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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1042359 times)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3495 on: December 29, 2012, 07:37:06 pm »

Is it possible to do the following with syndromes:

* Increase/decrease a skill
* Increase/decrease reproductive rate
* Change genders

Also, is it possible to assign a metal to plant parts in the same way one does to animal parts?

You can't do anything with syndromes that you don't see on the wiki's syndrome page.
To your second question: yes, and in much the same way.

Zaratustra

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3496 on: December 29, 2012, 09:42:32 pm »

edit: nevermind
« Last Edit: December 29, 2012, 09:48:32 pm by Zaratustra »
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Snow Gibbon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3497 on: December 29, 2012, 10:18:19 pm »

Has anyone experimented with putting [CURIOUSBEAST_*insert item here*] on creatures part of an entity?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3498 on: December 29, 2012, 11:05:49 pm »

Thanks Urist. I figured out a way to craete what I wanted, and it was very easy indeed. I already have landmines in the mod, why not just put them in a cage... if you open the cage with enemies nearby, the landmine goes boom. And voila, remote controlled exploding traps. The explosion wont happen if no enemy is in range, but then why would you need it... so, everything worked better then expected.
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Raptor_a22

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3499 on: December 30, 2012, 12:39:26 am »

Is it possible to do the following with syndromes:

* Increase/decrease a skill
* Increase/decrease reproductive rate
* Change genders

Also, is it possible to assign a metal to plant parts in the same way one does to animal parts?

Yes
No
Yes

Have a poke around in the Werewolf and Vampire interactions, specifically the werewolf transformation and the vamprism curse. You shouldhave everything you need there. If not, ask.
For genderbending, have the syndrome cause the creature to transform into a different caste. Most creatures have two castes, one for male, one for female.

http://dwarffortresswiki.org/index.php/Syndrome#Special_Effects

I dunno, probably. Edit the plant and change the material definition token.
« Last Edit: December 30, 2012, 12:41:01 am by Raptor_a22 »
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3500 on: December 30, 2012, 12:46:17 am »

Is it possible to do the following with syndromes:

* Increase/decrease a skill
* Increase/decrease reproductive rate
* Change genders

Also, is it possible to assign a metal to plant parts in the same way one does to animal parts?

Yes
No
Yes

Have a poke around in the Werewolf and Vampire interactions, specifically the werewolf transformation and the vamprism curse. You shouldhave everything you need there. If not, ask.
For genderbending, have the syndrome cause the creature to transform into a different caste. Most creatures have two castes, one for male, one for female.

http://dwarffortresswiki.org/index.php/Syndrome#Special_Effects

I dunno, probably. Edit the plant and change the material definition token.

The No about the reproduction rate is not entirely correct. By transformation into castes that use "multiple_litter_rare" or missing this tag, you can change this. Litter size can be modded. But all of the above would have to rely on transformation, and you can only transform each creature once at the same time. So you cant decrease skills, then increase reproduction, and then switch genders 4 times... can only be one.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3501 on: December 30, 2012, 01:08:29 am »

Also, you can't change skills at all with interactions. Skill rolls, yes, but no individual skills.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3502 on: December 30, 2012, 03:31:47 am »

Sadly, my testing confirms this is now the case. A shame, in 34.07 transformed units acquired the [NATURAL_SKILL]s, if any, of whatever they changed into. This very much puts a damper on my cybermen mod in this version...
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3503 on: December 30, 2012, 03:55:50 am »

What? No, NATURAL_SKILLs stay. I mean that there is no creature effect for skill changing.

Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3504 on: December 30, 2012, 05:22:40 am »

Problem:

There's a reaction. All the reagents for it are present, and it can be done when ordered from the manager screen. However, it's red and inactive in the building's own menu. What do?
false alarm, there was an error in reaction's name. The red one was actually a different reaction.
« Last Edit: December 30, 2012, 05:47:32 am by Valikdu »
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Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3505 on: December 30, 2012, 11:44:52 am »

Actual problem, this time:
An inorganic material has [IS_STONE], but doesn't show under the "Stone/clay" tab in stockpile options. How to fix?

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3506 on: December 30, 2012, 11:47:54 am »

This question seems kind of obvious, but does it have the [NO_STONE_STOCKPILE] token?
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Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3507 on: December 30, 2012, 12:06:14 pm »

Well, obviously, it doesn't.

[edit]
Never mind, I just missed it. My attention is all over the place today :/

The question about shearable fur still stands, though. I've managed to make the tissue shearable (don't know why it wasn't earlier), but the sheared tissue can't be spun.

Somehow, the same tissue from a butchered animal can be spun.
« Last Edit: December 30, 2012, 12:11:17 pm by Valikdu »
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rabidgam3r

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3508 on: December 30, 2012, 02:48:40 pm »

I didn't read through the entire thread, so sorry if it's been said. Can i make a weapon with infinite ammo?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3509 on: December 30, 2012, 02:56:12 pm »

no
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