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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065887 times)

BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6825 on: December 27, 2013, 03:10:06 pm »

Why can't dwarves ride mounts and how do I fix it? I want war wyverns.

Dwarves can't ride mounts because mounts haven't been fully implemented yet. They only appear in sieges in Fort Mode, and I've never seen them in Adventure Mode.

You cannot mod in mounts, but there is a DFHack script that lets a creature mount another creature. I'm not sure of how to use it, though. You should try asking in the DFHack thread.
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20firebird

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6826 on: December 27, 2013, 03:13:00 pm »

Awww. :( Oh well.
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PABadger

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6827 on: December 27, 2013, 05:05:04 pm »

I already asked this in the adventurer thread, but I thought I should ask here as well: has anyone ever written a mod to allow adventurers to gather plants? Specifically, I'm interested in adventurer reactions to gather food plants, like prickleberry, wild strawberry, and plump helmet.

I was also looking for adventurer crafting reactions, like tanning hides and making leather products, but I've found the Wanderer Mod and can probably use some of the reactions on there.
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6828 on: December 27, 2013, 05:09:29 pm »

I already asked this in the adventurer thread, but I thought I should ask here as well: has anyone ever written a mod to allow adventurers to gather plants? Specifically, I'm interested in adventurer reactions to gather food plants, like prickleberry, wild strawberry, and plump helmet.

I was also looking for adventurer crafting reactions, like tanning hides and making leather products, but I've found the Wanderer Mod and can probably use some of the reactions on there.

DFHack has a plug-in called adv-fort, which allows you to perform jobs that dwarves can do in Fort Mode. This includes harvesting from nearby plants.

Otherwise, no, there isn't a way to directly harvest plants in adventure mode. Though you could make a reaction that has a small chance to give you a plant, and just call the reaction something along the lines of 'forage for food'.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6829 on: December 27, 2013, 06:09:34 pm »

Does this break loyality cascades? [ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]

I know the eat-sapient allows butchering invaders, so maybe this also has an impact on the game. If killing civ members is ok, there is no reason to go cascading into hell.

EDIT: And a second question: Nobles. I am a bit out of my comfort zone when it comes to nobles. I want nobles to be positioned by the player only, no election. I dont want to most famous and social civ-member to become exped-leader or mayor... I thought its handled by the [ELECTED] token, but the exped-leader doesnt have that.

Code: [Select]
[POSITION:EXPEDITION_LEADER]
[NAME:expedition leader:expedition leaders]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]

The other thing is: I would like to make it ok to replace these guys. If a baron, count or king dies, the player should just be able to select a new one... just like you do brokers or managers. Anyone got any idea which token I have to remove for that? I assume its [SUCCESSION:BY_HEIR].
« Last Edit: December 27, 2013, 06:26:14 pm by Meph »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6830 on: December 27, 2013, 06:31:45 pm »

1. No; all it does is make tantrum-murder not punishable.

2. Things have to be appointed to be appointable by the player.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6831 on: December 27, 2013, 06:43:07 pm »

Thank you.

I noticed that all other nobles are [APPOINTED_BY:some other noble]. But that causes a problem that you need at least one noble to make a noble. Correct?

EDIT: Yes, the hypothesis proofed to be correct. If there is no elected noble at first, you cant appoint anyone. 

BUT: OMG, if a noble does not have a profession sprite assigned, he will keep his original sprite. So a mason that become SUPER-DUDE-NOBLE, without a super-dude-noble profession sprite, will still look like a mason. I know thats a tiny thing, but for me that changes everything. I can make nobles without changing graphics. O.O
« Last Edit: December 27, 2013, 08:02:43 pm by Meph »
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Urist Mc Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6832 on: December 29, 2013, 09:58:58 am »

How do I get a different creature to have different bodies for it's castes?
« Last Edit: December 29, 2013, 10:02:44 am by Urist Mc Dwarf »
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6833 on: December 29, 2013, 11:48:53 am »

Just put the BODY tokens in the caste definitions.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6834 on: December 30, 2013, 04:47:22 am »

I have a little problem with a creature I wrote. A immobile monolith, that doesnt want to do the interactions it can do. It should raise corpses around it, but it does not. The raise-corpse interaction itself works well, I use it on other creatures as well, but the Monolith doesnt use it. Maybe because its missing a brain, eyes, something like that?

Code: [Select]
[BODY:MONOLITH]
[BP:UB:core:cores][UPPERBODY][THOUGHT][SIGHT][EMBEDDED][SMALL][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:10]
[BP:LB:body:bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]

Code: [Select]
[CREATURE:MONOLITH]
[DESCRIPTION:A black monolith. It seems to hum in a frequency just below hearing. Tendrils of green smoky light search the area around it, gently touching and probing its surroundings for anything that once hold a spark of light, animating it to eternal unlife.]
[NAME:black monolith:black monoliths:black monolith]
[CASTE_NAME:black monolith:black monoliths:black monolith]
[CREATURE_TILE:244][COLOR:3:0:0]
[FREQUENCY:0][CANNOT_UNDEAD][BENIGN]
[FIREIMMUNE][WEBIMMUNE][MAGMA_VISION]
[SMALL_REMAINS][NOT_BUTCHERABLE][IMMOBILE]
[NO_DRINK][NO_EAT][NO_SLEEP][NOPAIN][EXTRAVISION][NO_FEVERS]
[NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOBONES][NO_DIZZINESS]
[BODY:MONOLITH]
[SOUND:PEACEFUL_INTERMITTENT:12:15000:NONE:hum:hums:humming]
[SOUND:ALERT:20:8000:NONE:resonate:resonates:a resonating tone]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
[USE_TISSUE_TEMPLATE:BONE:BONE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:BONE]
[BODY_SIZE:0:0:35000]
[CASTE:GENERIC]

[CAN_DO_INTERACTION:RAISE_CORPSE] => should animate dead.
[CDI:ADV_NAME:Animate corpse]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:hum:hums:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]

  [CAN_DO_INTERACTION:MAKE_VAMPIRE] => to make them friendly to undead.
      [CDI:TARGET:A:SELF_ONLY]
      [CDI:FREE_ACTION]

Code: [Select]
[INTERACTION:RAISE_CORPSE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_AFFECTED_CLASS:ALL_CREATURES]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
« Last Edit: December 30, 2013, 04:50:16 am by Meph »
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6835 on: December 30, 2013, 05:03:51 am »

Can the monolith raise corpses when you play it in arena mode?
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molkemon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6836 on: December 30, 2013, 07:59:58 am »

I'm still trying getting my dwarves be able to produce loincloth. Someone said I should add [PANTS:ITEM_PANTS_LOINCLOTH:FORCED] to my entities.

I assume he meant adding this line to the "mountains" entity (dwarves) along the lines

[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]

I did this in both the raw/objects folder file and the data/save/region1/raw/objects folder file, yet I still can't make loincloth in my game. Does this only work when I create a new world, or am I doing something wrong?

Edit: Ah, I just read that adding objects to an entity apparently always requires regen... meh :/

« Last Edit: December 30, 2013, 08:23:20 am by molkemon »
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Reelya

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6837 on: December 30, 2013, 05:24:19 pm »

I think the choices of item you can make at the clothier's is hard-coded. You need to make a custom reaction to create things you can't normally make. I'm not 100% sure though, but a custom reaction will definitely do the job if it doesn't appear at the clothier's.

Making an item COMMON will definitely affect what dwarves generated off-screen will be wearing when they arrive, though.
« Last Edit: December 30, 2013, 05:28:07 pm by Reelya »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6838 on: December 30, 2013, 05:27:53 pm »

I think the choices of item you can make at the clothier's is hard-coded. You need to make a custom reaction to create things you can't normally make.

Making an item COMMON mainly affects what dwarves generated off-screen will be wearing when they arrive.

Nope. Those tokens are exactly what affects the clothier-made stuff.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6839 on: December 30, 2013, 06:10:50 pm »

Can the monolith raise corpses when you play it in arena mode?
Yes. I just tested in arena mode, it even animates corpses by itself there.  :o
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