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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065946 times)

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6855 on: December 31, 2013, 02:18:21 pm »

I seem to be having another problem with tissue stylings:

everyone seems to have "extremely long hair" and nothing else, except for a very rare few. How do I stop them from having extremely long hair without making everyone clean-shaven?
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6856 on: December 31, 2013, 02:26:00 pm »

I seem to be having another problem with tissue stylings:

everyone seems to have "extremely long hair" and nothing else, except for a very rare few. How do I stop them from having extremely long hair without making everyone clean-shaven?

Did you give styling tokens to both the creature and their entity?

In vanilla, only dwarves have hair stylings because their entity file has this:

Code: [Select]
[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
[TISSUE_STYLE:SIDEBURNS]
[TS_PREFERRED_SHAPING:STANDARD_SIDEBURNS_SHAPINGS]
[TISSUE_STYLE:MOUSTACHE]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_MOUSTACHE_SHAPINGS]
[TISSUE_STYLE:BEARD]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_BEARD_SHAPINGS]

And their creature file has this:

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

All other entities lack the style tokens, though humans have the necessary creature tokens.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6857 on: December 31, 2013, 03:04:44 pm »

I'm using humans, and working with the entity tokens. I'll get back to you after more tests.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6858 on: December 31, 2013, 06:38:15 pm »

I have a civ-member caste that has rotten tissues by default. Ghouls. They should smell up the place when indoors, creating miasma. Works beautifully.

Problem: They have rotten tissues and my doctors want to cut it out. As soon as I make a hospital, they "rest" and wait for treatment. Minor rot on every bodypart, needs cleaning, needs surgery.

Any way to make the doctors ignore this caste, or make miasma without rotten bodyparts that need treatment?
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6859 on: December 31, 2013, 06:41:37 pm »

You could try giving them occasional regenerative transformations so they don't actually need a hospital. But if you have other castes that do need a hospital, you could try having them occasionally drop miasma grenades (as in transforming to drop rotting tissues) instead of having them rot by themselves.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6860 on: January 01, 2014, 07:12:35 pm »

I didnt know that necrosis can heal by itself? Anyway, I stepped away from that, it does not seem to work  out. Miasma grenades ... lol. Maybe I give that a try. But I really dont want to transform them so often, it fully heals (and gets a pop-up message and game-pause in my mod)
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Nahere

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6861 on: January 01, 2014, 09:21:16 pm »

I think projectileExpansion can spawn clouds of miasma, can't it? Perhaps an interaction that fires a glob at their location and spawns miasma would work.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6862 on: January 01, 2014, 10:36:36 pm »

I think projectileExpansion can spawn clouds of miasma, can't it? Perhaps an interaction that fires a glob at their location and spawns miasma would work.
I thought about that... couldnt quite figure out how. I gave them a self-targetted solid-glob material emission without usage-hint that shoots miasma projectiles, but they never use them. ^^
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Syndic

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6863 on: January 02, 2014, 08:43:57 am »

Since the stupid elves always bring me (if any) one male giant leopard, I tried to increase the amount of stuff they would bring so I'd have a better chance at a female. I did this by changing the trade_capacity of yaks and horses to be greater...

but it didn't seem to actually make them bring more, not even when I increased them tenfold. DEcreasing trade_capacity to 15 and 20 DID cause greatly reduced trade goods though, so it's not something that would require a regen. So, does anyone know whether trade_capacity is internally capped? or maybe some other reason for this?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6864 on: January 02, 2014, 08:48:14 am »

Since the stupid elves always bring me (if any) one male giant leopard, I tried to increase the amount of stuff they would bring so I'd have a better chance at a female. I did this by changing the trade_capacity of yaks and horses to be greater...

but it didn't seem to actually make them bring more, not even when I increased them tenfold. DEcreasing trade_capacity to 15 and 20 DID cause greatly reduced trade goods though, so it's not something that would require a regen. So, does anyone know whether trade_capacity is internally capped? or maybe some other reason for this?
If you add a trade liaison to elves, you can order from them like you do from dwarves. then you several giant leopards, or any other pet you order.
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Syndic

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6865 on: January 02, 2014, 08:57:51 am »

Oh, that would be awesome... Does this work without regen too?

I assume I would use what I found in the mountain entity as outpost_liaison... how many of those tags are needed? just the position, name, number and responsibility?

Code: [Select]
[POSITION:OUTPOST_LIAISON]
[NAME:outpost liaison:outpost liaisons]
[NUMBER:1]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:80]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6866 on: January 02, 2014, 10:16:16 am »

These are the ones I use, they should work just fine:

elf
Code: [Select]
YESDIPLOMAT[POSITION:DIPLOMAT]
YESDIPLOMAT[NAME:Diplomat:Diplomats]
YESDIPLOMAT[NUMBER:1]
YESDIPLOMAT[RESPONSIBILITY:MAKE_INTRODUCTIONS]
YESDIPLOMAT[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
YESDIPLOMAT[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
YESDIPLOMAT[APPOINTED_BY:DRUID]
YESDIPLOMAT[PRECEDENCE:70]
YESDIPLOMAT[DO_NOT_CULL]
YESDIPLOMAT[COLOR:7:0:1]
YESDIPLOMAT[MENIAL_WORK_EXEMPTION]
YESDIPLOMAT[SLEEP_PRETENSION]
YESDIPLOMAT[PUNISHMENT_EXEMPTION]
YESDIPLOMAT[ACCOUNT_EXEMPT]
YESDIPLOMAT[DUTY_BOUND]

YESDIPLOMAT[POSITION:ELF TREASURY REPRESENTATIVE]   
      YESDIPLOMAT[NAME:Treasury Master:Treasury Master]
      YESDIPLOMAT[NUMBER:1]
      YESDIPLOMAT[RESPONSIBILITY:TRADE]
      YESDIPLOMAT[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
      YESDIPLOMAT[PRECEDENCE:40]
      YESDIPLOMAT[MENIAL_WORK_EXEMPTION]
      YESDIPLOMAT[SLEEP_PRETENSION]
      YESDIPLOMAT[PUNISHMENT_EXEMPTION]
      YESDIPLOMAT[ACCOUNT_EXEMPT]
      YESDIPLOMAT[DO_NOT_CULL]
      YESDIPLOMAT[COLOR:7:0:1]
      YESDIPLOMAT[DUTY_BOUND]

human
Code: [Select]

YESDIPLOMAT[POSITION:DIPLOMAT]
YESDIPLOMAT[NAME:Diplomat:Diplomats]
YESDIPLOMAT[NUMBER:1]
YESDIPLOMAT[RESPONSIBILITY:MAKE_INTRODUCTIONS]
YESDIPLOMAT[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
YESDIPLOMAT[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
YESDIPLOMAT[PRECEDENCE:70]
YESDIPLOMAT[DO_NOT_CULL]
YESDIPLOMAT[COLOR:7:0:1]
YESDIPLOMAT[MENIAL_WORK_EXEMPTION]
YESDIPLOMAT[SLEEP_PRETENSION]
YESDIPLOMAT[PUNISHMENT_EXEMPTION]
YESDIPLOMAT[ACCOUNT_EXEMPT]
YESDIPLOMAT[DUTY_BOUND]

YESDIPLOMAT[POSITION:GUILD_REPRESENTATIVE]
YESDIPLOMAT[NAME:Guild Representative:Guild Representatives]
YESDIPLOMAT[NUMBER:1]
YESDIPLOMAT[RESPONSIBILITY:TRADE]
YESDIPLOMAT[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
YESDIPLOMAT[PRECEDENCE:40]
YESDIPLOMAT[MENIAL_WORK_EXEMPTION]
YESDIPLOMAT[SLEEP_PRETENSION]
YESDIPLOMAT[PUNISHMENT_EXEMPTION]
YESDIPLOMAT[ACCOUNT_EXEMPT]
YESDIPLOMAT[DO_NOT_CULL]
YESDIPLOMAT[COLOR:7:0:1]
YESDIPLOMAT[DUTY_BOUND]

But you cant add new noble positions without genning a new world, sorry.
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Syndic

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6867 on: January 02, 2014, 11:04:16 am »

Aw... ah well, thanks anyway. Now I know what to do when I start a new fort :)
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Cocoprimate

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6868 on: January 02, 2014, 12:01:50 pm »

What does the [FREQUENCY:5] tag do/affect? I saw it in the bronze colossus and dragon raws. If I alter it, will dragons and colossi invade more frequently?
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milo christiansen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6869 on: January 02, 2014, 12:15:15 pm »

DO NOT add both [RESPONSIBILITY:TRADE] and [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS] to any position in the same entity if there is ANY possibility that the entity in question will ever be playable!

If you do you will get two trade liaisons from your home civ, one that uses the trade rep speech and one that uses the outpost liaison speech.

For non-playable civs [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS] does nothing, so better to just remove it.

(also for humans and other civs with [VARIABLE_POSITIONS:ALL] you can just leave the APPOINTED_BY tag off and the position will still work fine)
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