Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 249 250 [251] 252 253 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054687 times)

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3750 on: January 19, 2013, 08:50:59 pm »

What will specifying both [SAVAGE] and [BENIGN] in a creature's raws do?

If the wiki is taken literally, it implies that it will have nonaggressive behavior but will only show up in savage biomes.
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3751 on: January 20, 2013, 01:34:37 am »

What will specifying both [SAVAGE] and [BENIGN] in a creature's raws do?

If the wiki is taken literally, it implies that it will have nonaggressive behavior but will only show up in savage biomes.

Probably the same thing putting both good and evil will do. One will overwrite the other, not sure which. I don't know if the behavior would change, though I doubt it.
Logged
This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3752 on: January 20, 2013, 01:36:33 am »

[BENIGN] not only allows creatures to be careful, but also puts them in calm areas, so it MAY be overwritten by SAVAGE. If you want the same behavior normally, just make it SAVAGE and FLEEQUICK.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3753 on: January 20, 2013, 01:51:22 am »

The benign tag doesn't preclude appearance in normal areas, while the savage one does, though. For example, elephants may be found even in savage areas despite having the benign tag. The wiki seems to imply that [BENIGN] influences behavior as well as placement, while [SAVAGE] influences only placement but to a greater degree.

I'm going to test this.

PS: Good and Evil don't effect what regions cavern creatures appear under, but do the savagery tags?
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3754 on: January 20, 2013, 02:09:30 am »

No, I am almost 100% sure that caverns don't have savagery and evilness layers.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3755 on: January 20, 2013, 02:13:40 am »

I mean that [EVIL] and [GOOD] cavern creatures aren't limited to appearing in caverns underneath surface regions of their respective alignments, so maybe [SAVAGE] cavern creatures wouldn't be either. Or maybe they just wouldn't appear...
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Squeegy

  • Bay Watcher
  • I don't really have any answers for you.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3756 on: January 20, 2013, 02:36:25 am »

Will placing a dash in the token name of something, i.e. [POSITION:LAW-GIVER] break it?
Logged
I think I'm an alright guy. I just wanna live until I gotta die. I know I'm not perfect, but God knows I try.
Kobold Name Generator
⚔Dueling Blades⚔
Fertile Lands
The Emerald Isles

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3757 on: January 20, 2013, 04:04:42 am »

It could be [POSITION:law GiVeR 1337] if you wanted.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Snow Gibbon

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3758 on: January 20, 2013, 05:52:59 am »

Is there a way to make an entity hostile in Dwarf Mode without having to resort to babysnatcher and thief tags?
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3759 on: January 20, 2013, 06:00:47 am »

give them utterances or remove the ability to speak.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

PhoenixEggz

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3760 on: January 20, 2013, 08:23:38 pm »

I have a creature that has no biome tags, or vermin tags. Will it not show up? This is the intent: I want it to be a template creature for a giant variety, and to not appear in normal adventure mode gameplay. If it will show, how do I make sure it doesn't spawn without effecting the giant variety?
Logged

Squeegy

  • Bay Watcher
  • I don't really have any answers for you.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3761 on: January 20, 2013, 08:27:55 pm »

Why does this:
Code: [Select]
[REACTION:IMPROVE_AXEBLADE]
[NAME:improve giant axe blade]
[BUILDING:ENGINEER:CUSTOM_A]
[REAGENT:A:4:TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE:NONE]
[REAGENT:B:1:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:TRAPCOMP:GIANTAXEBLADE_IMP:NONE:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:MECHANICS]
Not require any giant axe blades, but otherwise work fine?
Logged
I think I'm an alright guy. I just wanna live until I gotta die. I know I'm not perfect, but God knows I try.
Kobold Name Generator
⚔Dueling Blades⚔
Fertile Lands
The Emerald Isles

Squeegy

  • Bay Watcher
  • I don't really have any answers for you.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3762 on: January 20, 2013, 08:29:37 pm »

I have a creature that has no biome tags, or vermin tags. Will it not show up? This is the intent: I want it to be a template creature for a giant variety, and to not appear in normal adventure mode gameplay. If it will show, how do I make sure it doesn't spawn without effecting the giant variety?

I don't think so. The giant variation just adds the [SAVAGE] and [LARGE_ROAMING] tags, it won't add a biome and the creature will still only show up in that biome.
Logged
I think I'm an alright guy. I just wanna live until I gotta die. I know I'm not perfect, but God knows I try.
Kobold Name Generator
⚔Dueling Blades⚔
Fertile Lands
The Emerald Isles

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3763 on: January 20, 2013, 08:30:59 pm »

Why does this:
Code: [Select]
[REACTION:IMPROVE_AXEBLADE]
[NAME:improve giant axe blade]
[BUILDING:ENGINEER:CUSTOM_A]
[REAGENT:A:4:TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE:NONE]
[REAGENT:B:1:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:TRAPCOMP:GIANTAXEBLADE_IMP:NONE:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:MECHANICS]
Not require any giant axe blades, but otherwise work fine?
Add another :NONE at the end of REAGENT:A.
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3764 on: January 20, 2013, 08:33:47 pm »

Add another :NONE at the end of your A reagent.
Pages: 1 ... 249 250 [251] 252 253 ... 544