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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335787 times)

samanato

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #915 on: August 24, 2014, 10:44:12 pm »

Is there a way to stop certain materials from showing up in arena mode selections?  I have some fake "label" materials that shouldn't show up anywhere but in stockpile menus, but which show as available materials in the arena, like all inorganics. For an example:

Spoiler (click to show/hide)

This also happens with wood labels (for different grades of wood) and tree selections, though I suppose, I could shove the placeholder label into an existing plant and embargo the wood with DFHack. 
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #916 on: August 24, 2014, 10:47:09 pm »

Off the top of my head, it may help to make sure that you didn't give them [IS_METAL] or [WOOD], or that they don't pull from templates that use those tags.
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samanato

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #917 on: August 24, 2014, 11:09:51 pm »

Aren't those required for the materials to show in the correct stockpiles though?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #918 on: August 24, 2014, 11:12:17 pm »

I didn't think that through. Sorry about that.
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SalmonGod

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #919 on: August 24, 2014, 11:35:03 pm »

Yeah, I'm aware of all that.  I just don't know what the individual numbers in the sequence represent.  Is it something like

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:full speed:build-up time:max turn speed:start speed:energy use:????]
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #920 on: August 24, 2014, 11:42:30 pm »

Oh, the actual arguments of the creature variation.

The order of arguments is the maximum speed of the walk, jog, run, sprint, stroll, and creep, or whatever their synonyms are for non-bipedal variations.

The stuff like build-up or turning speed are already defined within the creature variation file.
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StagnantSoul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #921 on: August 25, 2014, 03:58:15 am »

Where would I find the characteristics of divine metals? I'd like to make an alloy of similar strength, above steel, below adamantine. I've been told you could find them, along with demon/angel/titan/forgotten beast types, in uncompressed save folders. I've found the demons before, but I can't find the divine metals stats.
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Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #922 on: August 25, 2014, 05:26:36 am »

The divine metals should have the header INORGANIC:DIVINE_1, _3, _5 etc (_2, _4 etc are the divine cloths). If you have the ability to run php scripts, you could also try to run Quietust's rawextract script and use those to find the metals.
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StagnantSoul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #923 on: August 25, 2014, 05:40:02 am »

Thanks. I'll look into Quietust's rawextract.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #924 on: August 25, 2014, 09:44:30 am »

You can mine ice. Conceivably, could you store the ice blocks in a barrel, let them melt, and have a barrel full of water to drink?
Ice boulders melted into empty buckets reaction by Malecus:
Code: [Select]
[REACTION:ICE_TO_WATER] --by Malecus
   [NAME:melt ice boulders]
   [BUILDING:SCREW_PRESS:CUSTOM_I]
   [REAGENT:A:1:BOULDER:NO_SUBTYPE:WATER:NONE]
   [REAGENT:B:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:2:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
   [SKILL:PRESSING]
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #925 on: August 25, 2014, 09:48:04 am »

So does anybody understand the breakdown of the number sequence in the [GAIT] token?  It looks like they define things like max speed, turning speed, etc, but I have no idea where those variables are defined in the sequence.
Hey SalmonGod, have my compiled-from-realworld animal speeds, as GAITs. These I use in the OldGenesis mod (which is a fork of Deon's Genesis 3.xx)
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Hanslanda

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #926 on: August 25, 2014, 12:35:36 pm »

How would I go about making goblins, kobolds, giants, and other assorted evil humanoids playable as adventurers? I'd be fine with just outsider adventurers, if that's any help.
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TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #927 on: August 25, 2014, 12:48:36 pm »

How would I go about making goblins, kobolds, giants, and other assorted evil humanoids playable as adventurers? I'd be fine with just outsider adventurers, if that's any help.
It's the ADVENTURE_TIER tag in entity files, eg.
[ENTITY:SKULKING]
   [ADVENTURE_TIER:10]
   [INDIV_CONTROLLABLE]
   [CREATURE:KOBOLD]

or you could just play a major mod, many mods have that feature incorporated.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #928 on: August 25, 2014, 01:47:00 pm »

How would I go about making goblins, kobolds, giants, and other assorted evil humanoids playable as adventurers? I'd be fine with just outsider adventurers, if that's any help.
It's the ADVENTURE_TIER tag in entity files, eg.
[ENTITY:SKULKING]
   [ADVENTURE_TIER:10]
   [INDIV_CONTROLLABLE]
   [CREATURE:KOBOLD]

or you could just play a major mod, many mods have that feature incorporated.
Don't think the ADVENTURER_TIER:X is necessary. Helpful yes, but not necessary.

Just make an entity as above, INDIV_CONTROLLABLE allows for outsider adventurers and the creature itself is self_explanatory. Keep in mind that an entity can have multiple creatures (for civs, it means it chooses one at random when spawning a civilization in worldgen; for adventurers it should mean that all of them are available, but someone correct me on this if I'm wrong).
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #929 on: August 25, 2014, 02:05:04 pm »

How would I go about making goblins, kobolds, giants, and other assorted evil humanoids playable as adventurers? I'd be fine with just outsider adventurers, if that's any help.
It's the ADVENTURE_TIER tag in entity files, eg.
[ENTITY:SKULKING]
   [ADVENTURE_TIER:10]
   [INDIV_CONTROLLABLE]
   [CREATURE:KOBOLD]

or you could just play a major mod, many mods have that feature incorporated.
Don't think the ADVENTURER_TIER:X is necessary. Helpful yes, but not necessary.

Just make an entity as above, INDIV_CONTROLLABLE allows for outsider adventurers and the creature itself is self_explanatory. Keep in mind that an entity can have multiple creatures (for civs, it means it chooses one at random when spawning a civilization in worldgen; for adventurers it should mean that all of them are available, but someone correct me on this if I'm wrong).
You aren't.
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