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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 334453 times)

Ladygolem

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1590 on: November 24, 2014, 06:19:49 pm »

Is there a way to make npc entities use bone armour?

PS. What happens to amphibious creatures with the BEACH_FREQUENCY tag? What about ones that are civilised? Or both of the above?
« Last Edit: November 24, 2014, 08:34:11 pm by Ladygolem »
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locustgate

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1591 on: November 24, 2014, 08:46:30 pm »

How do you make an animal lava proof, i.e. able to swim in lava like it's water?
[amphibious]
[swiming_inate]
[swiming_gate]
?
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1592 on: November 24, 2014, 08:49:40 pm »

[FIREIMMUNE].

If you want to actually make it so it swims in lava happily without drowning, that's another story.
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locustgate

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1593 on: November 24, 2014, 08:54:10 pm »

[FIREIMMUNE].

If you want to actually make it so it swims in lava happily without drowning, that's another story.

Their fat melts.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1594 on: November 24, 2014, 08:55:19 pm »

Check out magma crabs; they have a bit of info on that. Fire snakes, too.

locustgate

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1595 on: November 24, 2014, 09:47:12 pm »

Check out magma crabs; they have a bit of info on that. Fire snakes, too.

Thanks.....what effects does changing creature eggs to stone have on the egg, if it's to hard will it never hatch/can't be eaten?
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UnicodingUnicorn

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1596 on: November 24, 2014, 10:14:38 pm »

Nothing, just the material will be affected if you are using normal EGG tokens. If you are using [LAYS_UNUSUAL_EGGS] though, that is a different story.
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dwarf_reform

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1597 on: November 25, 2014, 03:45:30 am »

Are there working 'nuclear catsplosion' cat raws that work with the newest version? Following the guide on the wiki ( http://dwarffortresswiki.org/index.php/40d:Catsplosion ) doesn't seem to work.. They just melt and leave some smoke behind (though I did kill a bobcat man with a pile of melting cats)..
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UnicodingUnicorn

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1598 on: November 25, 2014, 03:55:46 am »

Set the cat tissue to have a lower boiling point than its specific heat.

Also, another question. If you have a unit that is under a syndrome that reduces its speed to 95% of the original, and another of the same syndrome is applied, is the resultant speed 95% of the original or 95% of 95% of the original?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1599 on: November 25, 2014, 04:16:01 am »

Set the cat tissue to have a lower boiling point than its specific heat.

Also, another question. If you have a unit that is under a syndrome that reduces its speed to 95% of the original, and another of the same syndrome is applied, is the resultant speed 95% of the original or 95% of 95% of the original?

1. Specific heat refers to specific heat capacity; you're thinking of MAT_FIXED_TEMP.
2. Neither, the game will summarily ignore the second application of the syndrome.

Sergarr

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1600 on: November 25, 2014, 01:20:22 pm »

Is there a way to make a bunch of words which will be only used as individual's first names?
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UnicodingUnicorn

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1601 on: November 25, 2014, 07:54:17 pm »

2. Neither, the game will summarily ignore the second application of the syndrome.
In that case, what happens if a different syndrome that also reduces speed is applied?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1602 on: November 25, 2014, 08:25:54 pm »

The game will summarily ignore the second syndrome that applies the same effect.

Ladygolem

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1603 on: November 25, 2014, 11:13:36 pm »

What's the best combination of ethics to use to ensure a roughly 50/50 war/peace rate against dwarves? I want to make it so that the player is never quite sure in advance what my custom entities will send: trade caravans, or ambushers?

MDFification

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1604 on: November 26, 2014, 04:57:05 am »

Question: Can I force an entity to build its sites around rivers? I'd like to model agricultural civs around rivers and nomadic civs out in the grasslands...

EDIT: While I'm here I guess...

So I'm trying to make a sterile entity that dies off after a bout a century of worldgen leaving behind sprawling ruins, abandoned roads/tunnels, and tombs. I haven't managed to get them to actually build any of these things though, which I suspect is due to low starting population. I attempted to fix this, but now am not seeing the entity spawn at all. Can anyone tell me what I did wrong?
 
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« Last Edit: November 26, 2014, 10:13:19 am by MDFification »
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