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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1042523 times)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3585 on: January 05, 2013, 12:10:07 am »

1. All your targets in the CDI should refer to the letter (the identifier, in other words), not the type. B, in this case.
2. SYN_CONTACT isn't necessary for an interaction syndrome.
3. Your material isn't defined anywhere. It needs to be defined in the CDI.
4. I have no idea what IT_MATERIAL:FLOW is supposed to be doing.
5. IT_MANUAL_INPUT refers to what the game will say when you use the interaction (select victim; victim is the manual input)
6. You need a location if you want a material emission.

CaptApollo12

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3586 on: January 05, 2013, 12:18:03 am »

How does one change the raws to allow goblins to be used for bones, but not meat or leather?
You can't. You can either butcher them for everything, or not butcher them at all (as in vanilla).

What entity token do I need to change there? I looked it over and nothing pops out as the obvious culprit.
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3587 on: January 05, 2013, 12:31:01 am »

Change the ethics for EAT_SAPIENT_KILL and EAT_SAPIENT_OTHER to ACCEPTABLE and you should be able to butcher them.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3588 on: January 05, 2013, 12:31:08 am »

   [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
   [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]

edit: sniped ^^
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CaptApollo12

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3589 on: January 05, 2013, 12:56:31 am »

Thanks. That does not suit what im looking for though. I think I am starting to get the hang of this.

Spoiler (click to show/hide)

Any way I can change this so that it does not take bone bolts as a reagent?

EDIT:

Spoiler (click to show/hide)

Adding this to the custom workshop? It is just something I sniped off of masterwork mod and changed. Im worried that ITEM_AMMO_BOLTS does not exist.

EDIT2: It definatly does not work. It is not showing up in the workshop options.

EDIT3: FIXED it seems BONE_BOLT would not work but BONE_BOLTSS does...
« Last Edit: January 05, 2013, 01:47:07 am by CaptApollo12 »
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Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3590 on: January 05, 2013, 01:02:23 am »

1. All your targets in the CDI should refer to the letter (the identifier, in other words), not the type. B, in this case.
2. SYN_CONTACT isn't necessary for an interaction syndrome.
3. Your material isn't defined anywhere. It needs to be defined in the CDI.
4. I have no idea what IT_MATERIAL:FLOW is supposed to be doing.
5. IT_MANUAL_INPUT refers to what the game will say when you use the interaction (select victim; victim is the manual input)
6. You need a location if you want a material emission.

I took what I saw on the wiki to mean that FLOW was a like, "indefinite" material, which made sense, I didn't want it hurling rocks around and such, and it seemed easier then making an "air" material.

I'll be sure to patch up the rest of it though, thank yah! New to interactions. 

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3591 on: January 05, 2013, 01:28:16 am »

FLOW means DRAGONFIRE, FIREJET, or FIREBALL for fire attacks. See here:
http://dwarffortresswiki.org/index.php/Syndrome#Breath_Attack_Types

Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3592 on: January 05, 2013, 03:37:30 am »

Ahhh, I see, gotcha. During my manual tests in the arena though, it acted as it intended, it never set anything on fire or anything. Just made them dizzy, didn't even have any impact damage. FLOW seems to be working for this, just as I'd intended, kinda odd.

EDIT: Although now that I think about it, it may do the same thing without FLOW, lesseeeeee

EDIT2: Yeah it's fine without flow, and without declaring a material, AND it got them to start using it in arena mode, thanks a ton! :D
« Last Edit: January 05, 2013, 03:51:35 am by Seriyu »
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laularukyrumo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3593 on: January 05, 2013, 04:09:59 am »

I hate syndromes. T_T

I didn't THINK syndromes needed a SYN_AFFECTED_CLASS tag to work (like, you could leave it out and it would affect anything that wasn't declared immune). But I'm starting to doubt this.

Code: [Select]
[MATERIAL_TEMPLATE:FAILSYNDROME]
[STATE_COLOR:ALL:VIOLET]
[STATE_NAME:ALL:syndrome gas]
[STATE_ADJ:ALL:syndrome gas]
[DISPLAY_COLOR:5:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:10]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:9750]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:2]
[LIQUID_DENSITY:2]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:20] used bone for all of these but more elastic, no data
[IMPACT_FRACTURE:200]
[IMPACT_STRAIN_AT_YIELD:500000]
[COMPRESSIVE_YIELD:20]
[COMPRESSIVE_FRACTURE:200]
[COMPRESSIVE_STRAIN_AT_YIELD:500000]
[TENSILE_YIELD:115]
[TENSILE_FRACTURE:130]
[TENSILE_STRAIN_AT_YIELD:500000]
[TORSION_YIELD:115]
[TORSION_FRACTURE:130]
[TORSION_STRAIN_AT_YIELD:500000]
[SHEAR_YIELD:115]
[SHEAR_FRACTURE:130]
[SHEAR_STRAIN_AT_YIELD:500000]
[BENDING_YIELD:115]
[BENDING_FRACTURE:130]
[BENDING_STRAIN_AT_YIELD:500000]
[MAX_EDGE:0]
[ABSORPTION:0]
[IMPLIES_ANIMAL_KILL]

[SYNDROME]
[SYN_NAME:Syndrome of Not Workingness]
[SYN_IMMUNE_CREATURE:MOD_CREATURE]
[SYN_CONTACT] [SYN_INHALED]
[CE_BLEEDING:SEV:250:PROB:100:BP:BY_CATEGORY:SMELL:ALL:START:1:PEAK:70:END:50000000]
[CE_NECROSIS:SEV:2500:PROB:100:BP:BY_CATEGORY:SMELL:ALL:START:70:PEAK:70:END:50000000]
[CE_PAIN:SEV:2500:PROB:100:BP:BY_CATEGORY:SMELL:ALL:START:1:PEAK:70:END:50000000]
[CE_PAIN:SEV:2500:PROB:100:BP:BY_CATEGORY:SIGHT:ALL:START:1:PEAK:70:END:50000000]
[CE_OOZING:SEV:250:PROB:100:LOCALIZED:START:1:PEAK:70:END:50000000]
[CE_FEVER:SEV:750:PROB:100:START:1:PEAK:70:END:50000000]
[CE_NAUSEA:SEV:5000:PROB:100:START:1:PEAK:70:END:50000000]
[CE_DIZZINESS:SEV:2000:PROB:100:START:1:PEAK:70:END:50000000]
[CE_PAIN:SEV:1000:PROB:100:LOCALIZED:START:1:PEAK:70:END:50000000]
[CE_NECROSIS:SEV:200:PROB:100:LOCALIZED:START:1:PEAK:70:END:50000000]

I'm pretty sure it's the fault of the material, and not the creature, considering I was able to get the interaction working, and have reliable repeated instances of "The testdummy_dwarf is caught in a cloud of boiling syndrome gas!" with no visible signs of syndrome taking effect.
« Last Edit: January 05, 2013, 04:11:46 am by laularukyrumo »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3594 on: January 05, 2013, 04:47:49 am »

Your categories are wrong. You probably want NOSE and EYE instead of SMELL and SIGHT.

laularukyrumo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3595 on: January 05, 2013, 04:55:25 am »

Huh. Well, even if that's the case, it shouldn't stop, say, Nausea and Necrosis from taking effect.
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peregarrett

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3596 on: January 05, 2013, 05:59:37 am »

I had an idea ofmaking dwarves happy through music. There is no direct way to affect happiness by syndrome, so I thought of workarounds.
Say, if we have a workshop that produces gauseous subsctance "drum music" that hits every dwarf in vicinity, and some of them have "likes drum music for its loudness" preferences, would that increase their happiness?

There's list of thoughts that can be potentially useful:
Admired a (good quality) (object) lately - we could make stage building with piccolo as material, and those who have piccolos af their preference get this thought. Too obvious way.
Was comforted by a lovely waterfall lately - reaction that produces mist-like substance that hits everyone around?
Was comforted by a wonderful creature in a cage recently - or -
Adopted a new pet recently - reaction somehow makes an artificial unkillable creature "piccolo tune" that dwarf can pet or adopt.
Made a friend recently - well, if the effect of music raises their frendliness and conversation skill, dwarves could make friends with each others...

any more ideas?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3597 on: January 05, 2013, 06:01:12 am »

Mists can't be created, friends have bad long term effects, the first one would work.

peregarrett

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3598 on: January 05, 2013, 06:35:28 am »

Mists can't be created, friends have bad long term effects, the first one would work.
First has a few roleplaying issues - that building produce happines just by its existance, the musician's role has no effect apart from constructing that.

Though, that makes sence if we consider that building as machinery music player, like pipe and barrel organ or gigantic music box. It would need a set of various instruments, mechanisms and pipes to construct, and can get free pump operator trainings...
Also, with new items - "war marches record", "romantic songs record" and so on - it can affect nearby dwarves' strength and other attributes... I guess something like that were in Masterwork mod.
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koter

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3599 on: January 05, 2013, 10:03:52 am »

Hi.
Is it possible to have a creature take up another creature's abilities without having to create a new caste for every possible combination? For example, a creature that, having killed and eaten a poisonous beast in an ecounter, would become poisonous itself.
Not really, no. You might be able to do a little bit of work with interactions and adding/removing tokens (a list may be found here next to IT_REQUIRES) but because there are so few things that you can add/remove right now the majority of your changes will need to be through transformations.
Believe it or not, this is kind of possible with CE_BODY_MAT_INTERACTION. Just give every single creature's bite attack an INJECT_EXTRACT with a new material called SALIVA, then have the poisonous creature's meat give the saliva an injected interaction.
Interesting, so you would at least be able to have poisonous creatures make the assimilating creature become poisonous, though that does have the drawback of needing the creature to actually eat the other creature's meat, not necessarily just have it trigger upon killing the other creature.

Having to eat the prey to get its abilities makes perfect sense. Like, you know how in some South African tribes they believed that by eating your enemy you absorb his strength?
By the way, an interesting idea behind the combination of the two. Speaking from a newb's point of view, do you think there is a way to give an injected interaction to the absorbing creature's own blood or some other material? That way, the absorption effect will be limited to this one "absorbing" species.

And another thing: will every single creature with a special trait need tweaking to have this interaction for every trait it has? For example, making a list of possible traits from IT_REQUIRES, as i2amroy suggested, creating separate interaction for all of those and find and replace. Is it not possible to have a general one that looks for any unique traits and transfers them? That way, the creature also may, for example, grow body parts of eaten enemies (like stingers) and amass body weight. Not every time and not all body parts, of course.
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