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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1069759 times)

BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7335 on: March 12, 2014, 09:30:55 pm »

Not really a question, just mentioning something strange I've noticed.

This reaction should make a random craft item out of a cut gem, but for whatever reason every time I run it large gems are produced instead of crafts.
Code: [Select]
[REACTION:GEM_CRAFTS]
[NAME:cut gem crafts]
[BUILDING:GEM_CRAFTER:CUSTOM_C]
[REAGENT:A:1:SMALLGEM:NONE:NONE:NONE][REACTION_CLASS:GEM]
[PRODUCT:100:1:CRAFTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CUTGEM]
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7336 on: March 13, 2014, 06:07:19 am »

That's weird. I thought only the ITEMS_HARD type tags affected the craft production. Maybe the IS_GEM overrides that?
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CryptoCactus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7337 on: March 13, 2014, 10:26:50 am »

Just a thought: if I were to go through and add

Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_TYPE:UPPERBODY]
[EBO_ITEM:MEAT:NONE:LOCAL_CREATURE_MAT:MUSCLE]

to all creature raws, that would ensure that every creature, when butchered, yields at least one piece of meat, yeah? Seems to work with my cavy experiments, anyway.



edit:doesn't work with vermin, evidently. I guess they ignore EBO stuff?
« Last Edit: March 13, 2014, 10:42:12 am by CryptoCactus »
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[REFERENCE]Creature Errors - Starvation, immortals, unbreedables, pet problems:
http://www.bay12forums.com/smf/index.php?topic=136374.0

My unofficial Modest Mod update:
http://www.bay12forums.com/smf/index.php?topic=105871.msg5021367#msg5021367

lanp

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7338 on: March 13, 2014, 01:49:31 pm »

I have two questions.

First, is there a method to create a creature that bleeds but can not die from blood loss? Failing that is there some sort of hacky way to make a creature produce a liquid from its wounds automatically? Something so that someone playing the creature in adventure mode wouldn't need to manually trigger this effect every time they are attacked.

And second, is there a sample file of new creature tokens and such from the next update? I'd like to be able to start updating the few things I've made if possible so I can use them in the next update right away. I poked around a bit but only found some things related to multi-tile trees.

Thanks in advance.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7339 on: March 13, 2014, 01:50:51 pm »

1. Liquid tissue underneath every other tissue called "blood"
2. http://www.bay12forums.com/smf/index.php?topic=100851.msg4649312;topicseen#msg4649312

lanp

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7340 on: March 13, 2014, 02:58:06 pm »

1. Liquid tissue underneath every other tissue called "blood"
2. http://www.bay12forums.com/smf/index.php?topic=100851.msg4649312;topicseen#msg4649312

Thanks for the link. I was hoping more info had been released since then. I saw a new combat token commented out in the DBZ: Sparking mod that wasn't in that post. I suppose there are a hand full of commands littering the forums.

I have the blood idea you mentioned mostly working. When I try and do something my first instinct is to find a mod that someone else made that sort of does what I want to do and then try editing from that base. I took the blood men from Masterwork and tried using that as a jumping off point.

Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:BLOOD:FAT:MUSCLE:BONE:CARTILAGE]

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen blood]
[STATE_ADJ:ALL_SOLID:frozen blood]
[STATE_NAME:LIQUID:blood]
[STATE_ADJ:LIQUID:blood]
[STATE_NAME:GAS:boiling blood]
[STATE_ADJ:GAS:boiling blood]
[PREFIX:NONE]

[TISSUE:BLOOD]
[TISSUE_NAME:blood:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[TISSUE_MAT_STATE:LIQUID]
MUSCULAR
FUNCTIONAL
STRUCTURAL
[RELATIVE_THICKNESS:1]
CONNECTS
[TISSUE_SHAPE:LAYER]

With those tokens commented out the creature doesn't seem to ever die from blood loss. My only gripe with this is that it makes combat text sound weird.

Spoiler (click to show/hide)

Is there any way to avoid this or is it necessary for what I am trying to do?

Thanks again.
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Teneb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7341 on: March 13, 2014, 02:59:42 pm »

I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7342 on: March 13, 2014, 03:14:00 pm »

I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
[SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
where your creature bleeding is immune.

@lanp
Yeah the combat reports will look weird but that atm is the only way to allow bleeding without "bleeding"
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Teneb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7343 on: March 13, 2014, 03:22:44 pm »

I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
[SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
where your creature bleeding is immune.
No, no. I what I am asking is how to make the blood have the syndrome in the first place. [SELECT_MATERIAL:BLOOD] and add the syndrome to it? Or something else.
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Monstrous Manual: D&D in DF
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7344 on: March 13, 2014, 03:24:56 pm »

I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
[SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
where your creature bleeding is immune.
No, no. I what I am asking is how to make the blood have the syndrome in the first place. [SELECT_MATERIAL:BLOOD] and add the syndrome to it? Or something else.

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
                    [SYNDROME]
                       ----Stuff----
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
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lanp

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7345 on: March 13, 2014, 03:33:55 pm »

@lanp
Yeah the combat reports will look weird but that atm is the only way to allow bleeding without "bleeding"

Not sure if this is related at all but if I put two of these immortal bleeding creatures in the arena DF crashes pretty consistently after 60 seconds or so. I don't think this will happen often in play so I don't really need to troubleshoot it. I just found it a little odd. Could it be too much "blood" flying around you think?

Spoiler (click to show/hide)

I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
[SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
where your creature bleeding is immune.
No, no. I what I am asking is how to make the blood have the syndrome in the first place. [SELECT_MATERIAL:BLOOD] and add the syndrome to it? Or something else.

http://dwarffortresswiki.org/index.php/DF2012:Syndrome#The_anatomy_of_a_syndrome

Quote
SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED

This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk. Any combination of these tags can be used. A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.

I was actually just about to do what you're planning on doing. That wiki page is very well put together so you should be able to just skim it and get it working as you want.
« Last Edit: March 13, 2014, 03:38:38 pm by lanp »
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Teneb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7346 on: March 13, 2014, 03:44:27 pm »

I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
[SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
where your creature bleeding is immune.
No, no. I what I am asking is how to make the blood have the syndrome in the first place. [SELECT_MATERIAL:BLOOD] and add the syndrome to it? Or something else.

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
                    [SYNDROME]
                       ----Stuff----
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

My thanks.
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Monstrous Manual: D&D in DF
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golemgunk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7347 on: March 14, 2014, 12:26:10 am »

Can a region take on more than one regional interaction?

I have two syndrome applying interactions that both have [IS_REGION:ANY] and [IS_FREQUENCY:100], and it seems like only one of them works at a time.
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Knight Otu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7348 on: March 14, 2014, 06:43:29 am »

Can a region take on more than one regional interaction?

No, just one. If you want a region with both effects, you need to put them into the same interaction.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7349 on: March 14, 2014, 08:11:41 am »

I have these 3 region interactions but i've never ever seen them in game

Spoiler (click to show/hide)

It's not too high on my priority list but would be nice if I can have these showing up around the world.
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