Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 51 52 [53] 54 55 ... 247

Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 327739 times)

Minnakht

  • Bay Watcher
  • Green Eyed Monster
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #780 on: August 15, 2014, 04:09:09 pm »

I kind of meant more... thorough testing. Checking if the plant occurs, making all the stuff it can make - that kind of thing. I guess I count write a 'cheat a deep ivory tangle into existence' reaction to at least do the latter, I'm just not sure how to define the product of such a reaction to make exactly that.
Logged
Giant badgers are cruel saddistic balls of fur and hate. Did anyone know they could paint a wall with a single dwarven baby?.... You know what, I made the Giant badgers sound like sane DF players.
A Kea has stolen a coke!

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #781 on: August 15, 2014, 04:44:08 pm »

[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:BUSH_DIVORY:STRUCTURAL], I'd suppose.
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #782 on: August 15, 2014, 07:06:13 pm »

My old notes says structural not so good, try PLANT.
Example:
Spoiler (click to show/hide)
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #783 on: August 15, 2014, 07:42:46 pm »

If I say... wanted to parse a raw file for it's <tokens>.  Is there a defacto dependency list of token's somewhere, like a XML tree structure to better define a class of <token>'s?

So far I was just going to keep track of the file_name

Then the objects will identify the object id
and then the id's will be listed

so I figured I'd keep track of each id on a 1 to many relationship with an id's tokens.

But that was about the extent of it; however.  There's are token's like castes that have some dependency important relationships.  I was wondering if there was a tree structure view of the raws I could browse.

Update:
Thanks to World Viewer author, I realized I need to be looking at Raw Explorer.  I've even used that tool...

Update:

http://dftokens.gumpstudio.com:8080/DownloadTokens.aspx

« Last Edit: August 15, 2014, 09:27:16 pm by thistleknot »
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #784 on: August 16, 2014, 12:13:24 pm »

Bogeymen won't attack you if you slap
Code: [Select]
[nofear] on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Nero1024

  • Bay Watcher
  • Terrible majestry
    • View Profile
    • DeviantArt
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #785 on: August 16, 2014, 01:03:54 pm »

Bogeymen won't attack you if you slap
Code: [Select]
[nofear] on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.

Will your sleeping/traveling still be interrupted by incessant cackling?
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #786 on: August 17, 2014, 05:25:56 am »

Bogeymen won't attack you if you slap
Code: [Select]
[nofear] on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.

Will your sleeping/traveling still be interrupted by incessant cackling?
yeah but they mostly just stand around or walk away. Which by then you're better off continuing on your journey.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

King Kravoka

  • Guest
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #787 on: August 17, 2014, 05:30:22 am »

Bogeymen won't attack you if you slap
Code: [Select]
[nofear] on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.

Will your sleeping/traveling still be interrupted by incessant cackling?
yeah but they mostly just stand around or walk away. Which by then you're better off continuing on your journey.
You do know what this means, right? We now have the data necessary to understand bogeymen biology!
Logged

Minnakht

  • Bay Watcher
  • Green Eyed Monster
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #788 on: August 17, 2014, 07:31:40 am »

Does anyone know how to rename cloth? When thread is defined in a plant's raw, it's possible to rename it, possibly to the point of making it not be called fiber - but I have no idea about the resulting cloth.

I'd like to make linen be linen.
Logged
Giant badgers are cruel saddistic balls of fur and hate. Did anyone know they could paint a wall with a single dwarven baby?.... You know what, I made the Giant badgers sound like sane DF players.
A Kea has stolen a coke!

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #789 on: August 17, 2014, 07:37:30 am »

Does anyone know how to rename cloth? When thread is defined in a plant's raw, it's possible to rename it, possibly to the point of making it not be called fiber - but I have no idea about the resulting cloth.

I'd like to make linen be linen.

Sure. Take a look at this:

Code: [Select]
[PLANT:GRASS_TAIL_PIG]
...
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[STATE_NAME:ALL_SOLID:cave cotton]
[STATE_ADJ:ALL_SOLID:linen]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[MATERIAL_VALUE:2]
[PREFIX:NONE]

This makes pig tail fiber shirts made from pig tail fiber cloth into linen shirts made from cave cotton cloth. PREFIX:NONE removes the name of the plant from the front.

Using the string patcher it's also possible to get rid of the "cloth" from the end so the shirt is only made from "cave cotton", but that's a bit more advanced.
Logged

smjjames

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #790 on: August 17, 2014, 11:19:16 am »

Are Kobolds considered to be child snatcher targets? I'm asking since I've noticed in a few worldgens (well, one or two) that since I gave Kobolds normal speech, I've spotted a few dark towers with kobold prisioners.

I know it's probably more of an adventure mode question, but since you guys would know more specifically how the child snatcher thing works, I'm asking here.

It could just be that since their populations are smaller, they are less likely to get child snatched.

Edit: Also, just to note, I didn't change anything with the entity raws or anything else with Kobolds besides remove [UTTERANCES] and giving them [CAN_SPEAK].
« Last Edit: August 17, 2014, 11:41:33 am by smjjames »
Logged

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #791 on: August 17, 2014, 12:41:36 pm »

Are Kobolds considered to be child snatcher targets? I'm asking since I've noticed in a few worldgens (well, one or two) that since I gave Kobolds normal speech, I've spotted a few dark towers with kobold prisioners.

I know it's probably more of an adventure mode question, but since you guys would know more specifically how the child snatcher thing works, I'm asking here.

It could just be that since their populations are smaller, they are less likely to get child snatched.

Edit: Also, just to note, I didn't change anything with the entity raws or anything else with Kobolds besides remove [UTTERANCES] and giving them [CAN_SPEAK].

OR goblins only kidnap from civilizations that are based on speaking races.

Vorox

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #792 on: August 17, 2014, 02:07:21 pm »

Is there a mod that allows to dig out the edges of the map?
Logged
Vorox likes gremlins for their tears.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #793 on: August 17, 2014, 03:38:36 pm »

Is there a mod that allows to dig out the edges of the map?
No. Maybe with DFHack, but if it's even possible it would cause problems. If you want to make fluids leave the map, fortifications do the job.
Logged
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?

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #794 on: August 17, 2014, 04:40:13 pm »

Just thought I'd share a tidbit of creature science.

Using [BLOOD:MUD:SOLID] in a creature now works the way you'd expect it to, leaving behind dustings/piles of mud and muddying the tiles.  Trying to use it as a liquid runs into the same unassigned state names as before, but what appears to be new is that you don't need to use a liquid.

Having a solid for blood did odd things in 0.34, but I doubt Toady went out his way to specifically address this issue.  Maybe he saw the stuff on the wiki that procedurally-generated creatures of mud would leave behind a "pile of" with no material name.
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
Pages: 1 ... 51 52 [53] 54 55 ... 247