possible. It's the entity that determines what creatures are used, not vice-versa, so there are no problems with using the same creature multiple times (Heck, back in 40d I even had something like 12 different human civilizations!)
Quote
4.5. Well, another fast question.
Can you use [HARD]/[METAL]/[STONE]/[BARRED] tags on ammo/weapons/etc. or it doesn't work? (clay sling ammo is extremely stupid, as are copper slings)
Those are armor tokens. As a general rule tokens from one type can not be placed on another and work properly. If you think that there is even a chance that they might be acceptable tags then you can always check the wiki (in this case the weapon token and ammo token pages) which list all valid tokens that the community knows about for a given item/creature type.
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Alavander

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4072 on: February 12, 2013, 02:14:32 pm »

Thank you very much for answering.

Its a shame about poisons though, would be very nice if my kobs could use poisoned arrows on these vile goblins.
Oh, and sorry for my crude english, haven't used it in a bit, so it get all (rusty) on me.

About leather upgrades I'll take the Smakemupagus advice and try to take them brick by brick to understand them once more (instead of semi-blindly copying and pasting) and will post if I'll get any questions.
« Last Edit: February 12, 2013, 02:19:26 pm by Alavander »
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4073 on: February 12, 2013, 05:25:21 pm »

If scales are modded to be tannable, does dragon leather retain its fireproof properties?
« Last Edit: February 12, 2013, 06:01:04 pm by HugoLuman »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4074 on: February 12, 2013, 05:46:52 pm »

Yes, but not for the reason you gave.

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4075 on: February 12, 2013, 08:24:46 pm »

If scales are modded to be tannable, does dragon leather retain its fireproof properties?
Dragons have
Code: [Select]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:15]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
[SPEC_HEAT:30000]
Which selects all of their materials (including the one for leather) and makes them fireproof. Since the leather material is defined separately from the skin one each has separate temperature resistance values. You could even create a creature that was weak against fire when it was alive but who's tanned leather was immune to all fire.
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evictedSaint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4076 on: February 13, 2013, 11:24:05 am »

2. Question about upgrading leather?

Im currently using Voek's leather mod (greatly lowers the number of leather types, to mostly three grades: animal, rare and exotic leather).
I tried to merge it with a Upgradable Leather Mod, but the exact mechanics of how both of them should look after merge eludes me, and in the end upgrading brings the item back to animal skin, which in turn can be tanned again. [facepalm]

Can someone kindly tell me what needs to be changed (not specific, just in general) to turn/upgrade one kind of material into another, while keeping the orginal name intact? (so I can have my hard exotic leather, and studded animal leather, etc.)

Tried to look at some bigger mods for intel, but they are SO big, that sometimes I just dunno whats really going out there.

From what I can understand, Voek's mod causes animals to drop either "Animal" "Rare" or "Exotic" skins, rather than "Cat skin" or "Dog skin" or (etc).

The leather tier shouldn't have a problem with this, assuming you made the necessary changes to the skin and leather raws. 

How the leather tier mod works is it takes leather and changes it into a different material, kinda like how smelting works.  It uses [GET_MATERIAL_FROM_REAGENT] for the subtype (name), so in theory it should just draw from the name of Voek's leathers.

I can't find Voek's mod on DFFD so I can't be for certain. :\

Alavander

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4077 on: February 14, 2013, 05:54:31 am »

Another question:

Do setting high natural skills in social skills/appraiser to another race makes it so its harder to bargain with thier caravans?

For example if I put a natural 15 in appraiser/social skills to a race, and a caravan from that race comes, would the trader demand MORE goods for an exchange? (at least until my brooker gets more skilled)

(Tried to look for some kind of trade !SCIENCE!, but appraisal/trade is used fairy often, d'oh)
« Last Edit: February 14, 2013, 06:41:02 am by Alavander »
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Mr Space Cat

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4078 on: February 14, 2013, 08:50:59 am »

Hypothetical question about the way tissue/body plans work:
Would it be possible to make a cavern-dwelling humanoid creature that is "basically" inside-out? As in it's organs are kept on the outside of the creature and can be separately targeted by attacks?

I'd imagine something similar can be done simply by making a creature that has no skin added to the body plan, but to me this seems like the creatures would just bleed out soon after the game spawns them.
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Sutremaine

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4079 on: February 14, 2013, 05:08:52 pm »

From what I can understand, Voek's mod causes animals to drop either "Animal" "Rare" or "Exotic" skins, rather than "Cat skin" or "Dog skin" or (etc).
How is this done? I'm trying to do the same thing, but while I've got a reaction that works the product isn't being treated like ordinary leather. It goes in the right stockpile and I can make leather goods from it, but it isn't available at embark or for trading.
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