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Author Topic: Can someone run me by the more interesting things modding can do?  (Read 1674 times)

blazing glory

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you know,stuff that isn't making new creatures and armor,or at least boring creatures and armor ;D
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Putnam

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Re: Can someone run me by the more interesting things modding can do?
« Reply #1 on: December 22, 2013, 01:01:06 am »

Hmm...

Pretty much everything that IndigoFenix has ever made should give you good examples of what can be done.

I wonder if interactions are turing complete?

blazing glory

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Re: Can someone run me by the more interesting things modding can do?
« Reply #2 on: December 22, 2013, 01:07:03 am »

Hmm...

Pretty much everything that IndigoFenix has ever made should give you good examples of what can be done.

and where can I find his work?
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IndigoFenix

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Re: Can someone run me by the more interesting things modding can do?
« Reply #4 on: December 22, 2013, 07:04:22 am »

Aw, you flatter me Putnam.

Interactions ARE Turing-complete, except for the fact that the AI is not 100% guaranteed to use them when they are available.  So the faster you want an interaction "script" to run, the more likely it is that someone will fail to use their interaction in time, causing hiccups in the code.

The Plump Helmet Men have my best example of interaction-based AI, but it takes them about a week to run their "script".  Any faster and they're likely to miscount.

I'd like to request Toady to add in a CDI:FORCE_USE_IF_POSSIBLE interaction tag, but I doubt the demand is high enough.  It's a shame, because that's all we would need to make proper interaction-based AI.

IT_MUST_HAVE_SYNDROME_CLASS would also streamline things greatly, although it isn't technically necessary for Turing-completeness.

Urist Da Vinci

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Re: Can someone run me by the more interesting things modding can do?
« Reply #5 on: December 22, 2013, 11:25:14 am »

you know,stuff that isn't making new creatures and armor,or at least boring creatures and armor ;D

- You can create magma or water with reactions.
- Make creatures that are only vulnerable to wrestling moves, via material properties.
- Use a curse interaction to make someone super-lucky, to the point that they automatically succeed on some dice rolls.
- Freeze enemies to death with a cold injected poison.

and much more!

Deon

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Re: Can someone run me by the more interesting things modding can do?
« Reply #6 on: December 22, 2013, 09:32:28 pm »

You can also make animals make sound, mod in a magic system, a complex weather system and a lot more. There're many gameplay elements in vanilla which are present in a such a state that we barely notice them yet we can do wonders if we unfold them.

And don't forget dfhack.
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blazing glory

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Re: Can someone run me by the more interesting things modding can do?
« Reply #7 on: December 22, 2013, 10:14:56 pm »

You can also make animals make sound, mod in a magic system, a complex weather system and a lot more. There're many gameplay elements in vanilla which are present in a such a state that we barely notice them yet we can do wonders if we unfold them.

And don't forget dfhack.

what could dfhack be used for?
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Putnam

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Re: Can someone run me by the more interesting things modding can do?
« Reply #8 on: December 22, 2013, 10:18:36 pm »

I'm not sure what it can't be used for.

Meph

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Re: Can someone run me by the more interesting things modding can do?
« Reply #9 on: December 22, 2013, 10:22:18 pm »

Besides writing custom scripts that can do pretty much anything you can think of, you can also tie scripts to ingame reactions and interactions. Masterwork makes good use of this. Dwarves themselves can start scripts, which means that the player themself never has to touch it. Dwarf runs reaction, reactions triggers script. This way it can be added naturally into the game.

So yeah, it can do a lot. :)
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Re: Can someone run me by the more interesting things modding can do?
« Reply #10 on: December 23, 2013, 02:46:39 am »

Yeah, any big enough self-aware mod nowadays uses DFhack. With it we can spawn invaders, make creatures through reactions, coat weapons with poisons, apply syndromes through boiling rock and many many other things.

And don't forget that it fixes most of the big vanilla bugs like growth size or stockpiles/hospital.
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Putnam

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Re: Can someone run me by the more interesting things modding can do?
« Reply #11 on: December 23, 2013, 02:57:34 am »

I'm beginning to feel slightly bad about the reliance on it, especially because updates break it.

But people are diligent at updating it, so I don't worry too much.

milo christiansen

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Re: Can someone run me by the more interesting things modding can do?
« Reply #12 on: December 23, 2013, 01:20:39 pm »

Without DFHack modding DF would be 1000% less interesting ;)
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Re: Can someone run me by the more interesting things modding can do?
« Reply #13 on: December 23, 2013, 01:37:24 pm »

Ask not what DFHack can do for you, ask what you can do for DFHack.

All cheesy jokes aside, I should probably look into that for my mods.

blazing glory

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Re: Can someone run me by the more interesting things modding can do?
« Reply #14 on: December 23, 2013, 02:04:54 pm »

Ask not what DFHack can do for you, ask what you can do for DFHack.

Given that I'm the laziest modder around the block who has no idea how DFHack works much less the raws I don't think I will be asking that
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