Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 278 279 [280] 281 282 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055519 times)

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4185 on: February 21, 2013, 02:10:52 pm »

@Endarei
I think I could get you fairly close to the bonding mechanism through interactions (though it would have some problems such as either a dwarf would be able to stop multiple dragons, even those it hadn't bonded with, from suiciding). It would require a fair bit of work through, and a bit of micromanagement. I think the keyword here is "hoops as fuck".

Here are the steps:
1)The dragon is born. Newborn dragons are of a caste (you could call it "*color* hatchling" or something similar) that secretes a poison within themselves that only affects newborn dragons. This poison should be fairly strong, but not strong enough to kill them before they can bond.

The next few steps are fairly complicated, so I'll outline some of the information prior to them. Note that "hatchlings" and "dragons" are two different castes.
Spoiler: interactions: (click to show/hide)

2)The hatchling uses the "Bond" interaction on a nearby dwarf.
3)The dwarf completes the connection by using the "Connect" interaction on the hatchling.
4)The hatchling should now be kept as close to the dwarf as possible, this can be done through training and then assigning it to the given dwarf. If the dragon is too far from a rider of it's color for too long it will die.
5)The rider dwarves use the "Reinforce" interaction to reset the suicide timers on the adult dragons.
6)If the dragon goes unreinforced for too long, it uses the "Suicide" interaction to kill itself (this will occur most often if it's rider dies, assuming they are kept close most of the time).

As for
Would it be possible to make their ability to breathe fire dependent on consumption of a specific item? I haven't bothered trying yet because it didn't look feasible, but I don't know much about the Interactions yet.
Totally possible. Just have a food item that temporarily allows dragons to use the material breath interaction. It would be incredibly difficult to get the dragons to eat it though, and anybody else could eat it as well for food.

The sexual orientation thing is out the window though, simply because right now dwarves only have two orientations, "male" and "female". You could limit the "Bond" interaction by gender though.

Also while I could potentially set it up that dwarves suicide if their dragon dies as well, it opens up more loopholes and errors then it fixes, so I decided to leave it out.
« Last Edit: February 21, 2013, 02:13:29 pm by i2amroy »
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4186 on: February 21, 2013, 02:23:51 pm »

Quick question: Is it possible to make a custom liquid, like water or magma?  I have a few traps that would work perfectly with liquid nitrogen but I wanted to check to see if it's even possible.

Failing that, is it possible to change the natural temperature of lava to below-freezing temperatures?

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4187 on: February 21, 2013, 02:36:18 pm »

No and no.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4188 on: February 21, 2013, 02:37:14 pm »

sadly no, water and magma are the only true liquids and it's hardcoded :(

it is possible to make flash freezing spells/interactions though, if you have a spell generate a liquid glob of a material which only exists in the liquid state at very extreme temperatures.

described in this thread

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4189 on: February 21, 2013, 03:31:38 pm »

What does your error log say?
There isn't one. I fixed all the errors I was generating before moving onto the metal crash, which is why this sudden crashing is so frustrating.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

melkor

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4190 on: February 21, 2013, 03:47:17 pm »

i want to change the amount of meat a corpse drop, i want to reduce it.
is there a way to change a global text?

or do i need to give every creature, NOMEAT and EXTRA_BUTCHER_OBJECT
and then ad the meat that belongs to that creature and, where do i find this meat section or do i need to make new items and reactions to make food?
Logged
Quote from: Robocorn
what do postdwarvenists do with goblins?

Quote from: Andreus
We slaughter them by the thousands.
But... you know, we do it ironically.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4191 on: February 21, 2013, 03:49:55 pm »

What does your error log say?
There isn't one. I fixed all the errors I was generating before moving onto the metal crash, which is why this sudden crashing is so frustrating.

Did you happen to remove a plant that has LEAVES like the Quarry Bush? I know DF filps a B**ch if it can't find something that can make 1 of every item type.

If you want to see really simple materials Download my Mod DFRTS in my sig, and look at what I cut stuff down too.
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4192 on: February 21, 2013, 03:51:49 pm »

You would need to give it NOMEAT and EBO. For your EBO item format you would want something like MEAT:NONE:CREATURE_MAT:*creature id here*:MUSCLE.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

melkor

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4193 on: February 21, 2013, 04:17:25 pm »

You would need to give it NOMEAT and EBO. For your EBO item format you would want something like MEAT:NONE:CREATURE_MAT:*creature id here*:MUSCLE.

i assume EBO is extra butcher object and that i need to edit every single creature
thx for this, but 1 more question. doing that once will give 1 piece of meat so if i need 3 meat i need to insert this 3 times.
so just checking i am getting this right if i would want different food material i would need to:
MEAT:NONE:CREATURE_MAT:*creature id here*:Fat/Brain/Heart/Lungs/Intestines ETC...

or does NOMEAT only removes meat?
Logged
Quote from: Robocorn
what do postdwarvenists do with goblins?

Quote from: Andreus
We slaughter them by the thousands.
But... you know, we do it ironically.

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4194 on: February 21, 2013, 05:14:45 pm »

How do you make wooden blocks be called "planks"?

Seriously? Three times ? ^^
It was funny b/c Hugo_the_Dwarf resopnded to all three of them at once. Uber-ninja'd!
Logged
DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4195 on: February 21, 2013, 05:23:15 pm »

Did you happen to remove a plant that has LEAVES like the Quarry Bush? I know DF filps a B**ch if it can't find something that can make 1 of every item type.
I haven't touched the plants or trees. The only thing I've removed everything of is the crafts in the raws, and there are hardcoded ones left over. But I'll take a look at the mod and see if I can discern any gross differences.

i want to change the amount of meat a corpse drop, i want to reduce it.
is there a way to change a global text?
You can change the material templates to make tissue materals not-meat. Remove the [MEAT] token from everything you don't want to have as meat, and also alter the [BUTCHER_SPECIAL:MEAT:NONE] token. Removing it entirely will make the game treat the tissue as it does cartilage or nervous tissue, sending it to any refuse pile that'll take it.

Having muscle tissue as your nominated food tissue won't reduce meat production much for small creatures that only produce a few different stacks of meat, so maybe you can use intestines instead. They're returned in small amounts by most butcherable creatures.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Endarei

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4196 on: February 21, 2013, 05:44:32 pm »

@Endarei
I think I could get you fairly close to the bonding mechanism through interactions (though it would have some problems such as either a dwarf would be able to stop multiple dragons, even those it hadn't bonded with, from suiciding). It would require a fair bit of work through, and a bit of micromanagement. I think the keyword here is "hoops as fuck"....

Holy shit, this might actually be doable. :o Thank you. I'll have to get up to my elbows in this Interactions shit to figure it all out, but it's not like I have a life anyways.  :D
Logged

Boozebeard

  • Bay Watcher
  • Short, sturdy creature fond of drink and industry.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4197 on: February 21, 2013, 06:42:39 pm »

Question: Can I make my dwarves able to be naked with no repercussion, and if so could I do it in an already running game?
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4198 on: February 21, 2013, 07:19:20 pm »

Question: Can I make my dwarves able to be naked with no repercussion, and if so could I do it in an already running game?

[NOEMOTION]

doesn't require Regen, works instantly when added
Logged

Boozebeard

  • Bay Watcher
  • Short, sturdy creature fond of drink and industry.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4199 on: February 21, 2013, 07:24:21 pm »

Thank you. I'm playing an above ground tribal sort of settlement and want them to wear minimal/no clothes.
Logged
Pages: 1 ... 278 279 [280] 281 282 ... 544