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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1077166 times)

IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6015 on: September 10, 2013, 01:30:12 pm »

I'm having a lot of problems with my latest project, a creature (non-sentient pet) which goes through a number of transformations over the course of its life cycle, some of which are immobile.  My question is, why will they not breed?
A clear answer to any or all of the following questions would be helpful:

1. It has been established that IMMOBILE female's can't breed, but can an IMMOBILE male impregnate a mobile female?
2. If a creature of a species with no CHILD value transforms into a creature that has a CHILD value, will it be able to breed?  Will it automatically be considered an adult, regardless of actual age?
3. What is the impact of the body transformation's random age change glitch on breeding?  If an adult's age drops to below it's child age due to a transformation, will it still be able to breed, and vice-versa?
4. How long does it take for a fertile male and a fertile female to breed?  Will a single male impregnate all the females on the map reliably?  At what point in time can it be assumed that they have all been impregnated?
5. If a male impregnates a female and then dies or becomes sterile, will the female give birth (this should be obvious, but I'm not actually sure...)
6. If a female is impregnated and then transforms, will she give birth?

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6016 on: September 10, 2013, 01:42:18 pm »

If MONUMENT is the token for tombs, what's the token for necromancer towers?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6017 on: September 10, 2013, 03:15:23 pm »

None, AFAIK.

Taverius

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6018 on: September 10, 2013, 03:35:09 pm »

Vermin don't path.
Even when they become pets?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6019 on: September 10, 2013, 03:54:55 pm »

The owner carries them around, then.

TheDorf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6020 on: September 10, 2013, 03:58:38 pm »

Which tags are required and/or forbidden if I want to make a creature roam the wilds?

For example; what would I have to change with humans if I want wild humans running around the forests in packs, hunting down dwarves etc.

EDIT:
I'm trying to make the following creature appear in the wild:
Spoiler: "Wild Zombies" (click to show/hide)

The high frequency is temporary, just so that I quickly notice if they work or not.
« Last Edit: September 10, 2013, 04:02:02 pm by TheDorf »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6021 on: September 10, 2013, 04:01:30 pm »

Check wolves.

TheDorf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6022 on: September 10, 2013, 04:12:54 pm »

Check wolves.

Thanks. Wolves were actually a pretty good example. :)

EDIT:
How would I go about not making them large predators? Removing the tag stops them from spawning completely. :/
Played around a bit, and tried to find a set of tags that would make them appear, but didn't succeed.
Spoiler (click to show/hide)

EDIT 2:
Never mind, got them to work. Just lowered the frequency to 100.
« Last Edit: September 10, 2013, 05:11:32 pm by TheDorf »
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6023 on: September 11, 2013, 05:14:56 am »

I have a graphical glitch when I try building custom workshops that use MAT instead of #:#:# as color. So instead of 7:0:1 (light grey) I'd rather have the color of the build-mat... but the workshop tile does not show and glitches ingame.

This is the code I use:
Code: [Select]
[BUILDING_FURNACE:ORB]
[NAME:Glowing Orb]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:MASON]
[BUILD_KEY:CUSTOM_R]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0]
[TILE:0:1:34]
[COLOR:0:1:MAT]
[TILE:1:1:34]
[COLOR:1:1:MAT]
[TILE:2:1:34]
[COLOR:2:1:MAT]
[TILE:3:1:34]
[COLOR:3:1:MAT]
[BUILD_ITEM:1:BOULDER:NONE:NONE:NONE][CAN_USE_ARTIFACT][BUILDMAT]
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MODcrazy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6024 on: September 11, 2013, 05:21:11 am »

Sooo...  In my own little mod, i tried to give the dwarves a hard armor:
Spoiler (click to show/hide)
added it to the entity_default.txt, but the dwarves treated it like foreign armor, and did not produce it. It was marked as COMMON. It now works after i removed the breastplate  :'( but I actually would like to keep that item. Is it because there were already two ARMOR layer body armors?
The entity part was something like this(don't have the original version anymore):
Spoiler (click to show/hide)
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6025 on: September 11, 2013, 05:29:01 am »

Try FORCED instead of COMMON. Common only means "most of the time", maybe you had bad luck with the worldgen. Otherwise everything seems to be in order.
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SeelenJägerTee

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6026 on: September 11, 2013, 09:17:58 am »

What would be the reagent tag to accept only wooden blocks?

I tried:
[REAGENT:A:1:BLOCKS:NO_SUBTYPE:PLANT_MAT:WILLOW:WOOD]
Will make the dwarf require willow blocks.
But what if I want the reaction to use any wood?

[REAGENT:A:1:BLOCKS:NO_SUBTYPE:PLANT_MAT:NONE:WOOD]
Doesn't work. the reaction just accepts any block.

I even tried [REAGENT:A:1:BLOCKS:NO_SUBTYPE:PLANT_MAT:ANY:WOOD] but it behaves as "none".
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6027 on: September 11, 2013, 10:09:23 am »

Add REACTION_CLASS:IS_WOOD to the wood template, then try BLOCKS:NONE:NONE:NONE REACTION_CLASS:IS_WOOD.

And please, please, explain me what your nick means, even in german if you like. Its awesome/random.
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SeelenJägerTee

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6028 on: September 11, 2013, 11:05:59 am »

That doesn't work.
   [REAGENT:A:1:BLOCKS:NONE:NONE:NONE REACTION_CLASS:IS_WOOD]
   [REAGENT:A:1:BLOCKS:NONE:NONE:NONE:REACTION_CLASS:IS_WOOD]
   [REAGENT:A:1:BLOCKS:NONE:NONE:REACTION_CLASS:IS_WOOD]
   [REAGENT:A:1:BLOCKS:NONE:REACTION_CLASS:IS_WOOD]
All didn't work. The carpenter still is happy with grabbing sand stone blocks.
Do I need to regen the world for this to work?

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In years long since past my gamer-alias was "SeelenJäger" or "SoulHunter".
When I grew older I wanted something ... less trite (is this the word?). So at some point I created the name "SeelenJägerTee".
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6029 on: September 11, 2013, 12:11:37 pm »

[REAGENT:A:1:BLOCK:NONE:NONE:NONE][REACTION_CLASS:IS_WOOD]
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