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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1066683 times)

IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6600 on: November 24, 2013, 12:45:08 pm »

It broke the spouse converter tag anyway.

Anybody know how to get them to properly get a correct gender spouse? Obviously it works for regular night creatures.

Regular night creatures are either normally male with a female converted spouse caste, or vice versa.  Basically they are one-gender species that use other creatures to reproduce.  I'm not certain, but I think that if you define multiple converted castes, they will be selected at random.  You can get around this by defining two different species, one male and one female, but then they won't breed with each other.

Dirtcopter77

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6601 on: November 24, 2013, 03:14:47 pm »

Could somebody post an example of a transformation interaction, please?  I've been screwing around with a transformation for a couple hours now, and I'm getting a bit frustrated.  I can't find any examples online, and the wiki is less than helpful.
« Last Edit: November 24, 2013, 03:21:05 pm by Dirtcopter77 »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6602 on: November 24, 2013, 03:21:21 pm »

[PRODUCT:100:100:BOULDER:NONE:INORGANIC:TRANSFORM_INORGANIC_HERE]

And the transform inorganic should have these parts
Code: [Select]
[INORGANIC:TRANSFORM_INORGANIC_HERE]
...stuff...
[BOILING_POINT:5000]
[SYNDROME]
    [SYN_INHALED]
    [CE_BODY_TRANSFORMATION:START:0:END:whenever]
        [CE:CREATURE:creature:caste]

Dirtcopter77

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6603 on: November 24, 2013, 03:39:06 pm »

[PRODUCT:100:100:BOULDER:NONE:INORGANIC:TRANSFORM_INORGANIC_HERE]

And the transform inorganic should have these parts
Code: [Select]
[INORGANIC:TRANSFORM_INORGANIC_HERE]
...stuff...
[BOILING_POINT:5000]
[SYNDROME]
    [SYN_INHALED]
    [CE_BODY_TRANSFORMATION:START:0:END:whenever]
        [CE:CREATURE:creature:caste]

Thanks.  :D
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Witty

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6604 on: November 24, 2013, 06:49:16 pm »

I've decided to go and edit my nobles a bit to make them a tad more interesting and useful.  I noticed that site nobles (barons, dukes, etc.) have [SUCCESSION:BY_HEIR].

Does this tag still work? I just tested this in my current fort, and the duke's daughter did not replace her upon her mother's death. Would the liaison come and appoint a new duke?

I'm considering just adding an HEIR position that succeeds the noble, but I'm not sure if it's needed (or if that even works). Any advice or info would be appreciated.
« Last Edit: November 24, 2013, 06:53:34 pm by Witty »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6605 on: November 24, 2013, 08:20:01 pm »

Next version it should.

Dwarfu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6606 on: November 25, 2013, 06:40:53 pm »

I'm considering just adding an HEIR position that succeeds the noble, but I'm not sure if it's needed (or if that even works). Any advice or info would be appreciated.

It would work, it is essentially what happens with elves with the princess (general) succeeding the queen (leader) [It doesn't ACTUALLY work that way, as the princess may not be the queen's daughter, but that seems to be the lore from Threetoe's stories].  So use SUCCESSION:BY_POSITION:FIRSTBORNSON or whatever and make sure FIRSTBORNSON is appointable by whichever noble you want the appointment to be accessible to you on the nobles screen.
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IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6607 on: November 26, 2013, 12:00:48 pm »

Okay, what am I doing wrong here?  I've been trying to create a creature entity that exclusively uses a custom 'seashell' material for its weapons and armor, but not only do they never have the custom material, they keep showing up with metal weapons despite lacking all metalworking jobs.  They have WOOD_ARMOR and WOOD_WEAPONS and the ability to create a custom tree with a reaction.  Why isn't it working?

The entity:
Spoiler (click to show/hide)

The reaction that should let them produce the seashell material:
Spoiler (click to show/hide)

The tree containing the seashell material:
Spoiler (click to show/hide)

Rencini

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6608 on: November 26, 2013, 12:01:28 pm »

Is there a mod or a way to edit the raw files and get the world history to continue while playing (either Fortress Mode or Adventure Mode, does not matter)? Or maybe let the history run a few more years after playing? I know this feature will come in the next update, but if there is an existing mod or way to do this, I would greatly appreciate it.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6609 on: November 26, 2013, 01:28:45 pm »

No; if there were, we'd have done it, because it's the biggest update ever and the most important thing to ever happen to Dwarf Fortress's development.

If it's coming next version, there is no way to mod it in without the next version. This is pretty much a universal truth of Dwarf Fortress modding.

Dirtcopter77

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6610 on: November 26, 2013, 07:37:24 pm »

Is this pretty much correct for a transformation syndrome? When it's applied the victim turns into a toad, which isn't really the creature I'm looking for.

Code: [Select]
        [SYNDROME]
            [SYN_NAME:syndrome name]
            [SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SYNDROME_APPLIER:ALL]
            [SYN_INJECTED]
            [CE_BODY_TRANSFORMATION:RESISTABLE:PROB:100:START:0]
[CE:CREATURE:name, not capitalized and with spaces]
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Nahere

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6611 on: November 26, 2013, 07:44:01 pm »

No, the last line should read:
Code: [Select]
[CE:CREATURE:CREATURE_ID:CASTE_ID]Toads are the first creature in the vanilla raws, so if a transformation cannot find the correct creature to turn into it defaults to a toad.
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Dirtcopter77

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6612 on: November 26, 2013, 07:52:10 pm »

No, the last line should read:
Code: [Select]
[CE:CREATURE:CREATURE_ID:CASTE_ID]Toads are the first creature in the vanilla raws, so if a transformation cannot find the correct creature to turn into it defaults to a toad.

Thank you. The wiki just said "creature name" goes there, so I assumed it would be the [NAME]
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6613 on: November 26, 2013, 08:00:01 pm »

No, the last line should read:
Code: [Select]
[CE:CREATURE:CREATURE_ID:CASTE_ID]Toads are the first creature in the vanilla raws, so if a transformation cannot find the correct creature to turn into it defaults to a toad.

Thank you. The wiki just said "creature name" goes there, so I assumed it would be the [NAME]

fixed

Enemy post

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6614 on: November 26, 2013, 08:24:49 pm »

Is it possible to make elves and humans have variable hairstyles like dwarves?
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