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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054743 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5145 on: May 29, 2013, 12:49:24 pm »

Thank you :) Now I do feel a bit silly, because this is what I used extensively with tan_mat and all those custom tanner reactions.

Really, this helped a lot. I can fix a bug now that I previously thought unfixable. :)
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5146 on: May 30, 2013, 03:04:51 am »

Yes you can, but they still create miasma, rot, can be animated, and the building deconstructs once they are completely rotted away.

That... is actually pretty cool! A necro could animate our displayed kills and send those towards your fort.

If you limit the items to bone and skulls items however, you'll get no miasma of animation. The building may be temporary but will last long enough to be useful.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5147 on: May 30, 2013, 07:06:38 am »

Again, thanks Hugo. Just added the lines, it was 426 find&replaces across the different tilesets. :) Thats how many mill-product bearing plants exist.

Code: [Select]
[REACTION:MILL_PLANTS_VANILLA_COPY]
[NAME:mill plants]
[BUILDING:QUERN:CUSTOM_M]
[BUILDING:MILLSTONE:CUSTOM_M]
[REAGENT:A:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:CUSTOM_MILL]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:A:CUSTOM_MILL]
[PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED]
[SKILL:PROCESSPLANTS]
« Last Edit: May 30, 2013, 07:13:04 am by Meph »
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Sergarr

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5148 on: May 31, 2013, 02:57:35 am »

I remember a video about a blind crossbow dwarf shooting bolts in every direction. Is there a way to replicate that effect?
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5149 on: May 31, 2013, 03:19:05 am »

I remember a video about a blind crossbow dwarf shooting bolts in every direction. Is there a way to replicate that effect?

A syndrome with a CE_IMPAIR_FUNCTION effect targeting both eyes should do the trick.
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Sergarr

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5150 on: May 31, 2013, 03:50:23 am »

Well, I've tried that in arena, and it seems that I can't shoot while blind. Oh well.
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5151 on: May 31, 2013, 05:46:01 am »

I only saw a video of a blind dwarf shooting at random during practice. I think a dwarf need to be aware of its target before attacking or interacting so to achieve this during combat you will have to work around this.
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pisskop

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5152 on: May 31, 2013, 12:20:32 pm »

If a civ gets skulking and item thief will they automaticlly become hostile or will they send caravans?  will  said civ start sieging if theives are successful?

Id like a civ that turns hostile after a time or unsubtle condition but trades until then.


Also, could me having all civs startpop over 100 be why my worldgen is so crashy?
« Last Edit: May 31, 2013, 12:22:44 pm by pisskop »
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5153 on: May 31, 2013, 12:26:48 pm »

If a civ gets skulking and item thief will they automaticlly become hostile or will they send caravans?  will  said civ start sieging if theives are successful?

SKULKING will just make them not raid until they've got some successful thefts under their belt. Kobolds get that "automatically hostile" thing because UTTERANCES (in the creature raws) makes them unintelligible sword fodder to everyone else that doesn't have also have SKULKING. If it can only froth and gibber, it's just an asshole animal, right?
« Last Edit: May 31, 2013, 12:30:01 pm by scamtank »
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5154 on: May 31, 2013, 01:16:35 pm »

If a civ gets skulking and item thief will they automaticlly become hostile or will they send caravans?  will  said civ start sieging if theives are successful?

SKULKING will just make them not raid until they've got some successful thefts under their belt. Kobolds get that "automatically hostile" thing because UTTERANCES (in the creature raws) makes them unintelligible sword fodder to everyone else that doesn't have also have SKULKING. If it can only froth and gibber, it's just an asshole animal, right?

UTTERANCES causes instant hate because they cannot communicate properly (same as leaving any speech tags out) also ITEM_THIEF entites are normally at war with others because nobody like their stuff stolen (same with BABY_SNATCHER, kidnappers are not looked on too kindly)

so if a race cannot talk, they cannot make peace treaties with the other races thus making them a valid target for warfare.
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pisskop

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5155 on: June 01, 2013, 05:38:13 pm »

How do I ensure a semimegabeast spawns with a weapon?  Preferably a particular one.
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5156 on: June 01, 2013, 06:03:19 pm »

How do I ensure a semimegabeast spawns with a weapon?  Preferably a particular one.

The way minotaurs do it is to have the HABIT:USE_ANY_MELEE_WEAPON:100 tag. However, you probably need a lair for it to apply and it's completely randomized.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5157 on: June 01, 2013, 06:22:09 pm »

could do some science and have NATURAL_SKILL on your mega beast

see if that changes its behaviour towards the desired weapon
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5158 on: June 01, 2013, 09:54:00 pm »

e: no, no, I don't really know.
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Raptor_a22

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5159 on: June 01, 2013, 11:51:26 pm »

Just a quick question on reactions,

How do I define a reagent of 'skin', specifically chitin?

I'm trying to get my Dark Elves to make 'spidersteel' using GCS chitin.
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