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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054835 times)

tfaal

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4995 on: May 02, 2013, 11:39:33 pm »

Is there any way to make DF creatures bleed out in a longer, more protracted fashion? Increasing the vascularity of tissues seems to make them shoot a bit burst of blood at first, but it still doesn't keep bleeding for very long.
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

reemer30

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4996 on: May 03, 2013, 09:13:20 pm »

I made a custom stone for killing dwarves when they operate a workshop, and I wanted to know if traders will bring this stone with them, and kill some of them.
 
Spoiler (click to show/hide)
And also, How can I make an item produced have no material on it, I have it as a toy now, but should I make it a gem or something
« Last Edit: May 03, 2013, 09:15:51 pm by reemer30 »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4997 on: May 03, 2013, 09:39:31 pm »

Yeah, traders will show up with argottspein. You want [SPECIAL].

laularukyrumo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4998 on: May 04, 2013, 12:17:20 am »

Haha. I didn't actually know that there was a difference between just [SPECIAL] and [DEEP_SPECIAL], which is what makes Raw Adamantine so !!fun!!. Good to know I suppose.

Anyway... since I don't know if doing this will bork the game, I wanna check to make sure first, so that if I go through with it and something doesn't work, I know at least that this didn't cause it.

If you set up multiple castes, and in each caste, include a different tissue template, but assign each of those to the same identifier, does the game treat this as "overloading" a variable and choosing the correct one depending on which caste is active? Or does it merely overwrite the previous value with the most recent, or perhaps even do something stranger?

For example:

Code: [Select]
[CASTE:IRON]
[USE_TISSUE_TEMPLATE:SKIN:IRON]
[CASTE:PLATINUM]
[USE_TISSUE_TEMPLATE:SKIN:PLATINUM]
[CASTE:NICKEL]
[USE_TISSUE_TEMPLATE:SKIN:NICKEL]
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4999 on: May 04, 2013, 12:20:59 am »

Much stranger. You'll have to use IRON_SKIN etc. for all of that.

Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5000 on: May 04, 2013, 02:25:07 am »

Is there a way to keep a dwarf from running away from a harmless, immobile creature?
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Gentlefish

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5001 on: May 04, 2013, 02:43:46 am »

I think making it blind will help. I know someone created a creature so benign it would walk right up to dwarves. I think it was Eric Blank?

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5002 on: May 04, 2013, 02:44:16 am »

NOFEAR
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Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5003 on: May 04, 2013, 02:48:35 am »

Darn. Not the tokens I'm looking for. Oh well, might as well live with it for now.
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5004 on: May 04, 2013, 03:31:08 am »

Is there any way to make DF creatures bleed out in a longer, more protracted fashion? Increasing the vascularity of tissues seems to make them shoot a bit burst of blood at first, but it still doesn't keep bleeding for very long.

Bleeding is weird. The vanilla vascular ratings are way too low for anything other than a death by a thousand cuts and bleeding is naturally staunched at the same rate, with no regard to creature volume, wound size or tissue healing rate.

When a vascular tissue is cut, it splashes out the first "tick" of bleeding right away and then bleeds out at a rate of X blood per tick, where X is adjusted by vascular rating, wound contact area, artery hits and whether a stuck weapon was twisted free from the wound. It naturally staunches at a rate of 5 blood units/tick on average, but I've seen it do jumps of 2-10 units between turns. The total amount of blood in a creature doesn't seem to be related to vascular ratings at all, I'm guessing it's just body volume.

Cut arteries increase blood loss, obviously, but I haven't figured how much damage it does and whether it's a multiplier or not. Cutting a major artery is a killswitch that kills a creature of just about any size in less than ten ticks. My healthy dwarves usually go down after moving 7-8 tiles. The destroyed heart of a giant gouts blood at a rate of over 10 thousand units per tick.

To answer your question, try giving your tissues two-digit VASCULAR ratings for a start and see what happens. Even a dwarf with VASCULAR:250 muscle could survive a deep gushing gash across his chest until the bleeding stopped. VASCULAR:750 and an artery hit is enough for instant death.
« Last Edit: May 04, 2013, 03:33:34 am by scamtank »
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laularukyrumo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5005 on: May 04, 2013, 07:05:29 am »

Much stranger. You'll have to use IRON_SKIN etc. for all of that.

Drat. There's no less than 11 of those. Oh well.

Now I'm curious exactly what would happen, though. Time for personal science I suppose? DF, prepare your buns.
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

Centigrade

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5006 on: May 04, 2013, 10:43:02 am »

I want to mod creatures to not become exhausted, and to have equal ability scores so that I can remove some variables from object testing. How do I do this?
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Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5007 on: May 04, 2013, 10:46:39 am »

[NOEXERT]

If by ability, you mean physical and mental attributes, go to the wiki, check the section "Tinkering with the Dwarven Soul", copy the PHYS and MENT_ATT_RATES and such, and set every value you see to an average. 5000:5000:5000:5000:5000:5000 are all equal scores of the highest attribute, which means your dwarves will run like ninjas, so you might want to set it to 3000.
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reemer30

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5008 on: May 04, 2013, 02:57:21 pm »

I gave a custom dwarf caste fire attacks, and gave the caste [FIREIMMUNE] but they are still bleeding to death a few seconds after using it.
Heres the caste stuff:
Spoiler (click to show/hide)
I cut the interactions out of fire imps, and the stats from MWDF orc sorcerers, if that helps at all.
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5009 on: May 04, 2013, 03:03:35 pm »

You need not only FIREIMMUNE but also to protect the body materials from melting.  A simple try might be

[SELECT_MATERIAL:ALL]
[HEATDAM_POINT:NONE]

For a more sophisticated thing you can do like the fireimps have,

   [SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:3]  ###### <------ Not critical obviously
      [COLDDAM_POINT:NONE]
      [HEATDAM_POINT:NONE]
      [IGNITE_POINT:NONE]
      [IF_EXISTS_SET_MELTING_POINT:15000]
      [IF_EXISTS_SET_BOILING_POINT:20000]
   [SELECT_MATERIAL:GOO] ##### <---- Here you want to substitute your creature's blood or whatever else should stay liquid
      [MELTING_POINT:10000]

Or another possibility, if it fits your idea of how the creature would be, is to set the body materials at a fixed temp that matches its homeotherm, like the Orcish Frostskald

      [HOMEOTHERM:10000]
      [FIXED_TEMP:10000]

(that's the temperature of Nethercap wood of course, not specifically the right temperature for a fire mage)
« Last Edit: May 04, 2013, 03:06:20 pm by smakemupagus »
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