Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 23 24 [25] 26 27 ... 247

Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 334915 times)

Phenoix12

  • Bay Watcher
  • Mysterious Transmissions
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #360 on: July 15, 2014, 02:43:06 pm »

I know that ice can't normally be used in normal crafting besides building some constructions but is there a way to set up a custom reaction to use ice as a regnant and the materiel the product is made out of?  Or possibly setting up a different custom reaction for ice as a regnant to be converted into a useable stone type?
Logged
Dwarf Fortress.
The only game where throwing babies into a pit with crazed dogs will be considered a beneficial concept.

samanato

  • Bay Watcher
  • @ Gardevoirite
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #361 on: July 15, 2014, 03:31:30 pm »

Ice as in frozen water would melt into a puddle in non-freezing biomes, pretty much instantly though. You might want to define some kind of Nevermeltice-type inorganic as a workaround.
Logged

Phenoix12

  • Bay Watcher
  • Mysterious Transmissions
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #362 on: July 15, 2014, 03:45:11 pm »

Ice as in frozen water would melt into a puddle in non-freezing biomes, pretty much instantly though. You might want to define some kind of Nevermeltice-type inorganic as a workaround.

I was planning on that also, to convert ice into special black ice that wont melt in higher temperatures.
But wanting to use ice as a regret stems from a custom race/creature I made that is built to live in the tundra and build fortresses inside of glaciers thus having a lot of ice laying around needing to be used for something.
Logged
Dwarf Fortress.
The only game where throwing babies into a pit with crazed dogs will be considered a beneficial concept.

FallenAngel

  • Bay Watcher
  • !!x(oᴥo)x!!
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #363 on: July 15, 2014, 04:14:20 pm »

I assume the [DIVINE_MAT_ ] tags for entities can't be used in user-defined raws.
However, the wiki doesn't say they can't, unlike [GENERATED].
So, has anyone found out if that's valid for non-internal data?
Knowing this would be helpful.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #364 on: July 15, 2014, 04:35:46 pm »

Anyone done much playing around with the entity VALUE tokens yet? I'm curious how much of an effect they have.

I'm hoping I'll have all of them in for my various races tonight, so I may be able to provide some additional information on how they effect world gen and various civ interactions soon myself.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #365 on: July 15, 2014, 06:05:52 pm »

Anyone done much playing around with the entity VALUE tokens yet? I'm curious how much of an effect they have.

I'm hoping I'll have all of them in for my various races tonight, so I may be able to provide some additional information on how they effect world gen and various civ interactions soon myself.

They can change dreams, for one.

FallenAngel

  • Bay Watcher
  • !!x(oᴥo)x!!
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #366 on: July 15, 2014, 06:24:01 pm »

That would make sense, since a large volume of dwarves want to make a masterwork ([VALUE:CRAFTSMANSHIP:50]).
I plan to fiddle with it.

spikeof2010

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #367 on: July 16, 2014, 06:20:37 pm »

If I wanted something to breathe web would this work?

   [CDI:WEB_SPRAY]


Also how would I give something a tentacle attack?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #368 on: July 16, 2014, 06:24:36 pm »

Giant Cave Spiders tell you exactly how to do web spray.

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #369 on: July 16, 2014, 06:27:05 pm »

If I wanted something to breathe web would this work?

   [CDI:WEB_SPRAY]


Also how would I give something a tentacle attack?

The interaction used to make a creature spray web is called MATERIAL_EMISSION

You could just copy the giant cave spider's ability:
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray web]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:LB]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

Just make sure the creature actually has a material in their raws called silk.

To make an attack use a tentacle, you would likely use
[ATTACK:ID:BODYPART:BY_CATEGORY:TENTACLE]

Though it may depend on the specific body part used. The vanilla tentacles use CATEGORY:TENTACLE
Logged

nogoodnames

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #370 on: July 16, 2014, 07:32:32 pm »

What tag prevents dwarves from settling in Evil/Good areas? I want to create a totally evil world but I can't find anything in the Entity raws that allows goblins to settle evil areas but not other civilizations.
Logged
Life is, in a word, volcanoes.
                        - Random human lord

samanato

  • Bay Watcher
  • @ Gardevoirite
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #371 on: July 16, 2014, 09:05:26 pm »

What tag prevents dwarves from settling in Evil/Good areas? I want to create a totally evil world but I can't find anything in the Entity raws that allows goblins to settle evil areas but not other civilizations.

To settle in evil biomes, you need one of these tags:

Code: [Select]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]

and likewise [USE_GOOD_ANIMALS] etc. for good biomes.

This will also let you tame any animal with EVIL or GOOD, depending on the token, including trolls.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #372 on: July 16, 2014, 09:36:18 pm »

What tag prevents dwarves from settling in Evil/Good areas? I want to create a totally evil world but I can't find anything in the Entity raws that allows goblins to settle evil areas but not other civilizations.

To settle in evil biomes, you need one of these tags:

Code: [Select]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]

and likewise [USE_GOOD_ANIMALS] etc. for good biomes.

This will also let you tame any animal with EVIL or GOOD, depending on the token, including trolls.
I did not know that... I always assumed it was the EVIL or GOOD tag on the creature itself.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

samanato

  • Bay Watcher
  • @ Gardevoirite
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #373 on: July 16, 2014, 10:09:38 pm »

I did not know that... I always assumed it was the EVIL or GOOD tag on the creature itself.

Or at least, I think, that's how it works. I always get my swamp-fairy civ to settle in good biomes, even if they don't have the [GOOD] on the creature itself.
Logged

mattychan

  • Bay Watcher
  • Less than dabbling DF Modder
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #374 on: July 16, 2014, 11:34:44 pm »

Hey guys, this new DF update is amazing.

I started updating my custom race, so it would work again.
Sadly since I changed a lot of skill rates. ex:turned them all off.
My characters could no longer learn to climb! : (
anyways I tried to use what I thought the token would be, like:

CLIMB
CLIMBER

From what I could tell these are not the climber skill token.
Did I miss something or am I wrong?

EDIT
Facepalm sorry guys I figured it out....
It was CLIMBING all along >.>
« Last Edit: July 16, 2014, 11:49:09 pm by mattychan »
Logged
If I ask a dumb question, please tell me. So we can bond over it.
Clearly egotistical. Moon Elves Rule!
Pages: 1 ... 23 24 [25] 26 27 ... 247