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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1068273 times)

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7380 on: March 21, 2014, 04:56:45 pm »

Made a quick go of creatures, and I get null pop num in the errorlog when I gen a world.

Spoiler: Creature (click to show/hide)

EDIT: nevermind had my values too high, must have overflowed
« Last Edit: March 21, 2014, 04:59:22 pm by Hugo_The_Dwarf »
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evictedSaint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7381 on: March 21, 2014, 05:36:06 pm »

I'm trying to make humans a playable civ.  Do humans get cave adaption?  If so/not, how do you change that?

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7382 on: March 21, 2014, 05:36:36 pm »

Add the [CAVE_ADAPTS] tag to the human creature
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kiwiphoenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7383 on: March 21, 2014, 06:01:44 pm »

Speaking of which, does cave adaptation have any benefits? Or does it only cause sun-sickness?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7384 on: March 21, 2014, 06:06:33 pm »

Speaking of which, does cave adaptation have any benefits? Or does it only cause sun-sickness?

Depends on "benefits", I think it gives them a bit of a boost in caves, it's hard to tell how much and in what department. And the sickness from the sun.

On a modders standpoint you can use the cave adaption trigger in syndromes creating your own "boost" for cave adaption. Like say max cave adaption gives immortality and NO_EAT or DRINK or SLEEP just all these extra little buffs. but once that goes away, then becomes mortal again.
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kiwiphoenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7385 on: March 21, 2014, 08:38:51 pm »

On a modders standpoint you can use the cave adaption trigger in syndromes creating your own "boost" for cave adaption. Like say max cave adaption gives immortality and NO_EAT or DRINK or SLEEP just all these extra little buffs. but once that goes away, then becomes mortal again.

Didn't know you could specify cave adaptation as a syndrome trigger. Thank you!

(Misread the wiki. Thought those were effects, not conditions.)
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7386 on: March 21, 2014, 08:52:48 pm »

On a modders standpoint you can use the cave adaption trigger in syndromes creating your own "boost" for cave adaption. Like say max cave adaption gives immortality and NO_EAT or DRINK or SLEEP just all these extra little buffs. but once that goes away, then becomes mortal again.

Didn't know you could specify cave adaptation as a syndrome trigger. Thank you!

(Misread the wiki. Thought those were effects, not conditions.)

yup and here is an example interaction/syndrome of mine to show you how it works:
Spoiler (click to show/hide)

The longer the creature is underground (becoming more cave adapted) the more dizzy it gets. I have the full list of counters aswell.
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kiwiphoenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7387 on: March 22, 2014, 02:40:37 pm »

Beautiful. Thanks again, that's going to be very useful.
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Propman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7388 on: March 23, 2014, 02:53:38 pm »

After a long trial of fiddling around with the Sunflower Fairy code some more, it's more or less stable, but appears to be suffering a few...Issues. For one, I can't seem to keep the flyer trait from spilling into the leprechaun class, despite the fact that the tag is only located in the fairy caste itself, and for another, leprechauns won't grow beards. Or mustaches. Or even sideburns, which is distressing. Leprechauns are less then chauns without their glorious, succulent neck-beards.

Spoiler: Der Codėn (click to show/hide)
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7389 on: March 23, 2014, 02:58:37 pm »

You have [FLIER] outside of a caste, near the very top of the code between [BENIGN] and [LIKES_FIGHTING]
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Propman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7390 on: March 23, 2014, 03:02:27 pm »

Oh. Well, that was sure a silly thing to overlook! Heh. Though that still leaves the beard issue.
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7391 on: March 23, 2014, 03:45:04 pm »

I think it may be because you defined the leprechaun's facial hair tissues before you added the materials and tissues that are used by the body detail plan. When I moved it further down in the creature I started seeing leprechauns with beards in generated worlds. For some reason beards still won't show up in the arena for me though.

Also, the eye colours aren't quite right. You didn't define a noun, so the game says things like "his left eye tissue is blue", instead of "his eyes are blue".
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Enemy post

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7392 on: March 23, 2014, 08:49:24 pm »

Is there a WWII mod?
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7393 on: March 23, 2014, 08:55:11 pm »

Is there a WWII mod?

I found one in the Mod Releases sub-forum:
http://www.bay12forums.com/smf/index.php?topic=130005.0

There may be others, this was just the first one I noticed.
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Enemy post

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7394 on: March 23, 2014, 09:03:34 pm »

Thanks.
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