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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 334218 times)

Teneb

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[MODDING] 0.40.x QUESTIONS THREAD
« on: July 07, 2014, 08:17:27 pm »

New version, new thread.

To quote my question from the other thread:
Was going to come and ask a question but then the new version is out. Still, I doubt what I'm going to ask changed. Is a boiling stone at, say, 16000 Urists (wiki claims magma is 12k and creatures made of fire are 14k) is enough to burn creatures near it?
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

FallenAngel

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1 on: July 07, 2014, 08:21:49 pm »

I'd assume so.
Not much can really be asked since IT RELEASED NOT LONG AGO.
All we know is that stuff is similar, but different.
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2 on: July 07, 2014, 09:01:25 pm »

Think I could use an existing tileset?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3 on: July 07, 2014, 09:41:19 pm »

You'd have to update it for the new creatures or you can deal with weird vermin. I imagine you can deal. Just don't replace any raws in the process.

GavJ

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #4 on: July 07, 2014, 09:51:35 pm »

Should we have a separate thread for miscellaneous science? Or put it here?

I was hopeful after seeing the couple of new valid reaction building tags in the new version, and tested all the other buildings, but they are still sadly invalid.  Building codes that I tested, none of which worked:

CARPENTER
MASON
JEWELER
BUTCHER
MECHANIC
FISHERY FISH
WOOD WOOD_FURNACE WOOD_BURNER WOODBURNER
GLASS GLASS_FURNACE GLASSFURNACE
LOOM
ASHERY
LEATHER LEATHER_WORKER LEATHERWORKER
SMITH METAL METAL_SMITH FORGE METALSMITH
DYER
CLOTHIER CLOTHES TAILOR CLOTHIERS
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Xangi

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #5 on: July 07, 2014, 10:05:50 pm »

Anybody have a complete list of all the added tokens or are we just going to have to wait for the wiki?
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

GavJ

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #6 on: July 07, 2014, 10:15:12 pm »

Anybody have a complete list of all the added tokens or are we just going to have to wait for the wiki?
The wiki is made by people testing tokens... it doesn't spontaneously generate data. Go look in the raws and search for new ones, try out things that were bugged before to see if they still are, etc.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #7 on: July 07, 2014, 10:22:39 pm »

Anybody have a complete list of all the added tokens or are we just going to have to wait for the wiki?
The wiki is made by people testing tokens... it doesn't spontaneously generate data. Go look in the raws and search for new ones, try out things that were bugged before to see if they still are, etc.
Putnam is some kind of raw-seer and you should check his sig. Speaking of which, how many did you miss or get wrong, Putnam?
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Sergarr

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #8 on: July 07, 2014, 10:34:17 pm »

He probably did not predict the [CANNOT_JUMP] tag.
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._.

Xangi

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #9 on: July 07, 2014, 10:36:47 pm »

The wiki is made by people testing tokens... it doesn't spontaneously generate data. Go look in the raws and search for new ones, try out things that were bugged before to see if they still are, etc.
There's no need to be snarky, changes like these are typically included in changelogs, or at least documented. I was wondering if perhaps someone had such documentation.

I guess I'll just get my pen & paper out like last release.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #10 on: July 07, 2014, 10:47:49 pm »

He probably did not predict the [CANNOT_JUMP] tag.

Nor did I notice the SPEED and SWIM_SPEED tokens being removed... also, HUMANOID_X has been for the most part replaced with HUMANOID_NECK_X and QUADRUPED_X replaced with QUADRUPED_NECK_X

jaked122

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #11 on: July 07, 2014, 10:48:39 pm »

Hey guys, can anyone get the SPEED tag to work? I can't cheat like I used to.
 :'(

Anyway, not terribly important, but I'd like to know if it still works.

EDIT: Welp, now that I can't use SPEED, is there an alternative?

Xangi

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #12 on: July 07, 2014, 10:52:45 pm »

Hey guys, can anyone get the SPEED tag to work? I can't cheat like I used to.
 :'(

Anyway, not terribly important, but I'd like to know if it still works.

EDIT: Welp, now that I can't use SPEED, is there an alternative?
It appears that the more complex [GAIT] is now used.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

jaked122

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #13 on: July 07, 2014, 10:55:16 pm »

Hey guys, can anyone get the SPEED tag to work? I can't cheat like I used to.
 :'(

Anyway, not terribly important, but I'd like to know if it still works.

EDIT: Welp, now that I can't use SPEED, is there an alternative?
It appears that the more complex [GAIT] is now used.

I'm looking forwards to a more extensive explaination.

GavJ

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #14 on: July 07, 2014, 10:57:13 pm »

It appears that the more complex [GAIT] is now used.
That's a little odd, since speed used to do other things unrelated to walking, such as determining how quickly you completed jobs...
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.
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