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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1042553 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3615 on: January 05, 2013, 08:09:31 pm »

I am fairly sure that this is impossible @hugoluman.

Anyway, I give up. Help.... I want to make a workshop cluttered. I can use any custom item I want.. how do I do it, with the least amount of items?

I tried bars... maxed weight at 1200. Needs 300 hundret of them for one CLT lvl. Tried tools, increased size, no chance... same 1200 weight cap. Tried boulders, used slade... weight is 20.000 for each boulder, but still the workshop wont clutter. I just dont know what else could work. I want a small amount of items, cluttering the workshop as fast as its possible.
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Delioth

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3616 on: January 05, 2013, 08:35:05 pm »

I am fairly sure that this is impossible @hugoluman.

Anyway, I give up. Help.... I want to make a workshop cluttered. I can use any custom item I want.. how do I do it, with the least amount of items?

I tried bars... maxed weight at 1200. Needs 300 hundret of them for one CLT lvl. Tried tools, increased size, no chance... same 1200 weight cap. Tried boulders, used slade... weight is 20.000 for each boulder, but still the workshop wont clutter. I just dont know what else could work. I want a small amount of items, cluttering the workshop as fast as its possible.

Would stacks of something work? Like having it make 'slag coin (1000)', or even better, make a custom ammo named how you like, but with a class that can't be used in anything (yet). That way it will stack, and I don't think the game keeps track of every item in a stack until they have a chance of being separated (helping to keep FPS up [correct if wrong])
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3617 on: January 05, 2013, 11:37:24 pm »

Seriyu's continuing struggles against them newfangled reactions. You may notice this reaction is basically the same thing as the one I was previously having issues with, but with more stuff, it's a direct upgrade for a rare caste, blahblahblah. But none of the effects are taking effect, I can target fine, and it uses it outside of being controlled fine, so that's good, but why aren't the syndrome effects actually activating?

Spoiler: ye code (click to show/hide)

Thanks again.

You want BY_TYPE before UPPERBODY and LOWERBODY.

laularukyrumo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3618 on: January 06, 2013, 03:45:18 am »

Wait.. a syndrome with no assigned SYN_AFFECTED_CLASS or SYN_AFFECT_CREATURE will always work, on everything ?  :o

Apparently not. Which is frustrating, because that means you have no way of forcing a syndrome to always work on everything, because, say, if I were to submit my creature to a collaboration, and then it was to fight someone else in the arena, I would like to be sure the syndrome worked. Like... I'm pretty sure, the FB syndromes have some type of shenanigans, where, if you were to mod out CREATURECLASS: GENERAL POISONS then it would still work.

ugh. I really hope I don't have to add a SYN_AFFECTED_CLASS token and then manually add that class to every creature, because that would make the mod incompatible with other mods and that would be bad news.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3619 on: January 06, 2013, 04:07:33 am »

I did that to my mod. creature_class:all_creatures... works for everythint but demons, titans and fbs... thats why I asked, if no class at all would work, I could target those as well..
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3620 on: January 06, 2013, 04:27:06 am »

No SYN_AFFECTED_X will make it affect all creatures.

laularukyrumo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3621 on: January 06, 2013, 11:37:20 am »

Which is what I thought. But it's currently not affecting anything.

Is it a temp problem? I gave it contact and inhaled, but despite my test victims clearly being "caught in a cloud of FAILSYNDROME dust", they experience no symptoms. Of which there are several.
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3622 on: January 06, 2013, 01:09:06 pm »

Well, where's the syndrome?

CaptApollo12

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3623 on: January 06, 2013, 05:15:55 pm »

How does one change butchering to not give meat. I already found out how to remove skulls ---> remove totemable tag. This is for my boneworking mod. My problem is by the time I have enough bones (semirealistically) to make a perimeter around my emark I have thousands and thousands of meat.
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ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3624 on: January 06, 2013, 05:31:36 pm »

How does one change butchering to not give meat. I already found out how to remove skulls ---> remove totemable tag. This is for my boneworking mod. My problem is by the time I have enough bones (semirealistically) to make a perimeter around my embark I have thousands and thousands of meat.
Remove [BUTCHER_SPECIAL:MEAT:NONE]
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laularukyrumo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3625 on: January 06, 2013, 05:43:43 pm »

Well, where's the syndrome?
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.
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3626 on: January 06, 2013, 05:55:30 pm »

Oh, right, that one.
 Again, SMELL and SIGHT aren't categories. You could just have no end on them instead of that ridiculous number, you know. The peak isn't necessary, either.

laularukyrumo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3627 on: January 06, 2013, 06:39:30 pm »

huh. I was lead by the wiki to believe that the game would break without a start, a peak, and an end token. That... is interesting to know.

also did go in and switch smell/sight to nose/eye. Doesn't seem to be "the one cause".

Gah. Watch it be the interaction's fault somehow...

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Release the Syndrome]
[CDI:BP_REQUIRED:BY_CATEGORY:FOOT]
[CDI:TARGET:C:SELF_ONLY]
[CDI:TARGET_RANGE:C:1]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD_100]
[CDI:FREE_ACTION]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:FOOT_ODOR:UNDIRECTED_GAS]
[CDI:VERB:release the syndrome:releases the syndrome:releases the syndrome]
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

vault13dweller

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3628 on: January 06, 2013, 06:52:49 pm »

Has anyone managed to mod it so that it can use more RAM? I'm trying to generate a world with a very long history and it keeps crashing on me.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3629 on: January 06, 2013, 06:57:17 pm »

Large Address Aware.
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