Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 208 209 [210] 211 212 ... 247

Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 327515 times)

Isngrim

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3135 on: August 17, 2015, 02:07:35 pm »

i cant seem to get my modded civ to place in world gen,

Spoiler (click to show/hide)
Spoiler (click to show/hide)
it is playable in adventure mode as an outcaste,but the world gen pops up with an error report about not being able to place fortress controllable civs,but i cant seem to find the problem

*Edit,Solved the problem,it was the lack of the [MALE] tag
« Last Edit: August 17, 2015, 09:56:19 pm by Isngrim »
Logged
08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons

Furtuka

  • Bay Watcher
  • High Priest of Mecha
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3136 on: August 17, 2015, 03:12:41 pm »

What happens if there are two entities with the same adventure tier?
Logged
It's FEF, not FEOF

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3137 on: August 17, 2015, 03:57:42 pm »

What happens if there are two entities with the same adventure tier?
The duplicates are sorted by which comes first in the file instead.
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3138 on: August 17, 2015, 05:16:00 pm »

Hello, i would like some precision about the VISION_ARC token , on the wiki the only information i find is
Quote
The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.
I'm not sure of the meaning of "non-binocular vision", does that mean it is the radius that the creature can still "see" out of its eyes radius or does it mean the radius the creature is unable to see at all in this radius ?
Are those values meaning "binocular vision" is the radius in front of the creature while the "non-binocular" vision is the radius in the back of the creature (so the game know which direction the thing is looking at) ?

Very few creatures have a VISION_ARC token, and most of the ones i see with such token have
[VISION_ARC:50:310]
That i notice the total of both values being 360, does that mean that the total of both values must -always- be 360 ? So in case i was to make a creature able to see 360 degree around, should i use as i seem to understand :
[VISION_ARC:360:0]
or am i wrong and it should be :
[VISION_ARC:360:360]
?
And what are the default value for this token, as the wiki do not mention them ?
Logged

Chevaleresse

  • Bay Watcher
  • A knight, returned from a journey weary and long
    • View Profile
    • Patreon
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3139 on: August 17, 2015, 05:33:12 pm »

Binocular vision is the cone of accurate and clear sight using both eyes to construct the image, while non-binocular is "the corner of your eyes" where you only see something with one or the other and the image is not as clear.
Logged
GM of Trespassers V2.
If you like my work, consider becoming a patron. (Since apparently people think this is a requirement: no, my game(s) are free to play and always will be.

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3140 on: August 17, 2015, 06:21:43 pm »

Ah thanks i see more binocularly now :D
Though i doubt it is applying in the DF context in which either something see you or it does not from the ingame cone of vision that is either limited in angle or is full 360 (for undead and other procedural stuff, as i don't see any example of 360 degree arc vision in the raws)

Still unsure then if it should be
[VISION_ARC:360:0]
in case the sum of both number -must- be 360 or if it does not matter and
[VISION_ARC:360:360]
may work the same
Logged

Furtuka

  • Bay Watcher
  • High Priest of Mecha
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3141 on: August 17, 2015, 07:10:23 pm »

Is it possible to set up a reaction to randomly produce one of a set many items?

How do gaits work and how do they interact with the whole STANDARD_QUADRUPED_GAITS thing and such?
Logged
It's FEF, not FEOF

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3142 on: August 17, 2015, 07:58:58 pm »

Is it possible to set up a reaction to randomly produce one of a set many items?
An item of a type found in the raws can be randomly selected for by leaving out the item subtype ID. Otherwise no, with an exception for CRAFTS(or something like that)

How do gaits work and how do they interact with the whole STANDARD_QUADRUPED_GAITS thing and such?
The STANDARD_X_GAITS are c_variations that apply gaits and the first one in the raw file explains all of the tokens in a comment. !ARGx is like body detail plans, they are the variables you put after the c_var GAITS. The objects/notes/gaits.txt has a list of mph or kph to gait format.
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

Furtuka

  • Bay Watcher
  • High Priest of Mecha
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3143 on: August 17, 2015, 08:32:40 pm »

If you use a single ammo as a reagent in a reaction, will the reaction consume the entire stack, or just a single instance out of it?
Logged
It's FEF, not FEOF

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3144 on: August 17, 2015, 08:47:41 pm »

Used to be entire stacks, but I do not know now. It may have been fixed when bones were, but I haven't done any testing.
Logged

Furtuka

  • Bay Watcher
  • High Priest of Mecha
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3145 on: August 17, 2015, 09:20:32 pm »

If I give a playable civ no instances of a certain type of clothing except an armor one, will civilians put it on on their own? Say for example giving them only helmets. I remember in the old version when I did that characters would spawn wearing them, but I didn't get far enough to see if like kids would put them on and such.
Logged
It's FEF, not FEOF

Jazzeraint

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3146 on: August 18, 2015, 12:34:06 am »

Can the rate at which dwarves get hungry be modded at all?
Logged
The silver is responsible for this How?

Isngrim

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3147 on: August 18, 2015, 08:57:51 pm »

I cant seem to get the game to place an entity who's creature only has [MALE] or [FEMALE],but not both.any idea how to fix this,or is it a bug?
Logged
08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3148 on: August 18, 2015, 09:26:31 pm »

It may be intentional, neither fixable nor a bug.

Isngrim

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3149 on: August 18, 2015, 09:46:04 pm »

Damn,But thanks Putnam.
any way to prevent them from having children in world gen?
« Last Edit: August 18, 2015, 09:48:20 pm by Isngrim »
Logged
08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons
Pages: 1 ... 208 209 [210] 211 212 ... 247