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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054852 times)

thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5025 on: May 05, 2013, 06:51:56 pm »

I'm playing masterwork mod (not sure if this is a masterwork thing or not), but some units in the military screen are highlighted different colors, green, brown, cyan.  It's completely new to me and I'm not sure what they represent

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5026 on: May 05, 2013, 07:10:10 pm »

Not an MW thing. I think it's a DFHack thing. Green means they're in a different squad.

evictedSaint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5027 on: May 06, 2013, 11:24:06 am »

1) I want to create a new weapons-grade metal called ORCHILIUM.

2) I want it to be smelted from pig iron and copper.

3) I want it to be a goblin exclusive.

How would I do this?

smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5028 on: May 06, 2013, 11:42:31 am »

(1) Create the metal, by for example copying the entry for INORGANIC:IRON and tweaking the values to taste.  The only thing you really *must* change is the name.  If you don't know what the tokens mean the best is to wiki it

http://dwarffortresswiki.org/index.php/Material_definition_token

Your new entry must be in a file whose first token is [OBJECT:INORGANIC].  This could be the original file that Iron is defined in within your DF install, but for organizational purpose you might prefer to make a new one.

Decide what workshop will do this reaction, if any.  If you only want non-playable goblin civs to do this it doesn't need a workshop.  Not all vanilla DF buildings are moddable, so you'll have to look into that, or define your own new workshop.

(2) Create the smelting reaction.  It will look something like this.

Spoiler (click to show/hide)

I dunno what your comfort level is with modding, so not sure in how much detail you would like this explained. Anything you don't understand look up on the wiki or ask about.   Obviously if you don't want a workshop to be required, delete the "Building" lines.  The 150's are the required unit of measure for bars.

(3) Now you need to Permit the reaction for whichever entities (civilizations) you want to have access to it.  For example, for my reaction above the token is
[PERMITTED_REACTION:ORICHALCUM_ALLOY].  You put that token anywhere under the corresponding [ENTITY: ] entry(s) that you would like to have it.  For Goblins that would be [ENTITY:EVIL].  If you look at the existing entities you should see how it works.  For bars, that's all you have to do; if they have the smelting reaction they should be able to make and use the metal.

Gentlefish

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5029 on: May 06, 2013, 01:06:08 pm »

You'd need to make sure they also have access to the pig iron smelting reaction in order to get it.

evictedSaint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5030 on: May 06, 2013, 01:32:45 pm »

You'd need to make sure they also have access to the pig iron smelting reaction in order to get it.

Yesssss, this was the crucial flaw in my modification.  After trying and failing, I thought I'd just throw my goals in here to see if anyone would do something different.  I forgot to give them pig iron, so they wouldn't be able to make anything out of pig iron, including the orchilium...yep, that was it.  Thanks!

reemer30

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5031 on: May 06, 2013, 07:44:35 pm »

Can someone explain how a multi creature civil functions when you place it in game? I was thinking this might help leave some dwarves flammable and some not.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5032 on: May 06, 2013, 08:49:16 pm »

You'll probably want castes for that.

Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5033 on: May 06, 2013, 10:05:10 pm »

Can someone explain how a multi creature civil functions when you place it in game? I was thinking this might help leave some dwarves flammable and some not.

If you have more than one creature in an Entity, when it creates a new instance of that entity it will randomly pick one of the creatures, not all of them.
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Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5034 on: May 07, 2013, 01:08:17 am »

Can someone explain how a multi creature civil functions when you place it in game? I was thinking this might help leave some dwarves flammable and some not.

If you have more than one creature in an Entity, when it creates a new instance of that entity it will randomly pick one of the creatures, not all of them.

So, if you have an EVIL civ with OGREs and TROLLs as its creatures, then you'd get one or the other, not both.
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ancusohm

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5035 on: May 07, 2013, 02:18:29 pm »

Is there any way to run a script that will cause a dwarf to be punished as if they had committed a crime?

I think it would be cool if you could run a hack that would have someone beaten to improve production.  Like, one dwarf gets beaten by the hammerer, and then every other dwarf gets an increase to their self_discipline or achievement_striving.

It would also be satisfying just to be able to sentence some particularly annoying dwarves to be beaten.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5036 on: May 07, 2013, 02:38:57 pm »

I'll take a look at the structs there to see if it's not too non-trivial to add a new criminal act.

Ruhn

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5037 on: May 07, 2013, 07:49:13 pm »

I'm thinking about writing a utility that can view and modify the military uniforms (for starters).
It would be along the same line as Dwarf Therapist.

If my limited search result-reading is correct, the DAT files are compressed and we don't have any libraries to reverse-engineer them?
I would love to hear any way to get started.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5038 on: May 07, 2013, 07:54:12 pm »

I have done this by using macros in the past. You record yourself once setting up a couple of uniform templates, then run it once when you start a new fort.
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Urist Da Vinci

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5039 on: May 08, 2013, 12:25:09 am »

Has anyone ever found a way to disable caravans bringing barrels of blood?

Two potential methods:

a) Editing RAWs before worldgen to somehow prevent the activity. (I don't have high hopes for this since people have tried to do this before)

b) Editing the lists of items that civs can bring using DFHack during a running game. (I don't know if this is possible, but it seems like the most likely option)

Also, the humans bring animal man blood in a vanilla game, which is ethically weird.
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