Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 49 50 [51] 52 53 ... 247

Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335650 times)

samanato

  • Bay Watcher
  • @ Gardevoirite
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #750 on: August 13, 2014, 07:56:02 pm »

Well that's annoying. Is there any workaround to that?
Create an intermediate stone that instantly melts and leaves back the philosophers stone? Anything (non DF-Hack related)?

I suppose, you could use a [MATERIAL_REACTION_PRODUCT:ALCHEMY:PHILOSOPHERS_STONE] or suchlike for the reagents in that one reaction, with the product derived from a [GET_MATERIAL_FROM_REAGENT:(and-so-forth...)] without directly specifying the real philosopher's stone for that reaction.  It's clunky and pretty silly, but that seems to work.
Logged

palu

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #751 on: August 13, 2014, 10:04:00 pm »

Noble questions:
What are the numbers for required rooms for nobles for specific levels of room (e.g. fine, royal, adequate)? What does the [REQUIRES_MARKET] tag in certain nobles do? And does the [REPLACED_BY] tag work on elected nobles?
Logged
Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #752 on: August 13, 2014, 10:17:22 pm »

Well that's annoying. Is there any workaround to that?

Yes, the [SPECIAL] tag precludes this from happening, as can be seen with adamantine.

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #753 on: August 13, 2014, 10:58:20 pm »

Well that's annoying. Is there any workaround to that?

Yes, the [SPECIAL] tag precludes this from happening, as can be seen with adamantine.
I've seen [SPECIAL] materials show up with caravans, but not [DEEP_SPECIAL] ones.  That was in .34.11, it might be fixed now.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #754 on: August 13, 2014, 11:04:11 pm »

It was fixed in 0.40.06 or thereabouts.

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #755 on: August 14, 2014, 12:05:07 am »

It was fixed in 0.40.06 or thereabouts.
Welcome news indeed!

No more figures made out of stone that boils away at sub-zero temperatures.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #756 on: August 14, 2014, 03:31:57 pm »

are tag's broken if on different lines?

Say a

[Object:
Creature]

and

[Creature:Elephant] vs
[Creature:    Elephant]

or

[Creature:
 Elephant]

Just want to verify if whitepsace are counted, or if it's just inbetween the [brackets] that count.

Roses

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #757 on: August 14, 2014, 04:47:48 pm »

Does anyone know what the defaults are for
Code: [Select]
[LOW_LIGHT_VISION:#]
[VISION_ARC:#:#]
[SMELL_TRIGGER:#]
?
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #758 on: August 14, 2014, 05:04:23 pm »

Low light vision should be 0 for the human norm (lowest otherwise is goblins with 100). Smell trigger is 50, I'm quite certain, same with odor level. No idea about vision arc.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Untrustedlife

  • Bay Watcher
    • View Profile
    • My Website
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #759 on: August 14, 2014, 05:31:17 pm »

are tag's broken if on different lines?

Say a

[Object:
Creature]

and

[Creature:Elephant] vs
[Creature:    Elephant]

or

[Creature:
 Elephant]

Just want to verify if whitepsace are counted, or if it's just inbetween the [brackets] that count.

try doing that with one creature and see how the raw file performs, if it errors it doesnt work that way, i personally haven't tried as I assume the tokens to be  limited to one line.
(I assume he wrote a text parser for parsing them, so its a pretty good bet that they only work on a per-line basis), of course knowing toady he could have put in the time to code it that way. Every time ive written text parser I only had it working on a perline basis, im lazy that way.
« Last Edit: August 14, 2014, 05:34:27 pm by Untrustedlife »
Logged
I am an indie game dev!
My Roguelike! With randomly generated creatures Roguelegends: Dark Realms
My Turn Based Strategy game! Which you can buy on steam now!DR4X
My website untrustedlife.com

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #760 on: August 14, 2014, 05:35:50 pm »

apparently it doesn't error, but it also doesn't work.

I copied the human to human2 and did a

[creature:
human2]

and tried to create him in the arena, and doesn't list.

I made sure I appended caste name and game name to human2 as well, just the regular old human shows up.

I only asked because I want to parse some files and that may have an affect on things.

I think the game is just skipping the broken object in this case.  I would imagine it would do the same with other broken [tag]'s.
« Last Edit: August 14, 2014, 05:42:47 pm by thistleknot »
Logged

King Mir

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #761 on: August 14, 2014, 08:32:53 pm »

Aside from corpses, when is a creature's CREATURE_TILE used in favor of its graphic?

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #762 on: August 14, 2014, 08:53:28 pm »

Aside from corpses, when is a creature's CREATURE_TILE used in favor of its graphic?

All I know other than corpses are engravings and when the creature is in a cage. The cage will periodically change from the normal cage tile and the creature tile.
Logged

King Mir

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #763 on: August 14, 2014, 10:14:43 pm »

Aside from corpses, when is a creature's CREATURE_TILE used in favor of its graphic?

All I know other than corpses are engravings and when the creature is in a cage. The cage will periodically change from the normal cage tile and the creature tile.
Thank you.

Doren

  • Bay Watcher
  • On closer inspection, that dog is a dwarf
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #764 on: August 14, 2014, 11:23:12 pm »

Need help.
I want to sort mineral lists by groups like in MDF, ie. economic stones are split into ores/flux/misc, and worthless are split in magmasafe/common.
But im totally clueless on how to do that in 0.40 DF
Pages: 1 ... 49 50 [51] 52 53 ... 247