Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 318 319 [320] 321 322 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055071 times)

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4785 on: April 15, 2013, 05:38:18 am »

Is it possible to make resurrective dust coating?

Coat the limbs in dust and it stands up as undead?
Logged
Thank you for all the fish. It was a good run.

Valikdu

  • Bay Watcher
  • Ruin... has come to our family.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4786 on: April 15, 2013, 07:18:30 am »

Is there a way to make a reaction that will accept a variable amount of barrels with reagents?

For example, if it needs 15 sweet pod syrup as a reagent, it would accept one barrel with 5 syrup and another with 10, or three with 5 each, or one with 15...

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4787 on: April 15, 2013, 07:31:50 am »

New Guy: no.

Valikdu: no.

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4788 on: April 16, 2013, 01:23:47 am »

Do multiple syndromes on one material (used for an evil cloud) work?  I created this material:

Code: [Select]
[INORGANIC:DISCORDANT_MAGIC]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:discordant magic]
[STATE_NAME_ADJ:LIQUID:discordant magic]
[STATE_NAME_ADJ:GAS:discordant magic]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:10]
[BOILING_POINT:20]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:10000]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_ADD_TAG:CRAZED:START:0:END:500]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:PONY_LITTLE:FEMALE]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:PONY_DISCORDANT:FEMALE]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:PONY_LITTLE:MALE]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:PONY_DISCORDANT:MALE]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:PONY_LITTLE:FEMALE_PEGASUS]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:PONY_DISCORDANT:FEMALE_PEGASUS]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:PONY_LITTLE:MALE_PEGASUS]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:PONY_DISCORDANT:MALE_PEGASUS]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:PONY_LITTLE:FEMALE_UNICORN]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:PONY_DISCORDANT:FEMALE_UNICORN]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:PONY_LITTLE:MALE_UNICORN]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:PONY_DISCORDANT:MALE_UNICORN]

And now things that wander through the cloud don't have anything happen to them.  I get no errors in the error log.  At first I just had the original syndrome that made things [CRAZED], and that worked.  After adding the others, nothing has anything happen to it.  So far as I can tell the transformation syndromes are correct, but it's possible something is wrong with them.

Do I have a problem with those?  Can I not do this at all?
Logged
Through pain, I find wisdom.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4789 on: April 16, 2013, 01:43:56 am »

Your creatures aren't already affected by any kind of transformation right?

Other then that I can't find any problems with your syndromes (though only lasting for a little over 5 steps worth of movement [not ticks!] seems a little short).
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.

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4790 on: April 16, 2013, 04:09:16 am »

Perhaps it has something to do with all of the transformation syndromes affecting GENERAL_POISON.

Try removing SYN_AFFECTED_CLASS:GENERAL_POISON on the transformations. Keep the GENERAL_POISON on crazed.

If not, move crazed to every part of the transformation syndrome and remove GENERAL_POISON?

It's supposed to work; Deon even has a variation of that in the form of werebeast curse, one side affecting males and the other for the females respectively.
Logged
Thank you for all the fish. It was a good run.

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4791 on: April 16, 2013, 07:38:28 am »

Your creatures aren't already affected by any kind of transformation right?

Other then that I can't find any problems with your syndromes (though only lasting for a little over 5 steps worth of movement [not ticks!] seems a little short).

No, they haven't been transformed by anything.  And the duration is quite short, which is mostly intended, but probably shouldn't be that short.  I can't remember if I adjusted that down for some reason, but they stayed crazed long enough to cause some damage back when that was all that happened.  Hmm...

Perhaps it has something to do with all of the transformation syndromes affecting GENERAL_POISON.

Try removing SYN_AFFECTED_CLASS:GENERAL_POISON on the transformations. Keep the GENERAL_POISON on crazed.

If not, move crazed to every part of the transformation syndrome and remove GENERAL_POISON?

It's supposed to work; Deon even has a variation of that in the form of werebeast curse, one side affecting males and the other for the females respectively.

I'll try all of these tonight when I get a chance.  The affected class for the syndrome was something I was wondering about too.

Actually, come to think of it, to my knowledge the only things that have wandered through the evil clouds so far have been armored soldiers.  I assumed that it being a contact syndrome like that would affect them anyway, but is it possible their armor stopped it?  I think I may have had one civilian walk through it with no ill effect, but she did have clothes.
Logged
Through pain, I find wisdom.

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4792 on: April 16, 2013, 07:59:54 am »

I think armor may negate contact effects, similar to how shoes minimize FB poison effects.
Logged
Thank you for all the fish. It was a good run.

zzedar

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4793 on: April 16, 2013, 11:47:37 am »

How do the thicknesses specified in [BODY_DETAIL_PLAN] interact with the relative thicknesses in [TISSUE_TEMPLATE]? Are they multiplicative, or does the first override the second entirely, or what? For instance, if I have a body part whose BODY_DETAIL_PLAN has muscle:20 and fat:15, and I use the default muscle and fat templates (which specify RELATIVE_THICKNESS:3 and 1, respectively), does that mean that the ratio will be 20:15 (=4:3), or 60:15 (=4:1)?
Logged
kingubu cancels Efficiency: Taken by mood
Project Whalegun is a go. Load the whale cannon!

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4794 on: April 16, 2013, 01:11:42 pm »

Actually, come to think of it, to my knowledge the only things that have wandered through the evil clouds so far have been armored soldiers.  I assumed that it being a contact syndrome like that would affect them anyway, but is it possible their armor stopped it?  I think I may have had one civilian walk through it with no ill effect, but she did have clothes.
I think armor may negate contact effects, similar to how shoes minimize FB poison effects.
IIRC armor/clothes can block contaminants from reaching their target (and thus stop contact poisons) based on their COVERAGE values (Which defaults to 100%).
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.

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4795 on: April 16, 2013, 01:36:51 pm »

Odd thing about that though... does armor or clothing stop vanilla evil clouds?  I've never actually played in such a biome before this one with my modded clouds, but I've never heard of anyone having a dwarf walk through these clouds without becoming a husk.

If I recall correctly, inhalation didn't work for the cloud syndrome.
Logged
Through pain, I find wisdom.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4796 on: April 16, 2013, 01:44:34 pm »

For the most part dwarves almost always have some part of their body uncovered (hands/head mostly). It might be possible that the mod you are running this in has a different basic state.
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.

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4797 on: April 16, 2013, 02:12:22 pm »

It's a heavily modified version of one of the old pony mods.  That does have some obvious changes to clothing and armor, but especially for civilians there should be some exposed body parts.  Tails come to mind.

Actually, come to think of it, it's possible that soldiers could be completely covered.  I'm not sure how the armor covers them precisely.  Helms don't normally cover faces, do they?  I'm not entirely sure how DF decides that, actually.  Tails may be covered by lower body clothes and armor, I'm not entirely sure.

Based on combat reports and general feel for it, those appear to be exposed though...
Logged
Through pain, I find wisdom.

DWC

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4798 on: April 16, 2013, 10:26:20 pm »

Howdy, I'm working on modding my game in the spirit of the 'Accelerated DF/ Modest Mod' method.

I'm trying to figure out what to do with clothing and armor and I need some ideas. My goal is to streamline the types and amount of clothing worn, but without taking away too much protection or unbalancing anything. I'm thinking of making custom clothing to resolve some of this. I'm wondering if say, shoes/caps/gloves should work like socks and can be worn under armor boots, so they only put on and remove armor going on and off duty, or if simplifying the crap an individual wears would be better by having them get rid of their shoes. Not sure how buggy this all is either.

Also considering a single generic 'uniform' clothing piece for non-dwarves to wear, since dwarves can't wear their crap anyways they don't need to be standardized across every race and goblin invaders can afford to have their clothing abstracted a bit.

In the same vein, I'm wondering if a single upper body item like a shirt or coat can replicate the mysterious protective qualities of multiple cloaks. Same with hoods. So a single substantial item can replace the stacks of cloaks and hoods without sacrificing protection.

Also, is there actually a protective difference between leather armor and leather clothing? Testing in the arena suggests there isn't but maybe I'm doing it wrong.

What do siegers/ ambushers wear for armor anymore? I noticed in adventure mode the soldiers and whatnot all have a very standard uniform of a metal cap or helm and a single torso armor. Never any boots or gauntlets or anything.
Logged

D_E

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4799 on: April 17, 2013, 03:18:46 am »

Actually, come to think of it, it's possible that soldiers could be completely covered.  I'm not sure how the armor covers them precisely.  Helms don't normally cover faces, do they?  I'm not entirely sure how DF decides that, actually.  Tails may be covered by lower body clothes and armor, I'm not entirely sure.

Based on combat reports and general feel for it, those appear to be exposed though...

The wiki has a good explanation of how armor coverage works.
Logged
Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)
Pages: 1 ... 318 319 [320] 321 322 ... 544