Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 330 331 [332] 333 334 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054923 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4965 on: April 30, 2013, 08:59:30 am »

Yes, as many as you want. I use it for example on my warpstone. Normal dwarves die, special dwarves are immune to the first syndrome and wont die,but a second syndrome affects only them and makes them weak instead.
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 :::

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4966 on: April 30, 2013, 01:22:42 pm »

Is there a way to force a civ to supply a material that isn't a metal?

If possible, might have to do this for whale oil. :3
Logged
Thank you for all the fish. It was a good run.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4967 on: April 30, 2013, 01:42:11 pm »

Sure. Just add a creature extract to a creature the civ has access to. Or a plant extract, if you want to. I dont know if dwarves (mountain) have access to whales (ocean) though, so you might have to introduce some kind of fake pet creature to add the extract to. I dont know if it works with reactions, but you could give your civ a reaction without a workshop assigned that produces your whale oil. Civs in worldgen will use it, your fortress cant, and your traders will bring it. At least thats how it works for stone and metal, never tried with extracts.
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 :::

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4968 on: April 30, 2013, 02:14:43 pm »

On second thought, I don't even have to do this. I just need to make a race-exclusive tool, made with metals of course, to force caravans to bring my whale oil canisters.

Oh, and this wonderful item is based hugely on Dishonored. :P
Logged
Thank you for all the fish. It was a good run.

Tuck_Lion

  • Bay Watcher
  • pass the lodestar
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4969 on: April 30, 2013, 09:54:12 pm »

Alright, but what if I want the civ to also bring things that don't hold extracts? e.g. strictly glass items
Logged
Bay12 pushed self into fruit math. Tuck Lion was just the mechanism for bay12's latent fruit-math fetish.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4970 on: April 30, 2013, 10:15:20 pm »

On second thought, I don't even have to do this. I just need to make a race-exclusive tool, made with metals of course, to force caravans to bring my whale oil canisters.

Oh, and this wonderful item is based hugely on Dishonored. :P
Thats what I thought, at least the Dishonored part.

Your solution is a good one btw. Instead of complicated extracts, actual fluids, you just use a metal tool, a "iron can of whale oil" and "tin can of whale oil". That is very clean and simple, modding wise. Good choice.
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 :::

Kat

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4971 on: May 01, 2013, 01:44:32 pm »

if a reaction creates an item that is capable of having a quality, are the items all base quality, or does it depend on the skill of the user?

e.g. a reaction that made something like iron spears. Would the spears all be base quality ?
Logged

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4972 on: May 01, 2013, 02:26:37 pm »

If you defined a profession to do a reaction, then the items would have quality modifiers that are dependent on the skills of the worker.

If you haven't defined a profession, then all items would be of base quality, due to the fact that you are using no skill.
Logged
Thank you for all the fish. It was a good run.

Urist Mc Dwarf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4973 on: May 01, 2013, 05:15:52 pm »

I want to set something up so that nobles get punished severly but not fatally by the dwarve without me doing anything. How would I do it and what exactly would I do?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4974 on: May 01, 2013, 05:55:36 pm »

You wouldn't do that.

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4975 on: May 01, 2013, 08:17:41 pm »

I'm having

animal meat
and
meat
(and yet even another)
meat

show up in my food stockpiles...

here's my notepad++ search results for :meat

any ideas (like where else I should be looking?).  I figured it's something similar to my tanned chittin problem... or maybe not.

Spoiler (click to show/hide)

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4976 on: May 01, 2013, 08:33:22 pm »

You have generic meat. It's slightly wonky.

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4977 on: May 01, 2013, 08:47:05 pm »

well it's pulled from meph's accelerated mod.

I plan/hope on doing fish next

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4978 on: May 01, 2013, 10:07:05 pm »

Its because some of your creatures use material and tissue templates that redirect to the standardized meat, and other do not, because the creatures are from another mod.
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 :::

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4979 on: May 01, 2013, 10:34:33 pm »

I figured as much, is it because of the inorganic:sausage and ground_meat?

or are you saying I need to go through my creatures and make sure there using the muscle templates and such that point to :animal: ?
« Last Edit: May 01, 2013, 10:36:41 pm by thistleknot »
Logged
Pages: 1 ... 330 331 [332] 333 334 ... 544