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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1070184 times)

A Spoony Bard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1920 on: June 16, 2012, 02:31:19 pm »

Is there is a tag that makes it so only a certain caste can become the king/ a noble? I remember a thread in which people were talking about it, but I could be wrong.
http://dwarffortresswiki.org/index.php/DF2012:Position_token
ALLOWED_CLASS  CREATURE_CLASS Token  Only creatures with the specified class token can be appointed to this position. 
ALLOWED_CREATURE   ???  Unknown - may restrict position holders by CREATURE type. 

I don't think World gen respects this, but in fortress mode I think it does.
Ah, thank you.
Can a creature be a part of multiple classes, too?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1921 on: June 16, 2012, 02:51:44 pm »

Yes. You can define any number of classes, and the classes can be defined any way you want.

abculatter_2

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1922 on: June 16, 2012, 07:28:39 pm »

1. Is there a reason this thread isn't stickied?

2. How would I make a syndrome which causes any limb touched by a substance to disappear, or at least burst into a puff of the substance?

...?

Or do I just have to use CE_TRANSFORM and just make the entire creature go POOF in an explosion of malignant disintegrating void?
« Last Edit: June 16, 2012, 07:30:13 pm by abculatter_2 »
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Don't think of it as being besieged by thralls/husks, think of it as having your own personal moat of life hating mutilated menaces

Now wall yourself in quickly

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1923 on: June 16, 2012, 08:06:54 pm »

You would have to go with that option, or cause horrible bleeding and rotting. But rot doesn't remove limbs. So your best bet would be some sort of insta-kill
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abculatter_2

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1924 on: June 16, 2012, 09:19:27 pm »

You would have to go with that option, or cause horrible bleeding and rotting. But rot doesn't remove limbs. So your best bet would be some sort of insta-kill

Aw, man... Oh well...
Also, I should be able to just copy-paste the giant sponge creature, and replace its tissues with an exploding (BOILING_POINT:9000, FIXED_TEMP:9001) material, and it'll explode upon creation, right?
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Don't think of it as being besieged by thralls/husks, think of it as having your own personal moat of life hating mutilated menaces

Now wall yourself in quickly

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1925 on: June 16, 2012, 09:34:59 pm »

yup that should kill it

Code: [Select]
[CREATURE:SPAWN_ESSENCE]
[DESCRIPTION:Magically charged plant matter that can be used in spell, or shaping life.]
[NAME:essence:essence:essence]
[CASTE_NAME:essence:essence:essence]
[CREATURE_TILE:'*'][COLOR:4:0:1]
[NOT_BUTCHERABLE]
[ARENA_RESTRICTED]
[NO_EAT][NO_DRINK][NOSTUN][PARALYZEIMMUNE][NO_SLEEP][NOEXERT]
[PREFSTRING:magical properties of life]
[BODY:SPAWN_ESSENCE]
[MATERIAL:KABOOM]
[STATE_NAME_ADJ:ALL_SOLID:inspiration]
[IGNITE_POINT:NONE]
[BOILING_POINT:5000]
[HEATDAM_POINT:4000]
[MAT_FIXED_TEMP:10002]
[STATE_NAME:GAS:inspiration]
[STATE_ADJ:GAS:inspirational]
[TISSUE:KABOOM]
[TISSUE_NAME:inspiration:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:KABOOM]
[FUNCTIONAL]
[TISSUE_MAT_STATE:SOLID]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE:NO_BOOM]
[TISSUE_NAME:scrap metal:STP]
[TISSUE_MATERIAL:INORGANIC:IRON]
[TISSUE_MAT_STATE:SOLID]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:HEAD:KABOOM]
[TISSUE_LAYER:BY_CATEGORY:BODY:NO_BOOM] body needs to persist for resurrection
[IMMOBILE]
[SPEED:2900]
[BODY_SIZE:0:0:500]
[MAXAGE:1:1]
[ALL_ACTIVE]
[NO_DIZZINESS]
[CASTE:GOOD]
[CASTE:EVIL]
[NOT_LIVING][OPPOSED_TO_LIFE]

^^^This critter also dies instantly aswell
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eggthief

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1926 on: June 18, 2012, 06:14:39 am »

Hey I'm running this DF with Genesis and made one of its new civ's playable. However whenever I want to embark with it, I get no trade listed next to my own civ at every region.
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IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1927 on: June 18, 2012, 09:53:26 am »

Hey I'm running this DF with Genesis and made one of its new civ's playable. However whenever I want to embark with it, I get no trade listed next to my own civ at every region.

Make sure that your civ's entity file has a [PROGRESS_TRIGGER] in it, this indicates at what point they'll show up.  They MIGHT also need to have access to at some kind of pack or pulling animal, but I'm not 100% certain.

Starmantis

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1928 on: June 18, 2012, 12:43:39 pm »

Is there any way to make secrets that only some creatures are capable of learning? so say, humans cant learn secrets but elves can, or in the case I want to do, you need a horn to perfrm magic.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1929 on: June 18, 2012, 12:49:53 pm »

Custom secerts that can only target your desired creature. As for the horn, you can turn it into a syndrome inducing item SYN_INGESTED on food or drink, INHALED for boilding stone (never 100% affect chance).

Or do you mean... Ponies Unicorns with Magic horns...
Spoiler (click to show/hide)
« Last Edit: June 18, 2012, 12:51:46 pm by Hugo_The_Dwarf »
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Starmantis

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1930 on: June 18, 2012, 12:51:22 pm »

can I specify it to only a specific caste?
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eggthief

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1931 on: June 18, 2012, 02:14:15 pm »

Make sure that your civ's entity file has a [PROGRESS_TRIGGER] in it, this indicates at what point they'll show up.  They MIGHT also need to have access to at some kind of pack or pulling animal, but I'm not 100% certain.

I already had the trigger and set all normal processes at 0. As for the animals, currently they're limited to evil creatures only and can only embark with mummies, if I allow them the same stuff (such as mules) as dwarves it should be fine?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1932 on: June 18, 2012, 02:17:21 pm »

can I specify it to only a specific caste?

Yeah, just add the [CAN_DO_INTERACTION:interaction] to that specific caste.

DeKaFu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1933 on: June 18, 2012, 05:14:05 pm »

Probably an incredibly basic issue:
I'm trying to add a new type of stone to an existing game which self-destructs as soon as it's created in a glazing reaction. See here. I figured I could make it boil or take cold/heat damage or something... But I can't figure out how to even produce it in the game.

I can make the reaction produce other kinds of stone successfully, but when I try to add my custom one it just produces "magma", regardless of temperature settings.

Here's what I've got:

Spoiler: inorganic_other.txt (click to show/hide)


I've never done material modding before so I don't know what I'm missing...
Also I'd probably rather it just disappeared instead of boiled, since I don't want to produce a cloud. It's only there so the reaction has a product and grants experience - the less visible the better.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1934 on: June 18, 2012, 05:20:49 pm »

You want BOULDER, not STONE.
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