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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054184 times)

Suds Zimmerman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6390 on: November 10, 2013, 04:36:34 am »

I have a custom material intended only for armour, but civs still bring finished goods made of that material. Is this because of some error on my part in the raws? If not, is there a way to prevent this from happening?

Here's the raw for the material.
Spoiler (click to show/hide)

Metal_template, for reference (all it really adds is [IS_METAL], I think?)
Spoiler (click to show/hide)

And the reaction the civ gets to have access to the material, which does not occur naturally.
Spoiler (click to show/hide)

Is the problem here that IS_METAL implicitly allows the material to be used for crafts and tools? If I remove it, will the civ be unable to bring armour made of that material?

Or is it that ITEMS_ARMOR also allows crafts, and I'm shafted either way if I want that armour?

Does nobody have an answer for this?
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Grey Goo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6391 on: November 10, 2013, 05:12:19 pm »

Hey! \o/ I got finally question!

How to you create drinks which gives temporal interactions, like let's say firebreathing?...
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6392 on: November 10, 2013, 05:16:07 pm »

Hey! \o/ I got finally question!

How to you create drinks which gives temporal interactions, like let's say firebreathing?...
Yes. Give it syndromes with CAN_DO_INTERACTION:MATERIAL_EMISSION... see the wiki on syndromes and interactions for examples. You add the syndrome in the drink material of the plant. :)
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spikeof2010

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6393 on: November 10, 2013, 05:34:01 pm »

Where do I install plugins for DFHack?
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Wannabehero

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6394 on: November 10, 2013, 05:35:46 pm »

I have a custom material intended only for armour, but civs still bring finished goods made of that material. Is this because of some error on my part in the raws? If not, is there a way to prevent this from happening?

Here's the raw for the material.
Spoiler (click to show/hide)

Metal_template, for reference (all it really adds is [IS_METAL], I think?)
Spoiler (click to show/hide)

And the reaction the civ gets to have access to the material, which does not occur naturally.
Spoiler (click to show/hide)

Is the problem here that IS_METAL implicitly allows the material to be used for crafts and tools? If I remove it, will the civ be unable to bring armour made of that material?

Or is it that ITEMS_ARMOR also allows crafts, and I'm shafted either way if I want that armour?

Does nobody have an answer for this?

This is a catch 22.

IS_METAL is indeed your problem.  Because your material is qualified as metal, many hard coded reactions will use the material, such as making things like bins or cages, that don't have a requisite ITEMS_XXX material usage token.  IS_METAL also means that your material (Carapace) can be melted down at a smelter.

If you remove IS_METAL, then your material won't be used by or brought by outside entities unless they use wood weapons / armor, in which case you must have your carapace derive from wood.  This is because the game only has entities use METAL equipment.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6395 on: November 10, 2013, 06:54:55 pm »

Where do I install plugins for DFHack?

Plugins go in the plugins folder. Scripts go in the scripts folder.

If it's a .so or a .dll, it's a plugin. If it's a .lua or .rb, it's a script.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6396 on: November 10, 2013, 07:00:14 pm »

I have a custom material intended only for armour, but civs still bring finished goods made of that material. Is this because of some error on my part in the raws? If not, is there a way to prevent this from happening?

Here's the raw for the material.
Spoiler (click to show/hide)

Metal_template, for reference (all it really adds is [IS_METAL], I think?)
Spoiler (click to show/hide)

And the reaction the civ gets to have access to the material, which does not occur naturally.
Spoiler (click to show/hide)

Is the problem here that IS_METAL implicitly allows the material to be used for crafts and tools? If I remove it, will the civ be unable to bring armour made of that material?

Or is it that ITEMS_ARMOR also allows crafts, and I'm shafted either way if I want that armour?

Does nobody have an answer for this?

This is a catch 22.

IS_METAL is indeed your problem.  Because your material is qualified as metal, many hard coded reactions will use the material, such as making things like bins or cages, that don't have a requisite ITEMS_XXX material usage token.  IS_METAL also means that your material (Carapace) can be melted down at a smelter.

If you remove IS_METAL, then your material won't be used by or brought by outside entities unless they use wood weapons / armor, in which case you must have your carapace derive from wood.  This is because the game only has entities use METAL equipment.
Sorry, I didnt see your question before.

You have two solutions for this:
The metal gets the SPECIAL tag, which will stop it from being traded. Its best to test this, if you still see it at embark, it will still appear in caravans. If its missing, it worked, and its only locally available.

Remove your reaction that produces bars, and replace it with reactions that directly make the item (armors) instead of bars. As soon as your civ gets access to bars (through mining and smelting, or a reaction like you posted) they will trade all HARD_MAT items made from this material.

These two are the only things that work. The first removes it completely from trading and embark, and you can locally use the material, although your metalcrafters will still make tools/crafts/furniture from it, if you want to.

The second solution removes it from embark and trading, and you can only generate armor with it, but requires custom reactions.

See the volcanic foundry in MDF for an example, I had the same problem.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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spikeof2010

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6397 on: November 10, 2013, 07:57:35 pm »

What exactly IS a secret?
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6398 on: November 10, 2013, 08:15:29 pm »

What exactly IS a secret?

Secrets are magical abilities or knowledges that are given to mortals by the gods, or passed down from supernatural creatures or others who possess a secret to those looking to learn from them.

At the moment, it is just necromancy, but new ones can be modded in through interactions. There is a sample interaction for secrets in the raw files, as well as examples of evil weather, vampirism, and were-beasts.
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spikeof2010

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6399 on: November 10, 2013, 08:31:41 pm »

How would I go about adding a new secret?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6400 on: November 10, 2013, 08:35:46 pm »

What exactly IS a secret?

new ones can be modded in through interactions. There is a sample interaction for secrets in the raw files, as well as examples of evil weather, vampirism, and were-beasts.

Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6401 on: November 11, 2013, 02:43:38 am »

Is it possible to make a plant first spawn in the first cavern layer, then get more common as it gets closer to hell? Or is the rarity uniform?

scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6402 on: November 11, 2013, 02:51:03 am »

You can't distinguish frequency between layers or biomes, no. You could juke the system by making slightly different versions of the same thing that only start appearing in the later layers, but that also has its crinkles.
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Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6403 on: November 11, 2013, 03:00:43 am »

Okay, well it's good enough to just have it spawn in the lowest layer I suppose. Thanks much!

Suds Zimmerman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6404 on: November 11, 2013, 05:38:19 am »

-snip-

This is a catch 22.

IS_METAL is indeed your problem.  Because your material is qualified as metal, many hard coded reactions will use the material, such as making things like bins or cages, that don't have a requisite ITEMS_XXX material usage token.  IS_METAL also means that your material (Carapace) can be melted down at a smelter.

If you remove IS_METAL, then your material won't be used by or brought by outside entities unless they use wood weapons / armor, in which case you must have your carapace derive from wood.  This is because the game only has entities use METAL equipment.
Sorry, I didnt see your question before.

You have two solutions for this:
The metal gets the SPECIAL tag, which will stop it from being traded. Its best to test this, if you still see it at embark, it will still appear in caravans. If its missing, it worked, and its only locally available.

Remove your reaction that produces bars, and replace it with reactions that directly make the item (armors) instead of bars. As soon as your civ gets access to bars (through mining and smelting, or a reaction like you posted) they will trade all HARD_MAT items made from this material.

These two are the only things that work. The first removes it completely from trading and embark, and you can locally use the material, although your metalcrafters will still make tools/crafts/furniture from it, if you want to.

The second solution removes it from embark and trading, and you can only generate armor with it, but requires custom reactions.

See the volcanic foundry in MDF for an example, I had the same problem.

I see. Thank you for the responses. I guess the only solution is to remove it altogether from trading as loose pieces, as much as I dislike that. Although since the actual soldiers of the civ still predominantly bring armour made of low-tier metals under the current scheme, I guess it doesn't make much difference.
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