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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055191 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4590 on: March 25, 2013, 11:49:23 am »

Combat_Hardness is not measured by time. Its the lines in the creatures description, like: Has seen death lately... the highest one is : Doesnt care for anything anymore.

The more people die, the higher the combat hardness is.
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IamanElfCollaborator

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4591 on: March 25, 2013, 11:54:16 am »

So basically, more murder= more COMBAT_HARDNESS?

Great...rebalancing is in order.

Spirit of Power

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4592 on: March 25, 2013, 01:06:26 pm »

Well I am quite sure what I am doing is wrong I am removing all the tissues besides bones for a "Skeleton" creature but I doubt I am doing it right here is what I got don't laugh please :[

Spoiler (click to show/hide)
Its not even close to finish so I still have lots more to add ;_;

This:
Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:BONE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS] [BP_LAYERS:BY_CATEGORY:BODY:ARG1:25]
 [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:25]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG1:25]
[BP_LAYERS:BY_CATEGORY:ARM:ARG1:25]
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG1:25]

Is wrong. What you want is to put this:

Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS] [BP_LAYERS:BY_CATEGORY:BODY:ARG1:25]
 [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:25]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG1:25]
[BP_LAYERS:BY_CATEGORY:ARM:ARG1:25]
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG1:25]

In a body detail plan folder (say, b_detail_plan_skeleton.txt). Put [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:BONE] in the creature raws, but replace VERTEBRATE_TISSUE_LAYERS with whatever you name the custom plan (let's say SKELETON_TISSUE_LAYERS). Additionally, you're missing a ton of body parts. You need legs and feet and hands and a spine and a skull, just for starters.
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filipmolnar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4593 on: March 25, 2013, 02:31:09 pm »

My question still goes unanswered.

Please someone help.

Spoiler (click to show/hide)

Thanks!
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4594 on: March 25, 2013, 02:41:37 pm »

You can't modify reaction speed. The closest work around is to make a reaction with several stages, for example:
1) Pig tail -> cotton thread (10%) [this can be a toy item to stop people from using it]
2)cotton thread (10%) -> cotton thread (20%)
3)...
4)cotton thread (90%) -> cotton thread

All of the reactions except the first can be [AUTOMATIC], so that once a dwarf does the first one it should automatically go on to do the later ones.
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filipmolnar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4595 on: March 25, 2013, 03:01:35 pm »

You can't modify reaction speed. The closest work around is to make a reaction with several stages, for example:
1) Pig tail -> cotton thread (10%) [this can be a toy item to stop people from using it]
2)cotton thread (10%) -> cotton thread (20%)
3)...
4)cotton thread (90%) -> cotton thread

All of the reactions except the first can be [AUTOMATIC], so that once a dwarf does the first one it should automatically go on to do the later ones.

What I don't get is that other reactions, like the mentioned stone bedroom set, take more time to complete. Is that because there are more products? If so, then sepparating the 2 seeds into 4 50% seeds or 8 25% seeds would in the long run make about the same amount of seeds, but would take a longer time to complete. I am thinking about this because as stated the reaction for a stone bedroom set takes longer (the reaction itself, after all the reagents have been collected).

If I am incorrect about the product amount changing the reaction time, then what makes the stone bedroom set take longer to complete?
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Teneb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4596 on: March 25, 2013, 03:51:19 pm »

You can't modify reaction speed. The closest work around is to make a reaction with several stages, for example:
1) Pig tail -> cotton thread (10%) [this can be a toy item to stop people from using it]
2)cotton thread (10%) -> cotton thread (20%)
3)...
4)cotton thread (90%) -> cotton thread

All of the reactions except the first can be [AUTOMATIC], so that once a dwarf does the first one it should automatically go on to do the later ones.

What I don't get is that other reactions, like the mentioned stone bedroom set, take more time to complete. Is that because there are more products? If so, then sepparating the 2 seeds into 4 50% seeds or 8 25% seeds would in the long run make about the same amount of seeds, but would take a longer time to complete. I am thinking about this because as stated the reaction for a stone bedroom set takes longer (the reaction itself, after all the reagents have been collected).

If I am incorrect about the product amount changing the reaction time, then what makes the stone bedroom set take longer to complete?
Skill levels influence job speed too. A legendary will complete jobs far, far, far faster than a dabbler
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filipmolnar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4597 on: March 25, 2013, 04:08:31 pm »

You can't modify reaction speed. The closest work around is to make a reaction with several stages, for example:
1) Pig tail -> cotton thread (10%) [this can be a toy item to stop people from using it]
2)cotton thread (10%) -> cotton thread (20%)
3)...
4)cotton thread (90%) -> cotton thread

All of the reactions except the first can be [AUTOMATIC], so that once a dwarf does the first one it should automatically go on to do the later ones.

What I don't get is that other reactions, like the mentioned stone bedroom set, take more time to complete. Is that because there are more products? If so, then sepparating the 2 seeds into 4 50% seeds or 8 25% seeds would in the long run make about the same amount of seeds, but would take a longer time to complete. I am thinking about this because as stated the reaction for a stone bedroom set takes longer (the reaction itself, after all the reagents have been collected).

If I am incorrect about the product amount changing the reaction time, then what makes the stone bedroom set take longer to complete?
Skill levels influence job speed too. A legendary will complete jobs far, far, far faster than a dabbler

Both reactions were done by dwarves with dabbling skill level in the needed skills
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Souleater17

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4598 on: March 25, 2013, 11:29:09 pm »

I'm having some issues with these two creatures I'm making.

The errorlog
Spoiler (click to show/hide)

The Chimera.
Spoiler (click to show/hide)

The Gorgon.
Spoiler (click to show/hide)

And the body files.
Spoiler (click to show/hide)

And then the body detail plan.
Spoiler (click to show/hide)
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4599 on: March 25, 2013, 11:33:16 pm »

ARG6 does not exist. Args only go up to 5.

Souleater17

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4600 on: March 25, 2013, 11:43:02 pm »

Ah, okay.
Thanks.
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4601 on: March 26, 2013, 03:56:03 am »

There used to be an utility which checked raws and showed you possible faults and errors... It's not Raw explorer. Can anyone help me with its name? :D
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4602 on: March 26, 2013, 04:43:34 am »

There used to be an utility which checked raws and showed you possible faults and errors... It's not Raw explorer. Can anyone help me with its name? :D

Is that RCFC ?
I have not tried it yet, but since I crashed world gen with a few descriptor changes I'll start using when I'll get in creature tokens.
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4603 on: March 26, 2013, 06:26:48 am »

Thanks, that's what I needed!
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4604 on: March 26, 2013, 06:53:23 am »

I couldn't find specifics about CAVE_ADAPT. I know for sure that it provide your fort with a lot of vomit and bad thoughts, but the wiki mentions bonuses. Do we know what bonus in particular a dwarf get from staying underground?

Also to be sure, a CAVE_ADAPT counter is only set when the tag is added to the creature right?
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