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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054610 times)

Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3675 on: January 09, 2013, 09:26:51 pm »

I had no idea placement effected these things! Thank you yet again. :D

ShinQuickMan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3676 on: January 10, 2013, 05:55:01 pm »

So I'm assuming vermin can't be targeted by interactions and syndromes, most notably vermin created from reactions?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3677 on: January 10, 2013, 05:56:20 pm »

Yerp.

Maklak

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3678 on: January 10, 2013, 10:22:16 pm »

How do Syndromes stack? Say I have a few interactions causing syndromes on the same creature and their effects include:

Syndrome 1: [CE_SPEED_CHANGE:SPEED_PERC:115:START:0:END:100]
Syndrome 2: [CE_SPEED_CHANGE:SPEED_PERC:120:START:0:END:300]
Syndrome 3: [CE_SPEED_CHANGE:SPEED_PERC:50:START:0:END:150]

How does this work? What is the creature's SPEED_PERC when all of this stacks? What if there wasn't a Syndrome 3?

Quote from: Putnam
After all that, I think it should be 69%. Without 3, it should be 138%.
Ah, so you simply multiply the base value by them all in turn. Thanks. This, however, means that offensive spells, say for causing pain, will get much more powerful when a few of them stack.
« Last Edit: January 10, 2013, 10:31:33 pm by Maklak »
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Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3679 on: January 10, 2013, 10:25:21 pm »

After all that, I think it should be 69%. Without 3, it should be 138%.

Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3680 on: January 11, 2013, 12:11:04 am »

Two questions, I'm in to play testing, one, whenever I start a fort I get this

Code: [Select]
Duplicate Object: interaction MATERIAL_EMISSION
in my error log. I do have a creature with that on it, but it occurs in biomes even where it doesn't spawn.

And two, I've got a reaction that isn't showing up in a custom workshop, it's in my entity file, along with the building. The building builds fine.

Code: [Select]
[REACTION:MAKE_BARLEYBREAD]
[NAME:make barley bread]
[BUILDING:OVEN]
[REAGENT:barley flour:150:POWDER_MISC:NONE:PLANT_MAT:WHEAT]
[UNROTTEN]
[REAGENT:barley flour container:1:NONE:NONE:NONE:NONE]
[CONTAINS:barley flour]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:FOOD:ITEM_BARLEYBREAD:NONE:NONE]
[SKILL:COOK]

and the workshop for the hell of it.

[BUILDING_WORKSHOP:OVEN]
[NAME:Bread oven]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:ARCHITECT]
[WORK_LOCATION:2:3]
[DIM:3:3]
[BLOCK:1:0:0:0]
[BLOCK:2:0:0:0]
[BLOCK:3:0:0:0]
[TILE:0:1:32:32:32]
[TILE:0:2:32:32:32]
[TILE:0:3:32:32:32]
[COLOR:0:1:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:0:0:0:0:0:0:0:0]
[COLOR:0:3:0:0:0:0:0:0:0:0:0]
[TILE:1:1:32:32:32]
[TILE:1:2:32:32:32]
[TILE:1:3:32:32:32]
[COLOR:1:1:0:0:0:0:0:0:0:0:0]
[COLOR:1:2:0:0:0:0:0:0:0:0:0]
[COLOR:1:3:0:0:0:0:0:0:0:0:0]
[TILE:2:1:32:32:32]
[TILE:2:2:32:32:32]
[TILE:2:3:32:32:32]
[COLOR:2:1:0:0:0:0:0:0:0:0:0]
[COLOR:2:2:0:0:0:0:0:0:0:0:0]
[COLOR:2:3:0:0:0:0:0:0:0:0:0]
[TILE:3:1:178:8:178]
[TILE:3:2:178:178:178]
[TILE:3:3:0:0:0]
[COLOR:3:1:4:0:1:4:4:1:4:0:1]
[COLOR:3:2:4:0:1:4:0:1:4:0:1]
[COLOR:3:3:4:0:1:4:0:1:4:0:1]
[BUILD_ITEM:1:BLOCKS:NONE:INORGANIC:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][FIRE_BUILD_SAFE]

THank yah in advance.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3681 on: January 11, 2013, 12:13:18 am »

You copied MATERIAL_EMISSION to another interaction file and didn't delete the original.

You forgot the hotkey (can be NONE) on the BUILDING token. (I.E, it should be [BUILDING:OVEN:CUSTOM_B] or somesuch)

Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3682 on: January 11, 2013, 12:18:26 am »

The building builds fine, it's just the reaction that's the issue, it doesn't show up in the list for the building at all.

Although I do need to add hotkeys for buildings too, thanks for that.  :P

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3683 on: January 11, 2013, 12:27:14 am »

The building builds fine, it's just the reaction that's the issue, it doesn't show up in the list for the building at all.

Although I do need to add hotkeys for buildings too, thanks for that.  :P

You forgot the hotkey on the BUILDING token in the reaction, which is why it isn't showing up.

Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3684 on: January 11, 2013, 12:41:14 am »

I see! Thank yah.

EDIT: Oh, and apologies for not noticing the first post, I need to pay more attention. :P
« Last Edit: January 11, 2013, 12:59:48 am by Seriyu »
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Maklak

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3685 on: January 11, 2013, 01:57:39 am »

I already got my answer about how syndromes with multiplicative values stack, such as CE_SPEED_CHANGE:SPEED_PERC, but what about syndromes with severity, such as pain? Say I have a few interactions causing pain on the same creature and their effects include:

[CE_PAIN:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:BP:BY_CATEGORY:ALL:ALL:START:0:END:150]
[CE_PAIN:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:BP:BY_CATEGORY:ALL:ALL:START:0:END:300]

How do these stack? Is the severity added for a value of 1100, or maybe only the highest value is important and the total severity for those 2 is 1000?
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3686 on: January 11, 2013, 02:02:56 am »

We cannot say for sure. I just know that multiple small pains produce quite a lot of pain in general, so it must be pain added by each element of the syndrome each tick or something.
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3687 on: January 11, 2013, 02:21:38 am »

IIRC they stack in the sense that small amount of pain+small amount of pain = medium amount of pain, or a small amount of bleeding will become a medium amount (Or rather the game tracks it as two small amounts of separate pain/bleeding, but it has the same effect as a medium amount). Note that for a lot of things (such as drowsiness, dizziness, unconsciousness, impaired function, paralysis, and a few others) once they reach a certain point then stacking more of that particular syndrome does basically nothing. Once a person is fully paralyzed you can't paralyze them anymore, for example, regardless of how much paralysis syndromes you stack on them.
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Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3688 on: January 11, 2013, 03:52:19 am »

Some more issues with the reaction I posted earlier, it's showing up now? But now instead of taking a flour bearing object to the oven and such, they take wood logs inexplicibly, and when the reaction finishes, DF crashes.

Code: [Select]
[REACTION:MAKE_BARLEYBREAD]
[NAME:make barley bread]
[BUILDING:OVEN:CUSTOM_B]
[REAGENT:barley flour:150:POWDER_MISC:NONE:PLANT_MAT:BARLEY]
[UNROTTEN]
[REAGENT:barley flour container:1:NONE:NONE:NONE:NONE]
[CONTAINS:barley flour]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:FOOD:ITEM_BARLEYBREAD:NONE:NONE]
[SKILL:COOK]

Thank ya'll yet again.

Heker_88

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3689 on: January 11, 2013, 08:28:52 am »

Hi I just started modding the raws trying to add a new small domestic dragon race, its all going good but I want to make them drop a bar of adimantine when butcherd im using the code

[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:THROAT]
      [EBO_ITEM:BAR:INORGANIC:ADAMANTINE]

Its currently just crashes the game when it trys to butcher the dragon, Im allso using the full "wanderers friend" mod to get them in adventure mode. Any help?
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