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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1076854 times)

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3525 on: January 01, 2013, 06:57:33 am »

But, those characteristics being only a third each of the creature's dimensions, wouldn't it take all three to make a scaled proportion? Or are you assuming 200 means full-blown meters?

There is unfortunately scant information on the wiki on how this works...
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Facekillz058

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3526 on: January 01, 2013, 11:25:29 am »

What determines a shields weight?
EDIT: Other than it's material, of course.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3527 on: January 01, 2013, 01:02:42 pm »

[MATERIAL_SIZE], I expect.
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Delioth

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3528 on: January 01, 2013, 01:24:04 pm »

But, those characteristics being only a third each of the creature's dimensions, wouldn't it take all three to make a scaled proportion? Or are you assuming 200 means full-blown meters?

A) It would take all three to make a scaled proportion, but they would have to be different in scale.
B) Seeing as body size is taken in cm3, I would guess that anything else relating to the body size would also use cm, and 200cm is 2m.

EDIT: failed at my conversions... 1m is 100 cm, not 10...
« Last Edit: January 01, 2013, 03:17:57 pm by Delioth »
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3529 on: January 01, 2013, 01:39:34 pm »

Wiki says: Shields    : Based on UPSTEP and the race that crafted it. The bigger your creature, the heavier the shield.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3530 on: January 01, 2013, 02:52:52 pm »

But, those characteristics being only a third each of the creature's dimensions, wouldn't it take all three to make a scaled proportion? Or are you assuming 200 means full-blown meters?

A) It would take all three to make a scaled proportion, but they would have to be different in scale.
B) Seeing as body size is taken in cm3, I would guess that anything else relating to the body size would also use cm, and 200cm is 20m.

200cm is 2m. Just wondering if anyone knows the ratios between the different body shape characteristics and actual size.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3531 on: January 01, 2013, 03:20:10 pm »

They're percentages, not units. 200 means double, not +200 cm.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3532 on: January 01, 2013, 03:50:49 pm »

 It appears bar weight is capped at 1200. Can anyone comfirm this? I would like to make them heavier, but changing solid density of the material does not work.

I also have a problem with interactions. I use [IT_AFFECTED_CREATURE:SPAWN] and [IT_REQUIRES:FIT_FOR_ANIMATION] to raise the bodyparts of a specific creature, the Spawn. The interaction should only target bodyparts and/or corpses of creature:spawn. But it does target all bodyparts that are fit for reanimation. Is the it_affected_creature broken when it comes to corpses?
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Delioth

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3533 on: January 01, 2013, 04:02:02 pm »

But, those characteristics being only a third each of the creature's dimensions, wouldn't it take all three to make a scaled proportion? Or are you assuming 200 means full-blown meters?

A) It would take all three to make a scaled proportion, but they would have to be different in scale.
B) Seeing as body size is taken in cm3, I would guess that anything else relating to the body size would also use cm, and 200cm is 20m.

200cm is 2m. Just wondering if anyone knows the ratios between the different body shape characteristics and actual size.

Oops, I was getting those mixed up with the speed things that add speed or some such thing... Sorry for that. Also,

I also have a problem with interactions. I use [IT_AFFECTED_CREATURE:SPAWN] and [IT_REQUIRES:FIT_FOR_ANIMATION] to raise the bodyparts of a specific creature, the Spawn. The interaction should only target bodyparts and/or corpses of creature:spawn. But it does target all bodyparts that are fit for reanimation. Is the it_affected_creature broken when it comes to corpses?

I am ~97.21% that your [IT_AFFECTED_CREATURE:SPAWN] requires a caste to be designated (based on every other instances for referencing creatures in reactions and interactions)
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3534 on: January 01, 2013, 05:24:26 pm »

I dunno, I had a recent success with simply [IT_AFFECTED_CREATURE:HUMAN]

If what you've got isn't working, giving the spawn [CREATURE_CLASS:SPAWN] and using [IT_AFFECTED_CLASS:SPAWN] should work.
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Geoman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3535 on: January 02, 2013, 09:44:43 am »

Is there any way to make building depend on energy? Just like millstone or gear assembly for example.
And how create a new building-generator (building, that creates an energy like water wheel)?
What tokens i should add to building description?

Spoiler (click to show/hide)
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3536 on: January 02, 2013, 11:23:11 am »

See the dfhack thread and readme. You want to look for the steam engine. It produces power. I dont think a power-needing workshop has been done yet.
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Geoman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3537 on: January 02, 2013, 01:38:35 pm »

How create submenu in workshop menu (as in Metalsmith's Forge for kind of production - armor/weapon/furniture and for material - steel/iron and so on)?
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hieronumos

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3538 on: January 02, 2013, 01:48:39 pm »

How can I set immigrants skill levels to 0 so that they would look the second guy from the left in the top row in this image. I believe you used to be able to do so with RuneSmith by hand after they arrive, but it doesn't support the latest version of DF anymore. So what would be a good way to edit skills without RuneSmith?
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They would then look like this afterwards hopefully:
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3539 on: January 02, 2013, 03:49:30 pm »

@geoman: You cant do this with modding. Thats hardcoded.

@hieronumos:You cant do this with modding. But I saw you posted in the dfhack thread as well, thats the better place for such things...

Quick question, couldnt find anything on the wiki...
I can change CE_PHYS_ATT_CHANGE and CE_MENT_ATT_CHANGE... What about personality traits? These ones: http://dwarffortresswiki.org/index.php/DF2012:Personality_trait

Can I change them by syndrome and/or interaction ? I know I can manually change it in the creature raw, but that would count for all creatures of the type, not for individuals. I could use castes, and transform someone into that caste. That is the only thing I found. Think of the Tranquil in DragonAge. Transform dwarf into tranquil dwarf, gets slow-learner, but a ton of patience/orderliness/cooperation and low anger/thrillseeking...
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