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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054361 times)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5490 on: July 18, 2013, 11:42:20 pm »

Yes.

StLeibowitz

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5491 on: July 18, 2013, 11:44:12 pm »

Oh, good. Thank you!
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Generally, when one is conducting an experiment, it is worth noting that the observers went insane, killed each other, and then rose from the dead.
It's like DF inhaled a peanut.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5492 on: July 18, 2013, 11:49:50 pm »

I can't tell you how much of a relief it was to finally give a positive one-word answer.

aiseant

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5493 on: July 19, 2013, 04:49:29 am »

hello

When I choose my starting point, I didn't pay attention to civilisations around ... turns out that I'm all alone :'(
No humans, no elves (that's good, in fact), no goblins.

It was fine to start, as I don't have any goblin siege or that kind of stuffs, but now I'm getting bored and would like to test a little bit my fort.

Is it possible to fix that ? I've never use any mod until now, I don't know if one exist for that. Or maybe just edit some files would be enough ?

There is a forceEvent-script for DFHack. If you don't know much about using DFHack, I'd recommend you to download this version of LNP. After you've got DFhack with that script, just type "siege EVIL/NATURE/PLAINS/MOUNTAIN/SKULKING" and you'll be sieged by the race you had chosen.

Thanks for the hint.
I already tried adding the WORLD_GENERATION toke, and after more than one year, still nothing.
What I'm looking for is really to find a way for having civilizations settling around, not only artificially create siege from them. Is this possible ?
I'm toying around with save from another region, less gentle than the first one, but apparently, I fail to incorporate the right elements from the savage to the calm region ... please note that I have no idea what I'm doing !
« Last Edit: July 19, 2013, 05:26:27 am by aiseant »
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5494 on: July 19, 2013, 05:28:41 am »

I can't tell you how much of a relief it was to finally give a positive one-word answer.

BUT WHAT DO YOU MEAN I CANT MAKE DWARF FORTRESS INTO A MUD/MMO
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DaiVrath

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5495 on: July 19, 2013, 06:46:40 am »

For butchering and custom creatures, what parameters determine how much of the various products result from butchering?  Just looking at the butchering products for domestic creatures in the wiki doesn't shed any light on this since raw animal size seems to have very little effect.  For instance:

Turkey : 9 meat, 9 fat, 19 total edible.
Cow: 14 meat, 9 fat, 37 total edible.
Cows are 120x bigger than turkeys ...

I'm trying to find a reasonable way to implement sackhead's more leather mod, and also trying to figure out some mods of my own, but this is throwing monkey wrenches in my ideas.
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5496 on: July 19, 2013, 06:48:39 am »

For butchering and custom creatures, what parameters determine how much of the various products result from butchering?  Just looking at the butchering products for domestic creatures in the wiki doesn't shed any light on this since raw animal size seems to have very little effect.  For instance:

Turkey : 9 meat, 9 fat, 19 total edible.
Cow: 14 meat, 9 fat, 37 total edible.
Cows are 120x bigger than turkeys ...

I'm trying to find a reasonable way to implement sackhead's more leather mod, and also trying to figure out some mods of my own, but this is throwing monkey wrenches in my ideas.

Here, read this science on the subject.
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JenkNekro

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5497 on: July 19, 2013, 04:09:08 pm »

I'm a bit confused by what actually triggers and INJECT_EXTRACT attack to perform the injection - does it have to hit a circulatory system or something? I have a race of metal golems that have a "maker" caste that can use their tools in combat to inject molten metal into enemies, and it seems to work fine against vanilla creatures if I break the skin, but it doesn't seem to work at all against other golems. The only part with layered tissues in the golem is its core, which goes RUBY/BONE/COOLANT GAS/BRAIN, and now matter how deeply the injection attack penetrates it never injects the metal.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5498 on: July 19, 2013, 04:24:41 pm »

Yeah, I'm pretty sure the creature needs blood.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5499 on: July 19, 2013, 04:32:47 pm »

the molten metal needs [ENTERS_BLOOD] and what putnam said [BLOOD] in the golem
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JenkNekro

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5500 on: July 19, 2013, 06:50:37 pm »

Hmm well the ENTERS_BLOOD tag seems to change how it behaves with other creatures, but giving the golems blood and marking the core shielding as VASCULAR:1 didn't seem to cause it to inject when penetrating the material. Oh well, golems aren't meant to fight each other anyway.

Another golem related question - I think I mentioned the functional area of the core is immersed in a gaseous coolant, but I'm having some difficulty getting that to work. The organic matrix material that forms the "brain" has a HEATDAM_POINT of 31 F (9999 U), and the coolant gas has a fixed temperature of 2 F (9970 U). The problem is, not setting a HOMEOTHERM value causes immediate death, setting one more than one or two degrees above the heat damage point causes eventual death from scorched brain before the coolant can cool it down, and setting it low enough that it DOES cool down before death causes it to at least take long enough to heat up again that I ran out of patience before it happened.

The best solution to this seems like it would be to have the organic matrix start off below the HEATDAM_POINT while having a HOMEOTHERM value around the human value to ensure a reasonable time frame for death by coolant loss. Is this possible? If not, any other ideas?

Sub Question: I would like the coolant to also provide adequate insulation to enter lava safely as long as the coolant hasn't escaped - is that possible?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5501 on: July 20, 2013, 10:35:24 am »

I wrote a couple of regional weather interactions, but somehow they dont show up ingame. I wanted special weather on glaciers... so here is what I wrote. Anyone got any idea why it never shows ingame? I tested 3 different worlds, embarked on glaciers, and only got normal rain.

Regional interaction that should affect everything, similar to the animation of undeads in evil biomes:
Code: [Select]
[INTERACTION:GALCIER_FREEZE_GENERAL1]
[I_SOURCE:REGION]
[IS_REGION:GLACIER]
[IS_FREQUENCY:100]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_REGION]
[IT_AFFECTED_CLASS:ALL_CREATURES]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]
[SYNDROME]
[SYN_NAME:coldness]
[SYN_CONTACT]
[SYN_IMMUNE_CLASS:FUR]
[SYN_IMMUNE_CLASS:GLACIER]
[SYN_AFFECTED_CLASS:ALL_CREATURES]
[CE_CAN_DO_INTERACTION:START:0:END:100]
[CDI:INTERACTION:GLACIER_FREEZE_6_SELF]
[CDI:TARGET:A:SELF_ONLY]
[CDI:ADV_NAME:freeze in the cold weather]
[CDI:TARGET_RANGE:A:1]
[CDI:VERB:are hit by cold rain and snow:is feeling chilly without the protection of thick fur:NA]
             [CDI:TARGET_VERB:are slowing down and trying to protect your eyes:slows down a bit and tries to conserve bodyheat]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:1000]

cold rain that should only affect creatures that come in contact with it on the surface, similar to evil blood/smudge/filth raining in evil biomes:
Code: [Select]
[INTERACTION:GLACIER_FREEZE_1_RAIN]
[I_SOURCE:REGION]
      [IS_REGION:NORMAL_ALLOWED]
      [IS_REGION:SAVAGE_ALLOWED]
      [IS_REGION:EVIL_ALLOWED]
      [IS_REGION:GOOD_ALLOWED]
      [IS_REGION:GLACIER]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:GLACIER_FREEZE_1:WEATHER_FALLING_MATERIAL]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]

And a freezing fog, similar to husking/evil clouds/fogs:
Code: [Select]
[INTERACTION:GLACIER_FREEZE_4_GAS]
[I_SOURCE:REGION]
      [IS_REGION:NORMAL_ALLOWED]
      [IS_REGION:SAVAGE_ALLOWED]
      [IS_REGION:EVIL_ALLOWED]
      [IS_REGION:GOOD_ALLOWED]
      [IS_REGION:GLACIER]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:GLACIER_FREEZE_4:WEATHER_CREEPING_GAS]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]

And the self-targeting interaction that the region should give, from the first example:
Code: [Select]
[INTERACTION:GLACIER_FREEZE_6_SELF]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_HAVE_SYNDROME_CLASS:GLACIER]
      [IT_CANNOT_HAVE_SYNDROME_CLASS:FUR]
      [IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:GLACIER]
[CE_SPEED_CHANGE:SPEED_PERC:90:START:0:END:1000]
[CE_NUMBNESS:SEV:25:PROB:100:START:0:PEAK:25:END:1000]

Any worldgen settings I overlooked? Number of procedually generated regional interactions drown out the custom ones? Do I have to set evil_rains:0 and so forth, even if the glacier is not in an evil biome?

Background info: I gave all ice-creatures the creature_class:glacier and added syn_class:fur, using itemsyndrome, to the fur-material I made. Dwarves will now feel cold and discomfort from being on glaciers, but can wear fur-items to become immune to it. That is the theory, but the regional interactions never show up, so I cant test it. Any help is appreciated.
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DaiVrath

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5502 on: July 20, 2013, 12:15:43 pm »

I have a few questions about material emissions and attacks:

If a creature has, for example, a bite attack and a material emission attack, will they always use the material emission?  If not then, how frequently will it be used?

If I make a material emission that causes the creature to spit out rocks as an attack, what determines the temperature of the rocks that get spit out?  Will they just be the same as the creature's body temperature?  Can I / How could I make a material emission attack that launches an extremely cold substance at the enemy?

Finally, what determines how much damage regular attacks and material emission attacks do?

Thanks!
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5503 on: July 20, 2013, 01:34:14 pm »

Meph: why don't you just have the interaction give the syndrome directly instead of giving them a self-target interaction that does it?

DaiVrath:

1. No, but the material emission will be used as frequently as it's available (there's an explicitly defined cooldown).
2. Extremely cold can be done my making the material have an extremely low melting point and having the emission be a SOLID_GLOB.
3. "Damage" isn't actually an individual concept in-game; for normal attacks, it's a mix of how deep it penetrates, how much area it covers and its kinetic energy, which is a function of velocity and weight. For material emissions, it's solely kinetic energy, which, due to the very constant speed of emissions, can only be modified by weight.

Rixie_Pakuna

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5504 on: July 20, 2013, 03:38:33 pm »

I'm pretty much brand new to modding, and want to know if it's possible/how to make the following: Wooden mechanisms, wooden querns

Now, I know the basic Reaction format, but without mechanisms or querns listed in the reaction pages, I have very little to work off of.  I'm not sure which all tokens are supposed to go into it...  Here's all I really have (and I don't think I did it right...)
What should the product dimensions be in order for it to work the same as the normal mechanisms/querns? Are they supposed to have subtypes?  Either way... Neither of them are showing up in-game, and yes I did add them to the entity file and start a new world.

[REACTION:MAKE_WOODEN_MECHANISM]
   [NAME:make wooden mechanism]
   [BUILDING:MECHANICS:CUSTOM_M]
   [REAGENT:A:150:NONE:NONE:WOOD:NONE]
   [PRODUCT:100:1:NONE:NONE:MECHANISM:NONE][PRODUCT_DIMENSION:150]
   [SKILL:MECHANICS]

[REACTION:MAKE_WOODEN_QUERN]
   [NAME:make wooden quern]
   [BUILDING:CARPENTER:CUSTOM_Q]
   [REAGENT:A:150:NONE:NONE:WOOD:NONE]
   [PRODUCT:100:1:NONE:NONE:QUERN:NONE][PRODUCT_DIMENSION:150]
   [SKILL:CARPENTRY]
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