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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054726 times)

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5175 on: June 02, 2013, 04:49:07 pm »

Well, maybe I can create some sort of "library" workshop where you can turn dwarfs into living books with item descriptions.
I've heard that descriptions are bugged on transformation, so that might not work.

Wrong descriptions, it's the color modifiers and such. See where a dwarf has Hair, Skin, Eyes, etc. A book would have Binding, Cover, Back different tissues. The game flips a table when its like well lets read the descriptors of... wait... What the hell is this? there is no skin, no eyes, no hair. Just new tissues. *CRASH*

So instead of briging up blues eyes (the book lacks eyes) it's trying to describe something that is not there (in programming it's trying to apply a value onto a null object. Say Eye.Color = Blue, but Eye object instead of being an actual object it's 'null' and not an Eye Object. Doesn't make much sense if you're not a programmer and ran into issues with incorrectly defined objects) So since it can't apply it's value (or retrieve) it throws an exception (which I assume is not properly caught) and crashes
« Last Edit: June 02, 2013, 04:52:25 pm by Hugo_The_Dwarf »
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Sergarr

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5176 on: June 02, 2013, 05:03:35 pm »

Okay, so I just have to use dwarfs-possessed-by-item-descriptions. Works for me!
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5177 on: June 03, 2013, 12:14:05 am »

Is it possible to have farmable plants (which you can grow in farmplots) that naturally only occur in depth:2:2 and 3:3 ?

And how does the pet behaviour for goblins and trolls work? Goblin sieges bring troll squads, although they are not part of the civ... they are also no mounts... I have never been able to reproduce that for other civs. Is it that they are a pet with intelligent/equip, that the goblins have access to?

I would like to add this behaviour to other siegers as well, so Automatons could bring clockwork spiders, or frost giants bring ice-wargs.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5178 on: June 03, 2013, 12:36:32 am »

Is it possible to have farmable plants (which you can grow in farmplots) that naturally only occur in depth:2:2 and 3:3 ?

And how does the pet behaviour for goblins and trolls work? Goblin sieges bring troll squads, although they are not part of the civ... they are also no mounts... I have never been able to reproduce that for other civs. Is it that they are a pet with intelligent/equip, that the goblins have access to?

I would like to add this behaviour to other siegers as well, so Automatons could bring clockwork spiders, or frost giants bring ice-wargs.

I would assume that these lines int he goblin entity allow them to use Trolls

[USE_CAVE_ANIMALS] --- Trolls live here
[USE_EVIL_ANIMALS] --- I'd assume this is like COMMON_DOMESTIC

since Troll learn but don't talk they are like and animal and being EVIL and all they class as being tamed or captured by goblins. I've seen elves bring packs of War Animals as squads (War Bear squad has sprung from ambush) so this may be likely for Goblins as well

Just my 2 cents

EDIT:
as for the farming bit, Why not? you just have to find the plants and hope to get seeds. Less of course they refuse to show up in the farming menu. I have a work around if that is the case. (might have)
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5179 on: June 03, 2013, 01:41:04 am »

I would like to add this behaviour to other siegers as well, so Automatons could bring clockwork spiders, or frost giants bring ice-wargs.

Whatever the trick is, you did with Dwarves! -- they used to very reliably bring parties of prototype Golems when they attacked Orc fortresses.

Quote
Is it possible to have farmable plants (which you can grow in farmplots) that naturally only occur in depth:2:2 and 3:3 ?

I could have sworn you already have this too :)  Zombie flowers and lich-fronds from the deepest caverns?
« Last Edit: June 03, 2013, 01:58:58 am by smakemupagus »
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5180 on: June 03, 2013, 07:20:53 am »

And how does the pet behaviour for goblins and trolls work? Goblin sieges bring troll squads, although they are not part of the civ... they are also no mounts... I have never been able to reproduce that for other civs. Is it that they are a pet with intelligent/equip, that the goblins have access to?

I looked into this a while ago. They're both intelligent and [EVIL].

Evil creatures have this weird solidarity thing going on. The trolls are sapient (if slow), aren't "tamed" per se and don't have any real domestication roles, but goblins take them in as if they were domestic pets. I'm guessing that they need [LIKES_FIGHTING] to be brought in as shock troops, but I don't know for sure.

[SAVAGE] does not have a similar effect, sadly.
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5181 on: June 03, 2013, 11:13:14 am »

I could not pin it down but I think it is about the 'underground' part that allow goblins to have trolls as pets.

I pasted the tags around underground biome and layers to a non intelligent creature and it became available to my entity with both underground and evil creature tags. Adding PET to it also allowing those to be brought by migrants and traders. Trolls aren't pets and are unavailable after embark.

I have not tested siege but that should be half of the question. Humans bring animals in sieges as well.
« Last Edit: June 03, 2013, 11:18:42 am by Boltgun »
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5182 on: June 03, 2013, 11:45:09 am »

Maybe I should just play more. Its not like I have ever seen any sieges in the last... 20 versions of my mod or so. Testforts only last 1-2 seaons, till a feature has been declared ok for release. ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5183 on: June 03, 2013, 01:21:08 pm »

How to circumvent the bone stack bug:

Make your creature's bone material turn into globs on butchering! ( [BUTCHER_SPECIAL:GLOB:NONE] )

Sure, you won't be able to use the standard bone-crafting reactions, but you will be able to do all kinds of custom stuff instead - without whole dragon skeletons being used up to decorate one bed with hanging rings of dragon bone.

Yeah, and DON'T FORGET TO ADD THESE:
   [DO_NOT_CLEAN_GLOB]
   [STOCKPILE_GLOB]

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5184 on: June 03, 2013, 02:02:22 pm »

I could not pin it down but I think it is about the 'underground' part that allow goblins to have trolls as pets.

I pasted the tags around underground biome and layers to a non intelligent creature and it became available to my entity with both underground and evil creature tags. Adding PET to it also allowing those to be brought by migrants and traders. Trolls aren't pets and are unavailable after embark.

I have not tested siege but that should be half of the question. Humans bring animals in sieges as well.

Trolls are allowed as pets for goblins because they allow both evil pets and cave pets.

Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5185 on: June 04, 2013, 01:18:42 am »

Snatchers will try to abduct the babies of your pets that have [CAN_LEARN].

Did you know this? I didn't O_O

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5186 on: June 04, 2013, 02:28:50 am »

Yeah, there's a bunch of cool interesting stuff with [CAN_LEARN] to discover.

I could pretend that I'm sitting on a bunch of mystical DF information, but I'm really not. If I discover something, I post about it. Yeah, that's interesting.

random_odd_guy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5187 on: June 04, 2013, 05:45:52 pm »

How do I get my custom creations to stop spamming their CANDOINTERACTION abilities every two seconds for no apparent reason?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5188 on: June 04, 2013, 06:09:19 pm »

Throw a USAGE_HINT on the CANdoINTERACTION
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5189 on: June 04, 2013, 06:35:27 pm »

Does the [MEGABEAST] tag affect egg incubation time? I know it's been tested with Rocs modded to have [COMMON_DOMESTIC], but [COMMON_DOMESTIC] might cancel whatever effects [MEGABEAST] has.
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