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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1069910 times)

Hanslanda

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1845 on: June 10, 2012, 12:04:31 am »

Your avatar changes every single day, doesn't it?
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1846 on: June 10, 2012, 12:30:47 am »

Sand doesn't create something when mined, it creates something when gathered. That happens to go along with the [SOIL_SAND] token; if something has that token, you can gather it in bags and use it for glass.
Not to mention deserts can be made from it.
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Geneoce

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1847 on: June 10, 2012, 03:38:25 am »

Can a pet on a restraint that has labours allowed do work?

I've noticed that giving basic skills in animals, such as farming, allows them to work in workshops.

I'm wondering if they can do more complex labours, and will they do them if there restrained next to a workshop where the work area is within 1 tile.

If so, !SCIENCE!
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luppolo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1848 on: June 11, 2012, 04:36:56 am »

is it possible to have explosive items?
eg a Support when triggered by a lever cause an explosion instead of just collapsing

if so is there a way to make explosions also damage terrain?
eg tnt in minecraft
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1849 on: June 11, 2012, 08:34:59 am »

is it possible to have explosive items?
eg a Support when triggered by a lever cause an explosion instead of just collapsing

if so is there a way to make explosions also damage terrain?
eg tnt in minecraft

No.

IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1850 on: June 11, 2012, 11:36:46 am »

Is there any method, any method at all, for creating a friendly necromancer in Fortress Mode?

So far I haven't been able to get him to animate corpses without them attacking everyone, including their creator (they are listed under the unit list as 'Friendly'.  They just don't act like it).  Removing the [OPPOSED_TO_LIFE] tag from the corpse and adding [NO_AGING] to the necromancer doesn't help.  I've also tried making a pseudo-animated corpse by using RESURRECT instead of ANIMATE, removing CAN_LEARN and CAN_SPEAK, and adding an endless necrosis syndrome, but it just stands there doing nothing.  I'm assuming somebody would have done this if it was possible...

Also, does an endless necrosis syndrome on a creature that doesn't need any of its organs eventually turn it into a walking skeleton?  I've never seen this happen, but maybe I've just never waited long enough.

Hanslanda

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1851 on: June 11, 2012, 12:03:13 pm »

I would like to mod in headbutting and elbows/knees for humanoids/dwarfoids as attacks. Here's what I got so far:
Spoiler (click to show/hide)


It did nothing... Hmm.
« Last Edit: June 11, 2012, 01:18:42 pm by Hanslanda »
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1852 on: June 11, 2012, 03:08:27 pm »

I would like to mod in headbutting and elbows/knees for humanoids/dwarfoids as attacks. Here's what I got so far:
Spoiler (click to show/hide)


It did nothing... Hmm.

Well for one, you've got BY_TYPE:STANCE. That means that they'll attack using a STANCE bodypart, i.e. feet.
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jaxy15

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1853 on: June 11, 2012, 03:16:45 pm »

You'd wanna use [ATTACK:HEADBUTT:BODYPART:BY_CATEGORY:HEAD].
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luppolo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1854 on: June 11, 2012, 04:10:28 pm »

what raw edits do i have to make to have all civs at war vs each other?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1855 on: June 11, 2012, 04:15:21 pm »

I would like to mod in headbutting and elbows/knees for humanoids/dwarfoids as attacks. Here's what I got so far:
Spoiler (click to show/hide)


It did nothing... Hmm.

what raw edits do i have to make to have all civs at war vs each other?
Make everyone unable to speak, or baby snatch, or give them utterances so they still have names

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jesusmod

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1856 on: June 11, 2012, 09:09:23 pm »

I was looking to create a superdwarf megabeast, but for some reason whenever it's hit, its lower body goes flying off and it dies, but I have no clue why. this is what I have:
Spoiler (click to show/hide)
how can I fix this?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1857 on: June 11, 2012, 09:24:47 pm »

a body_detail_plan can only taek up to 5 arguments (SKIN,FAT,MUSCLE,CARILEGE,BONE) as an example

plus you are calling the PLATE and so forth before they are defined. so really all they got is SKIN as a tissue covering everything

so heres food for thought :Order of Operations

when you wake up do you goto work, then eat breakfast, go home, then get dressed? you went all day naked and when the day is done you finally decide to get dressed.
« Last Edit: June 11, 2012, 09:26:39 pm by Hugo_The_Dwarf »
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IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1858 on: June 12, 2012, 05:38:49 pm »

So I'm trying to create a 'trading' civ that exists specifically to sell a rare set of drinks that no other civ could have.  I give them a reaction to create the drinks and fill containers with it.  To test it, I made them temporarily playable.  Although they are able to create them in the game itself, they aren't able to purchase it on embark, and I'm assuming that this also means they won't sell it.  Is there a way to force a civ to always have a particular liquid item in their possession?

Minnakht

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1859 on: June 12, 2012, 06:29:34 pm »

Short, concise question I don't want to make a new thread for:
Can I make a plant yield something that dwarves would recognize as bone and try to bonecarve out of it?
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