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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054331 times)

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5520 on: July 23, 2013, 04:33:47 pm »

well you see Unicorns are AFAIK the only LARGE GOOD creature in game, others are more or less vermin, and the reason why the other cave creatures are off limits to dwarves is because they have PET_EXOTIC on them, which means they have to be captured, and tamed, until domesticated

also anything lacking a frequency tag will default to 50 so infact unicorns have frequency:50. And since unicorns lack PET_EXOTIC (much like trolls and ogres) the entity says "hey Unicorns are large creatures, that are GOOD, so lets use them" because they have [USE_GOOD_ANIMALS] and the [USE_ANY_PET_RACE] basically says "If it can be tamed, use it" and since dwarves have only [USE_CAVE_ANIMALS] and [COMMON_DOMESTIC_PET] etc etc, they only use that, if you throw [USE_EVIL_ANIMIALS] dwarves will probably start to embark with trolls. and if you throw [USE_ANY_PET_RACE] you will have a larger selection of cave critters to embark with.
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5521 on: July 23, 2013, 04:53:26 pm »

Quote
So if the goblin civ happens to have access to the Ogres biomes and they get lucky with the RNG they get Ogres, right? I think they have frequency:50 so there's 50% chances of those biomes to actually have Ogres.

But what happens when you omit the frequency tag on a creature? like Trolls, are they 100% of the time guaranteed to show up on that biome?

If a goblin civ settles over a biome that has ogres living in it, sure, they take them in due to the fact that ogres are evil and can't speak. I haven't put in the rigorous science to back it up, but I'm pretty sure that Hugo's right and FREQUENCY just means how often they spawn in from the edge of the map compared to all the other choices available. That's why you see so many goddamn vermin-based animal men by default - the creature variations don't remove the FREQUENCY:100 that all the ticks and fleas and such have in vermin form.

If it's left empty, it defaults to FREQUENCY:50.

Quote
Why don't playable Goblins are able to bring Giant Toads or Giant Cave Swallows or Giant Cave Spiders or other cave creatures?

Because they only have [PET_EXOTIC], if any. AI warlords ignore exoticism rules and tame them as personal mounts even if they have [MOUNT_EXOTIC]. Civilizations in general only domesticate creatures with [PET].

Quote
I also tested modding Elves to be playable and removed the USE_ANY_PET_RACE, they are left only with Unicorns (no Frequency tag), why don't they get the other GOOD animals (all the remaining good animals have frequency tags)? I modded the frequency tags off the other good animals, yet the Elves would only have Unicorns on embark.

Because all the other ones can learn and speak. This disqualifies them from the domesticated pet role. Unicorns also have [MOUNT], which might influence it.

Quote
I modded Dwarves, removed all the common_domestic tag as to leave them only with the cave creatures I even modded off the frequency tags from Giant Toads, Giant Cave Swallows, etc, yet they get no animals at all on embark...

That's because the frequency tag doesn't affect this behavior! If you give them [PET] instead of [PET_EXOTIC], your dwarves will domesticate them in worldgen if they run into them in the first cavern level near the settlements.
« Last Edit: July 23, 2013, 04:55:41 pm by scamtank »
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Volfgarix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5522 on: July 23, 2013, 07:29:09 pm »

Few questions:

Have somebody idea how to raise wooden/glass block's output from 1 to 4? Is possible to change wood drop from tree to higher number? I managed to increase clay brick's output because it was in raws, but what with the rest?

If I want increase the growing time of some plants to year, it is needed to have all seasons allowed? If yes, that means I can plant even in winter?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5523 on: July 23, 2013, 07:35:33 pm »

1. No, hardcoded
2. No, hardcoded
3. Yes

Volfgarix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5524 on: July 23, 2013, 07:49:50 pm »

1. No, hardcoded
-snip-
Well, that means I should get new reaction to make 4 wooden blocks, but that means bit more mess in carpenter's menu.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5525 on: July 23, 2013, 07:51:59 pm »

You can't add reactions to the carpenter's workshop.

Volfgarix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5526 on: July 23, 2013, 08:03:52 pm »

So, what about it? Found in other forum.
Spoiler (click to show/hide)
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5527 on: July 23, 2013, 08:07:17 pm »

Yeah, that'd work. Custom reactions in custom buildings.
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Volfgarix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5528 on: July 23, 2013, 08:22:00 pm »

Why ToadyOne allowed to change things in kiln's and smelter's reactions, but hardcoded carpenty, glass furnace ect?
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5529 on: July 23, 2013, 08:34:10 pm »

Why ToadyOne allowed to change things in kiln's and smelter's reactions, but hardcoded carpenty, glass furnace ect?
Once upon a time, all buildings and their respective menus were hardcoded, as well as most reactions. Most buildings have a hardcoded set of reactions that is either fixed or generated from non-reaction raws (look at the forge for a good example). Only those buildings that had a generic reaction list as a menu could be upgraded to receive custom reactions, the other buildings would need some work done in their menus, but Toady decided that he would continue coding somewhere else in the program, and he hasn't returned there since.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5530 on: July 23, 2013, 09:44:02 pm »

Still open:

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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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5531 on: July 23, 2013, 09:46:54 pm »

EDIT: By the way Meph, I tested your interactions and they work perfectly. I have no idea why they wouldn't show up in your worlds.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5532 on: July 23, 2013, 10:52:50 pm »

EDIT: By the way Meph, I tested your interactions and they work perfectly. I have no idea why they wouldn't show up in your worlds.
Can you give him what settings you used (custom worldgen, etc,etc) might help him see why maybe his worlds arn't using them.

EDIT:
I have the same issue with my custom weather interactions, but I haven't done any testing to see if the last suggested changes fixed it or not.
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Kaos

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5533 on: July 23, 2013, 11:32:10 pm »

For testing purposes I removed all DOMESTIC tags from my entities, I also copied the Horse raws to create extra horse creatures without the DOMESTIC tags, to test the embark screen:
* mountain horse: biome: mountain
* grassland horse: biome: any_grassland
* forest horse: biome: any_forest
* cave horse: biome: subterranean_chasm and the depth tag
* evil horse: biome: any_land and evil tag
* good horse: biome: any_land and good tag
* evil cave horse: cave horse plus evil tag
* good cave horse: cave horse plus good tag

Dwarfs can bring "cave horses" as animals, I check the meat items and I have "mountain horse" and "grassland horse" meats.... so why don't the "mountain horses" show up as selectable animals?
Elves have "good horses" as animals,  shouldn't they have at least "forest horses" too?
Goblins have "evil horses", "evil cave horses" and "cave horses"
Humans have "grassland horses" and old regular horses in their items (leathers, meats) but nothing as selectable animals

In my next test I removed the [PET] tag from my custom horse creatures and I got:

Humans with no pet animals and "forest horses", "mountain horses" and "grassland horses" as products
Dwarves with no pet animals and "cave horses" and "mountain horses" as products
Goblins with "evil cave horses" as pet animals and "cave horses", "grassland horses", "forest horses", and "evil cave horses" as products, why "evil horses" didn't show up is beyond me...
Elves with "good horses" as pet animals

It seems that the USE_GOOD_ANIMALS and USE_EVIL_ANIMALS tags ignore the PET tags while USE_CAVE_ANIMALS, USE_ANY_PET_RACE and USE_DOMESTIC_ include the creatures with PET in the list of selectable animals
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5534 on: July 24, 2013, 01:15:10 am »

MagmaFry, I must have overlooked that edit of yours. So yeah, I know that they should work, but in 3 test-worlds they did not appear for me. Its like the undead-animation in evil biomes, its not in all evil biomes, just in most of them. I am still trying to figure out what determines if these interactions show up or not. If the worldgen settings have an influence. Hugo is quite right, knowing your worldgen settings would help. :)

On the other hand, I did just release MasterworkDF with those interactions, so I hope to get some feedback on glaciers that way.
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::: ☼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 :::
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