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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335408 times)

Lightningy

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #660 on: August 06, 2014, 12:03:04 pm »

what is the maximum size for a creature?
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Sergarr

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #661 on: August 06, 2014, 01:23:22 pm »

what is the maximum size for a creature?
I'd guess ~2 billion, but ask Putnam to be sure.
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Roses

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #662 on: August 06, 2014, 01:33:00 pm »

2,147,483,647
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #663 on: August 06, 2014, 02:01:01 pm »

Yeah, that'd be the assumption, but I think it may actually be capped at perhaps half that or thereabouts...

Lightningy

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #664 on: August 06, 2014, 03:08:16 pm »

thx. i find it funny how this game handles creature size. all creatures no matter how small or big occupy the same space. when you think of it a bronze colossus should be invincible to humans. swords are more like thumb pins and spears are like regular pins. but i guess size is more a representation of mass or density (70000 per tile) rather than (700000 meters^3)

[edit] how did you find out that value to begin with. it is incredible specific
« Last Edit: August 06, 2014, 03:14:13 pm by Lightningy »
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'What is life?', you ask. Fundamentally life is the apotheosis of pointlessness. We live to multiple. But what for? The Endless cycle of carnage pulls hardest on the furthest victim. An inescapable fate; one no one wants but we all desire. The more immoral we become the more ideal we are. A perverse oxymoron. We who live unencumbered but are the most burdened. We fight but at the end it is all for naught, as in life there are no winners; only the undistinguished.

GENERATION 29:
Copy and add 1.

Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #665 on: August 06, 2014, 03:27:48 pm »

If this link is accurate, the max size for raw creatures is 100,000,000. 2,147,483,647 is a limit that comes from variable types. (((2^32)/2)-1)
Also, body size is a volume - it is in cm^3. For standard material creatures, you can sort of substitute weight (grams).
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darknessofthenight

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #666 on: August 06, 2014, 03:42:20 pm »

Is there any way to change the number of starting dwarves?
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Roses

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #667 on: August 06, 2014, 04:29:28 pm »

If this link is accurate, the max size for raw creatures is 100,000,000. 2,147,483,647 is a limit that comes from variable types. (((2^32)/2)-1)
Also, body size is a volume - it is in cm^3. For standard material creatures, you can sort of substitute weight (grams).

I did not know that... I wonder what can be done, if anything, to alter the cap of 100,000,000.
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Agent_Irons

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #668 on: August 07, 2014, 08:55:24 am »

thx. i find it funny how this game handles creature size. all creatures no matter how small or big occupy the same space.
Except for wagons.
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TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #669 on: August 07, 2014, 12:23:59 pm »

I picture the tiles as being around 2.3m cubes.     Based the OldGenesis custom trees on that, about 30m tree / (2.3m/tile) = 13 tiles tall. (vanilla's trees range from 1-8 tiles tall)
Then the Wagon would be like... at least 5.6m wide, 5.6m long.

What's the best way to limit a powerful civilization's population growth? Long childhood, or filler male castes, or other? (Demon civ a bit strong in OldGenesis, should be fewer than goblins)
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Mephansteras

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #670 on: August 07, 2014, 12:27:26 pm »

Yeah, that'd be the assumption, but I think it may actually be capped at perhaps half that or thereabouts...

Biggest value in the raws (calculated) is 200,000,000 for the Giant Sperm Whale. Haven't tried making anything bigger then that, but you may be correct.
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Meph

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #671 on: August 07, 2014, 12:39:11 pm »

I would like a civ member not to chicken out and stop moving when he has a broken bone. Is there any way to do that? Even with NOFEAR they just stay in place until the bodypart got a splint/cast. And I think even very high healing rates on bones wont help.
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TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #672 on: August 07, 2014, 02:09:53 pm »

What ORIENTATION tags will prevent a creature (demons) from breeding in worldgen? Does the tag affect worldgen at all? This is what I have:

   [ORIENTATION:MALE:0:0:1]
   [ORIENTATION:FEMALE:0:0:1]

They are in the demons' general raws, not under any caste.

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #673 on: August 07, 2014, 02:22:14 pm »

You want the exact opposite, 1:0:0

thistleknot

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #674 on: August 07, 2014, 02:34:03 pm »

just got done merging accelerated and modest mod from the ground up, and getting some ammo errors, I get the same errors when I replaced the contents of the file with the original 40_06 item_ammo.txt

Code: [Select]
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity ammo token: ITEM_AMMO_BOLTS
*** Error(s) finalizing the entity FOREST
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
*** Error(s) finalizing the entity PLAINS
Unrecognized entity ammo token: ITEM_AMMO_BOLTS
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
*** Error(s) finalizing the entity EVIL
Unrecognized entity ammo token: ITEM_AMMO_BOLTS
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
*** Error(s) finalizing the entity SKULKING
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
*** Error(s) finalizing the entity SUBTERRANEAN_ANIMAL_PEOPLES
Unrecognized entity ammo token: ITEM_AMMO_BLOWDARTS

source files (download zip, bottom right)

https://github.com/thistleknot/BasedOnVanillaRaws/tree/5826295a3ff272dc55657767e67aea7218b9171b

any ideas?
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