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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 333374 times)

Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #585 on: August 03, 2014, 03:19:48 am »

I think only Toady really knows what many of these new tree and growth tokens actually do. Probably, the token takes two percentages and only allows the growth to appear between the first percentage and the second percentage. The -1 then would be a marker that, yes, the very top is what you mean. So a [GROWTH_TRUNK_HEIGHT_PERC:50:100] should have the growth on half the tree. But that needs to be tested.
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Lightningy

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #586 on: August 03, 2014, 03:43:24 am »

Those numbers might be too big.
ill test with smaller numbers and post the results.
then i can have some !fun!
seems like it still doesn't work. it did once before i started to fully edit my custom race and i threw a ogre 7 tile and a goblin like 16 tiles. but it just stopped working. it think it has something to do with the creature file(pg 39)
« Last Edit: August 03, 2014, 05:53:56 am by Lightningy »
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samanato

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #587 on: August 03, 2014, 10:45:10 am »

I think only Toady really knows what many of these new tree and growth tokens actually do. Probably, the token takes two percentages and only allows the growth to appear between the first percentage and the second percentage. The -1 then would be a marker that, yes, the very top is what you mean. So a [GROWTH_TRUNK_HEIGHT_PERC:50:100] should have the growth on half the tree. But that needs to be tested.

It appears to actually work like this, from what I've tested of it in the arena.  If there are any branches below, the growths will simply ignore them and go directly to the specified range.  50,-1 doesn't seem to do anything.
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Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #588 on: August 03, 2014, 10:55:04 am »

I think only Toady really knows what many of these new tree and growth tokens actually do. Probably, the token takes two percentages and only allows the growth to appear between the first percentage and the second percentage. The -1 then would be a marker that, yes, the very top is what you mean. So a [GROWTH_TRUNK_HEIGHT_PERC:50:100] should have the growth on half the tree. But that needs to be tested.

It appears to actually work like this, from what I've tested of it in the arena.  If there are any branches below, the growths will simply ignore them and go directly to the specified range.  50,-1 doesn't seem to do anything.
Thanks. I had done some tests with the tree tokens, which I put on the talk page, but not so much on the growth tokens beyond the host tile one.
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locustgate

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #589 on: August 03, 2014, 11:28:12 am »

Back in the lazy newb pack, 34.x there was a program that would increase the amount of ram DF would use....is there something like that for 40?
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #590 on: August 03, 2014, 11:35:57 am »

Just google up Large-Address Aware stuff.
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locustgate

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #591 on: August 03, 2014, 01:23:36 pm »

Just google up Large-Address Aware stuff.
TY found it...though it only improved fps by 10.
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Spehss _

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #592 on: August 03, 2014, 01:28:55 pm »

So I thought I had correctly modded dimple cups to be brewable. For some reason, the still workshop doesn't have the option to brew plants. Like, at all. No option. Just extract plants and brew mead.

I'm thinking either I really screwed something up with plant brewing by modding dimple cups or this is some bug with 40.05 I haven't heard about or something.


Do I need to do anything else to make brewing dimple cups possible for dwarves, like some entity stuff or anything?
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #593 on: August 03, 2014, 01:34:33 pm »

No, nothing. Double-check reaction_other.txt to make sure nothing changed with the reaction.
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Spehss _

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #594 on: August 03, 2014, 01:41:21 pm »

No, nothing. Double-check reaction_other.txt to make sure nothing changed with the reaction.
I thought brewing booze with plants was hardcoded though?

Huh. My guess is that I mixed up the raws with an older version with 40.05 while I was adding my mods. The raws doesn't have all the reactions that the other .40 versions have. Found the problem, will fix. Thanks.
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i2amroy

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #595 on: August 03, 2014, 06:06:28 pm »

Just google up Large-Address Aware stuff.
TY found it...though it only improved fps by 10.
The big advantage of having more RAM isn't that it improves FPS, it's mainly that it allows you to have more junk in your fortress before the game crashes due to not having enough RAM to hold everything.

That said it looks like we might get a 64-bit version soon, after Toady mentioned a 64-bit test in the latest monthly report.
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #596 on: August 03, 2014, 11:10:42 pm »

When did Toady fix the left-right foot(ed)ness for adventure mode made boots? I can now put them on without hazard. Though, gauntlets are still problematic.
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wooks

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #597 on: August 03, 2014, 11:41:32 pm »

I'm having trouble getting this interaction to correctly limit the target number. Any idea?
Spoiler (click to show/hide)
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #598 on: August 03, 2014, 11:49:41 pm »

The main interaction identifies the target as 'A' in this line:
Code: [Select]
[I_TARGET:A:CREATURE]
But the can-do-interaction identifies the target as 'C', which doesn't exist. So these constraints are not used:
Code: [Select]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:40]
[CDI:MAX_TARGET_NUMBER:C:1]
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wooks

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #599 on: August 03, 2014, 11:58:40 pm »

Ahhh! thank you! this is what copy-pasta-ing my other interactions gets me.
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