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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1041812 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6030 on: September 11, 2013, 01:21:37 pm »

I have a graphical glitch when I try building custom workshops that use MAT instead of #:#:# as color. So instead of 7:0:1 (light grey) I'd rather have the color of the build-mat... but the workshop tile does not show and glitches ingame.

This is the code I use:
Code: [Select]
[BUILDING_FURNACE:ORB]
[NAME:Glowing Orb]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:MASON]
[BUILD_KEY:CUSTOM_R]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0]
[TILE:0:1:34]
[COLOR:0:1:MAT]
[TILE:1:1:34]
[COLOR:1:1:MAT]
[TILE:2:1:34]
[COLOR:2:1:MAT]
[TILE:3:1:34]
[COLOR:3:1:MAT]
[BUILD_ITEM:1:BOULDER:NONE:NONE:NONE][CAN_USE_ARTIFACT][BUILDMAT]
Just re-posting this. Does MAT no longer work as color?
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6031 on: September 11, 2013, 02:30:04 pm »

[REAGENT:A:1:BLOCKS:NONE:NONE:NONE][REACTION_CLASS:IS_WOOD]
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TheDorf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6032 on: September 12, 2013, 10:05:30 am »

So I recently tried just removing all entities and then adding two custom ones. For some reason this crashed the game during worldgen.
Today, I tried re-adding the regular entities and just made them both start with 0 civs. This allows me to generate a world without crashing the game, but still spawns one of each standard civ.

How would I go about removing the entities without crashing the game?

Edit: Setting max starting civs to 0 makes it uncapped, right? Noticed this now. The question still stands though; How do I remove the standard entities?
« Last Edit: September 12, 2013, 10:08:31 am by TheDorf »
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6033 on: September 12, 2013, 10:35:33 am »

It would probably help if you show us your raws, your errorlog.txt and map_rejection_log.txt.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6034 on: September 12, 2013, 10:39:43 am »

Open entity_default, remove the civs? or just delete the entire file...  that would get rid of all standard civs for sure.

The civs that crash worldgen... thats something several modders have now and then. I dont think anyone ever figured out exactly why it happens. Its also just for some people... I remember a worldgen that crashed 100% of the time on one machine, and run 100% fine on another.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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TheDorf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6035 on: September 12, 2013, 10:45:52 am »

Open entity_default, remove the civs? or just delete the entire file...  that would get rid of all standard civs for sure.
Yeah, this was what I tried and what crashed the game during worldgen :/

The civs that crash worldgen... thats something several modders have now and then. I dont think anyone ever figured out exactly why it happens. Its also just for some people... I remember a worldgen that crashed 100% of the time on one machine, and run 100% fine on another.

Sounds strange... O_o

Anyways, basing my new entities on the dwarven and evil entities seems to work. No crashes so far. :)
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Diegenschnipe

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6036 on: September 12, 2013, 01:30:45 pm »

Hello.  I'm trying to figure out how the RESISTABLE token works for the purpose of creating custom syndromes.  Does it only apply to certain effects, or can it be used for any of them.  What i would like to do is create a resistable CE_BODY_TRANSFORMATION effect.  If this is impossible, I would appreciate any suggestions on how to create this kind of effect.  I've already tried using PROB:X tokens, but didn't find them very satisfying...

Here is the syndrome i'm working on:
Code: [Select]
[SYNDROME]
[SYN_NAME:disintegration]
[SYN_IMMUNE_CREATURE:DRAGON_PYROCLASTIC:ALL]
[SYN_INHALED][SYN_CONTACT]
[CE_BLEEDING:PROB:100:SEV:10:START:1:END:100]
[CE_BODY_TRANSFORMATION:PROB:80:RESISTABLE:START:0]
[CE:CREATURE:DRAGON_ASHPILE:MALE]

Thanks for any help!
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6037 on: September 12, 2013, 01:35:50 pm »

I don't think it is possible to resist body transformation effects, no.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6038 on: September 12, 2013, 01:40:19 pm »

Is it possible to resist [CE_ADD_TOKEN] effects?
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Diegenschnipe

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6039 on: September 12, 2013, 01:45:52 pm »

Oh well.  I kind of expected that to be the answer.  Thanks for the quick response.

Also, does [CE_ADD_TOKEN] = [CE_ADD_TAG] or am I thinking of something completely different?

I don't think [CE_ADD_TAG]  effects can be resisted, so it makes sense that [CE_BODY_TRANSFORMATION] also cannot be resisted.
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SeelenJägerTee

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6040 on: September 12, 2013, 01:58:36 pm »

[REAGENT:A:1:BLOCK:NONE:NONE:NONE][REACTION_CLASS:IS_WOOD]
Ah so it makes sense. Well I guess I could have thought of this as well >_<.
Thanks everybody.
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IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6041 on: September 12, 2013, 04:48:02 pm »

Body transformations and adding tags can have a probability of success value, though.  All creatures will have the same resistance (unless you specifically create a class that makes them more or less vulnerable), but it will let you use a polymorph attack without it being completely overpowered.

A word of warning though: in this version syndrome probabilities are bugged if you save and reload, any active syndromes will be loaded as if all probable effects actually took place.  So if you have an attack that gives a single syndrome with two effects, a period of dizziness and a small probability of transforming into something, and someone was hit by it and didn't transform but you saved and reloaded while they were still being affected by the dizzy part of the syndrome, they will be transformed when you reload.  (If you use an interaction that gives two separate syndromes it will be OK, since the transformation syndrome would have ended the moment it failed.)

Hasse

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6042 on: September 14, 2013, 02:24:20 pm »

How can i make projectiles fired from a gun/crossbow etc etc, explode on impact?
Do i need to use any sorts of DFhack mod?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6043 on: September 14, 2013, 02:32:39 pm »

Yes, ProjectileExpasion, one of Putnams scripts... check his thread in the utility section :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Hasse

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6044 on: September 14, 2013, 02:52:42 pm »

Thanks for the fast reply
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