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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055180 times)

Bronnh

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4650 on: March 30, 2013, 09:41:46 pm »

Well they don't SEEM to, I try going to different tundra sites in Fort mode and it's all barren. OH and if it matters I also have a tree set to spawn there, which also don't seem to spawn.
« Last Edit: March 30, 2013, 09:44:55 pm by Bronnh »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4651 on: March 30, 2013, 09:44:34 pm »

I know this sounds odd, but:

1. Add [CIV_CONTROLLABLE] to humans.
2. Make sure you embark as humans.
3. Try to take some arctic roots on embark.

Bronnh

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4652 on: March 30, 2013, 09:45:16 pm »

I'll try that.

EDIT: Tried it with my custom race and I can bring the plants. SO they are being generated. Maybe they're just really rare?
« Last Edit: March 30, 2013, 09:51:32 pm by Bronnh »
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4653 on: March 31, 2013, 11:37:14 am »

What's the reagent line for sand in a custom reaction?

Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4654 on: March 31, 2013, 12:12:46 pm »

It's POWDER_MISC.

There're different kinds of sand, so if you want to use ANY, just add [REACTION_CLASS:SAND] to sand types, and then use

Code: [Select]
[REAGENT:sand:1:POWDER_MISC:NONE:INORGANIC:NONE][REACTION_CLASS:SAND]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT][CONTAINS:sand]

Otherwise it's [REAGENT:sand:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN] or any other type of sand.
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4655 on: March 31, 2013, 12:20:35 pm »

Thanks :)

lwCoyote

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4656 on: March 31, 2013, 05:02:54 pm »

Can dwarves be modded so that they can, during world gen, settle in good/evil/savage biomes? *dreams of a world with a minimum savagery of 100 and dwarves*
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4657 on: March 31, 2013, 05:11:24 pm »

Can dwarves be modded so that they can, during world gen, settle in good/evil/savage biomes? *dreams of a world with a minimum savagery of 100 and dwarves*

Yes, you can give it "Good", "Evil", "Savage", etc creature tokens, though I am not sure how that effects civilized creatures.
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Bronnh

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4658 on: March 31, 2013, 07:32:21 pm »

Alright, another question. Is it possible to use syndromes or interactions to change a creature's body materials without transforming them into another creature?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4659 on: March 31, 2013, 07:36:59 pm »

No

Guthbug

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4660 on: March 31, 2013, 08:05:50 pm »

Since we're talking about syndromes and interactions, I'm going to stop beating my head on the wall and post this question. Maybe one of you has already figured this out and I'm trying to reinvent the wheel.

I have an underground race of undead. Upon embark they're fine, but after a few days in the dark they become cave adapted and can no longer survive being outside. When they go outside, I want to hit them with blistering first (as if they were caught in a blistering rain in an evil biome) and then shortly thereafter afflict them with necrosis so that they begin to rot away.

How would I do this? Where would I call the interaction and then use the add_syndrome? In their creature file? Can anyone show me an example of what this ought to look like?

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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4661 on: March 31, 2013, 08:10:45 pm »

You can't do that. There's no way to have the interaction happen when they go above-ground.

Nahere

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4662 on: March 31, 2013, 08:18:51 pm »

Couldn't he give them an interaction "become cave-adapted" after reaching a certain level of cave-adaptation, which would then afflict them with the wanted syndrome if their cave-adaptation level fell to low?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4663 on: March 31, 2013, 08:19:25 pm »

Couldn't he give them an interaction "become cave-adapted" after reaching a certain level of cave-adaptation, which would then afflict them with the wanted syndrome if their cave-adaptation level fell to low?

They can't start out cave-adapted, though.

Nahere

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4664 on: March 31, 2013, 08:23:59 pm »

Couldn't he give them an interaction "become cave-adapted" after reaching a certain level of cave-adaptation, which would then afflict them with the wanted syndrome if their cave-adaptation level fell to low?

They can't start out cave-adapted, though.

Quote
Upon embark they're fine, but after a few days in the dark they become cave adapted and can no longer survive being outside.
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