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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054182 times)

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5625 on: July 30, 2013, 06:30:15 pm »

[ENITIY:PLAY_AS_ADV_ONLY]
[INDIV_CONTROLLABLE]
[CREATURE:OP_MONSTER]

done
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Blastbeard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5626 on: July 30, 2013, 06:39:56 pm »

Okay, how 'bout this? I'm trying to program an exploitable sense of honor into a proud warrior invader race, is there a way to make them ignore civilians but still attack soldiers? How would they respond to dangerous animals if it works?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5627 on: July 30, 2013, 08:30:40 pm »

No.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5628 on: July 31, 2013, 06:08:46 am »

You can make them only target armed people with interactions, but they would still attack civilians with conventional means. So if you make the have no weapons and no attacks they can only push civilians. Does minimal damage, but of course the race would cluster up on civilians, pushing them all the time.

The system would work with itemsyndrome on all weapons that add a syn_class, and the invaders attack interactions would require targets with that syn_class.
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michal-05

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5629 on: August 01, 2013, 12:52:22 pm »

What should i do to copy invaders race? In example from masterwork to vanilla. I need them only to invade sometimes, not to trade.
It's posible to link one leaver to another?
« Last Edit: August 01, 2013, 12:54:30 pm by michal-05 »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5630 on: August 01, 2013, 01:08:24 pm »

Levers can't be changed by modding, but you can set up two levers to the same mechanism.

To copy invader races, I would copy the invader entity over and just replace the CREATURE and ENTITY tokens (the simplest method possible) and maybe adjust as seen fit.

Ivan Issaccs

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5631 on: August 02, 2013, 09:09:48 am »

Is there any way I can change ambush frequency or the time of the season caravans arrive? As it stands right now I am having an Ambush every single season, which on its own isn't a problem, I didn't need those fisher dwarves anyway but it does piss me off that they arrive seemingly at exactly the same time as trade caravans and generally within firing distance, as in they fight right no the map edge, not halfway having clearly pathed to each other. The result has been I haven't had a single trade caravan for two years and the outside of my fortress is surrounded by the mountains of useless shit trade caravans bring.
I'm at a point where I'm about to mod the Goblins to only be active during winter.
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Grim Portent

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5632 on: August 02, 2013, 09:57:27 am »

Is there any way I can change ambush frequency or the time of the season caravans arrive? As it stands right now I am having an Ambush every single season, which on its own isn't a problem, I didn't need those fisher dwarves anyway but it does piss me off that they arrive seemingly at exactly the same time as trade caravans and generally within firing distance, as in they fight right no the map edge, not halfway having clearly pathed to each other. The result has been I haven't had a single trade caravan for two years and the outside of my fortress is surrounded by the mountains of useless shit trade caravans bring.
I'm at a point where I'm about to mod the Goblins to only be active during winter.

The Goblin entity file has a block of text that should look like

[ACTIVE_SEASON:SPRING]
   [ACTIVE_SEASON:SUMMER]
   [ACTIVE_SEASON:AUTUMN]
   [ACTIVE_SEASON:WINTER]

Just delete any of the active seasons you don't want from the file, you'll need to delete it in your saved games RAWs of course, and in your main RAWs if you want to change all future worlds you create.

EDIT: This is the only way to alter the frequency of attacks as far as I know, though theres probably a dwarfhack script to block attacks for a season or something.
« Last Edit: August 02, 2013, 10:00:28 am by Grim Portent »
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Octobomb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5633 on: August 02, 2013, 10:43:29 am »

Is there a way to make a selective 'second skin' covering - what I'm trying to make is a form of natural body armour but it only covers the torso. And also how would you go about that, and also creating a 'true' second skin? Thanks.
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5634 on: August 02, 2013, 11:50:19 am »

You could create a new tissue within the creature's raw that could act like a second skin. For example, here is a skin-like tissue, using the same values as regular skin in-game:
Code: [Select]
[TISSUE:SECOND_SKIN]
[TISSUE_NAME:skin:NP]
        [SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[VASCULAR:1]
        [PAIN_RECEPTORS:5]
[HEALING_RATE:100]
[TISSUE_SHAPE:LAYER]

Once you put that into a creature's raws, you can apply it to only the torso using

[TISSUE_LAYER:BY_CATEGORY:BODY:SECOND_SKIN]

It may need adjusting, since BY_CATEGORY:BODY will only work for creatures that have one body part that acts as both their upper and lower bodies. If you were making it for creatures with separate upper and lower bodies then you would need two [TISSUE_LAYER] tokens:

[TISSUE_LAYER:BY_CATEGORY:BODY_UPPER:SECOND_SKIN]
[TISSUE_LAYER:BY_CATEGORY:BODY_LOWER:SECOND_SKIN]

Though this tissue will only be usable for the creature that has it in it's raw file. To create a new, 'true' second skin you would have to go into b_detail_plan_default.txt, go to [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS] and add a new argument value to the end of each body part you want to be covered by the second skin. The argument should be called arg6, since there are already 5 potential arguments.

Now when you define a creature's tissues using [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] you can add the 6th "skin covering" tissue after cartilage and it should be applied over the body parts that have the value arg6.

I haven't actually done this before, so if anyone could point out any mistakes I made I would appreciate it.
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5635 on: August 02, 2013, 01:23:54 pm »

I haven't actually done this before, so if anyone could point out any mistakes I made I would appreciate it.
You didn't make any mistakes as far as I can see, but it would be more legible and easier to maintain if you just added a new creature variation with only the body armor layer, instead of copying and adding to the default tissue distribution variation.
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Volfgarix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5636 on: August 02, 2013, 04:01:55 pm »

1. If I will change reactions in smelter, will it affect magma smelters?
2. Is there a way to change trap weapons' trading value without messing with it's size(lowering it's potential military value)?
3. Will ToadyOne move all reactions to raws? Because, not being able to change reactions in most important workshops sucks.
« Last Edit: August 02, 2013, 04:10:25 pm by Volfgarix »
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AutomataKittay

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5637 on: August 02, 2013, 04:39:18 pm »

3. Will ToadyOne move all reactions to raws? Because, not being able to change reactions in most important workshops sucks.

Eventually :D

At least I'm pretty sure I saw him mention somewhere that he want to move it out eventually, it's just hard to do it in a neat and unsloppy way.
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Volfgarix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5638 on: August 02, 2013, 05:00:49 pm »

3. Will ToadyOne move all reactions to raws? Because, not being able to change reactions in most important workshops sucks.

Eventually :D

At least I'm pretty sure I saw him mention somewhere that he want to move it out eventually, it's just hard to do it in a neat and unsloppy way.

I'm waiting for it. I wanted to make a little mod, but without possibility to change reactions... Well, nope.
I lost mood to play DF for some time.
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AutomataKittay

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5639 on: August 02, 2013, 05:30:41 pm »

3. Will ToadyOne move all reactions to raws? Because, not being able to change reactions in most important workshops sucks.

Eventually :D

At least I'm pretty sure I saw him mention somewhere that he want to move it out eventually, it's just hard to do it in a neat and unsloppy way.

I'm waiting for it. I wanted to make a little mod, but without possibility to change reactions... Well, nope.
I lost mood to play DF for some time.

Man, you're easily discouraged, if I do any mod reactions, I just use the smelter out of laziness. I just looked around , answer to 1 is yes magma smelter don't pays attention to [FUEL], and 2 no, size determine value.

What reactions did you needed to change? Maybe there're an alternative?
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