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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1066483 times)

LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2190 on: July 15, 2012, 05:43:37 pm »

[EQUIPS]? >_>

Yes, they have [EQUIPS]. They can hold items perfectly fine in arena mode, but they won't even equip weapons if I draft and station after assigning a specific one =/. So as far as I can tell, they can equip items but can't actually pick them up to do so. Will test that by bringing a miner along on embark shortly (that makes them spawn with a held pick, right?)

EDIT: Nevermind, guess that's only for migrants. I'll wait for some of those.
Are they large enough to handle the weapons??

...yep, that's it. Wasn't even aware of MINIMUM_SIZE on weapons! I'll fix that right away.
« Last Edit: July 15, 2012, 06:51:11 pm by LordRandomness »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2191 on: July 15, 2012, 06:16:58 pm »

DERP

But yeah, apparently no BODY_MAT_INTERACTION syndromes that are caused by a CREATURE_ACTION.

LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2192 on: July 16, 2012, 01:13:19 am »

Is it possible to add custom traps through modding? (I'm assuming one can't modify or remove the existing ones, but were they made in such a way that the building type is available for use by modders?)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2193 on: July 16, 2012, 01:52:53 am »

No. The only buildings you can modify or add are workshops and furnaces.

LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2194 on: July 16, 2012, 03:29:12 am »

What about adding variable arguments to CE_BODY_TRANSFORMATION? (Say, to make a doppleganger creature that transforms into a targeted enemy's creature type?)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2195 on: July 16, 2012, 04:23:43 am »

No.

IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2196 on: July 16, 2012, 07:10:28 am »

Is it possible to add custom traps through modding? (I'm assuming one can't modify or remove the existing ones, but were they made in such a way that the building type is available for use by modders?)

You can make new trap components though.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2197 on: July 16, 2012, 11:43:17 am »

Is it possible to add custom traps through modding? (I'm assuming one can't modify or remove the existing ones, but were they made in such a way that the building type is available for use by modders?)

You can make new trap components though.
Or a trap-like creature?
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Ethultheaxelord

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2198 on: July 16, 2012, 03:33:07 pm »

Is there a way to change the number of points you can spend/withdraw in adventure character creation? and if so what is it
« Last Edit: July 16, 2012, 03:38:09 pm by Ethultheaxelord »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2199 on: July 16, 2012, 03:33:36 pm »

Is there a way to change the number of point

Embark or adventurer points? The former: advanced worldgen. The ladder: no.

Ethultheaxelord

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2200 on: July 16, 2012, 03:35:41 pm »

(wow quick answer) silly enter being pressed down whilst typing... not my fault i promise. And i meant for adventurer creation
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2201 on: July 16, 2012, 03:37:50 pm »

find a memory hacking program such as:
Art Money
T-Search
Cheat Engine

and hack those points
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LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2202 on: July 17, 2012, 01:51:48 am »

Is there any good way to make a gas cloud persist for longer? I'm trying to get a syndrome transmitted by inhalation from gas, but it has a habit of dissipating before it gets applied. Or SOMEthing is stopping it from applying, at any rate. EDIT: Fixed, gave the gas SYN_CONTACT. Guess it was sometimes dissipating before the creature had a chance to inhale it.

On a related note, the clouds all seem to be ending up the same colour. Is there some way to vary it? (I have DISPLAY_COLOR set for the material, but it doesn't seem to be doing anything. Do I need to have a gas colour or something?)
« Last Edit: July 17, 2012, 07:39:29 am by LordRandomness »
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vjek

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2203 on: July 17, 2012, 09:44:15 am »

So, my "preference adjuster" Lua script is coming along nicely, and I've created this preference profile that can be applied to any/all dwarves:

Likot Kiblor likes plump helmets for their rounded tops, prickle berries for their precise thorns, wild strawberries for their vivid red color, fisher berries for their round shape, prepared meals, drinks, plants, doors, thrones, tables, and beds.  When possible, she prefers to consume plump helmets, prickle berries, wild strawberries, fisher berries, dwarven wine, strawberry wine and fisher berry wine.

My question, then, is:

Does the type 4 like of "plants" make the type 5 like of "prickle berries for their precise thorns" redundant/unnecessary?  Or is there some value in having both?

Let me know if anyone knows, for certain, please and thank you.

LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2204 on: July 17, 2012, 05:57:56 pm »

Oh, and another question from me: What, exactly, does the HOMEOTHERM tag affect? Can having a high one cause things to catch fire around you? Will it lead to frostbite from normal temperatures? Could you have one that's high enough to melt ice projectiles ([MATERIAL_EMISSION]) before they strike you?
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