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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335747 times)

pisskop

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1005 on: September 03, 2014, 02:01:48 pm »

Thanks, then.

Im trying to designate two separate fluids, but I dont think its working.  I have blood and I have stomach fluid in the gizzard.  But somehow they keep bleeding the stomach fluid and smearing about 'n/a'
Spoiler (click to show/hide)

I dont understand what the n/a is supposed to be, its a dark grey, like ichor.
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Deon

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1006 on: September 03, 2014, 03:53:03 pm »

I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.
My xenomorph is not a LARGE_ROAMING creature, it has spouse converted tag and converted case, however none of the legends exports have them in population infos... I am a bit confused why. I am pretty sure that setup used to work in 0.34.x.
My night creatures definitely work, so the only thing I can think of, as Deathsword has already asked, is that the xenomorphs might lack lair tags.

Hmm, do you have a curse which makes them in the first place? I think it is the issue I have: I have night troll-like creatures in the raws but no deity curse.
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Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1007 on: September 03, 2014, 04:11:32 pm »

I'm using curses for my wendigos, but not for my other night creatures. Those have the spouse converter tags. Here's one of them for reference:

Spoiler (click to show/hide)
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Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1008 on: September 03, 2014, 04:14:39 pm »

I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.
My xenomorph is not a LARGE_ROAMING creature, it has spouse converted tag and converted case, however none of the legends exports have them in population infos... I am a bit confused why. I am pretty sure that setup used to work in 0.34.x.
My night creatures definitely work, so the only thing I can think of, as Deathsword has already asked, is that the xenomorphs might lack lair tags.

Hmm, do you have a curse which makes them in the first place? I think it is the issue I have: I have night troll-like creatures in the raws but no deity curse.
Night trolls aren't made by curses. They are randomly spawned at worldgen and start converting others. Only vampires and werebeasts seem to be born of curses so far.
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Deon

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1009 on: September 03, 2014, 04:35:57 pm »

Hmm, maybe you could quickly browse this and see where I went wrong? A fresh look may help :). They just dont appear among historical figures at all:
Spoiler (click to show/hide)
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Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1010 on: September 03, 2014, 04:44:04 pm »

From a quick look, your xenomorph doesn't have LARGE_PREDATOR, which my coral maidens have. That tag may be required for night troll types.
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Jake

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1011 on: September 03, 2014, 05:28:12 pm »

Does anyone have the faintest idea what, if any, effect ATTACK_PREP_AND_RECOVER has on ranged attacks?
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Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1012 on: September 03, 2014, 06:46:18 pm »

Does anyone have the faintest idea what, if any, effect ATTACK_PREP_AND_RECOVER has on ranged attacks?
I don't think it does. It's on ammo and ranged weapons for when you use either for melee attacks.

Deon, here's my Udyrfrykte. It appears for sure on worldgen, unless you get very very unlucky. I almost always see at least one.
Spoiler (click to show/hide)

First thing that comes to mind comparing to the xenomorph is that your lair... frequency, I think, is set to 50 instead of 100. Set it to 100. LARGE_PREDATOR and LARGE_ROAMING aren't used for Xenos, and while I don't know if those are needed, they don't hurt. Also no BONECARN, although once more I don't know if night creatures need that. There are also no spheres, maybe it needs one?
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Monstrous Manual: D&D in DF
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Deon

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1013 on: September 04, 2014, 12:37:15 am »

Quote
There are also no spheres, maybe it needs one?
Good catch, thanks. I'll try that.
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Furtuka

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1014 on: September 04, 2014, 11:01:09 am »

Hi, I'm looking to get into DF Modding again. What's changed raws wise  from .34 to .40? Are the old raws still compatible?
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Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1015 on: September 04, 2014, 02:12:10 pm »

The raws have changed quite a bit. You're going to get worldgen crashes and large error logs if you try to use old raws. A quick rundown of the major changes:

Bodies have changed - Creatures now mostly have bodies with necks. Dwarves, for example, went from HUMANOID to HUMANOID_NECK. When updating a creature, check a similar stock creature whether they received necks. Fish, snakes, and insects are among the creatures without necks.

SPEED tags are no more - Creatures now have gaits. Most gaits are added to creatures via creature variations. The default creature variation file has an explanation how the gait tag works, and the notes subfolder has a file that equates various gait levels (as applied through creature variations) with real world speeds.

Personality tokens have changed - There are now more personality traits, and several have been renamed.

Plants (can) have growths now - flowers, leaves, fruit, nuts and so on have their own sets of tags. This also leads

Trees have changed - Trees now have various parameters for how they grow, what their tiles are named, and what their tiles look like. They also (can) have growths like other plants.

Entities have values now - They can value power, craftsmanship, cunning, nature, and other aspects, and entity members can have life dreams from them, or feeling conflicted about their values versus their personality.

Ideally, you should get a diff utility that can compare folders, and check the changes between versions. There's a lot of small things I didn't mention above - vision arcs, smells, odors... Also, look through the wiki pages on tokens.
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StagnantSoul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1016 on: September 04, 2014, 07:37:12 pm »

Can I make a noble that bites people? I'd like to make a vampire-ish syndrome, given through bites. Can I make a noble that goes around and bites people?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1017 on: September 04, 2014, 07:44:44 pm »

You basically can't make a noble do anything that nobles don't already do in-game.

StagnantSoul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1018 on: September 04, 2014, 07:51:09 pm »

Hmm... Maybe make the hammerer use biting instead of hammering? I bet he'd just chew the dwarf to death though.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1019 on: September 04, 2014, 08:55:09 pm »

Hi, I'm looking to get into DF Modding again. What's changed raws wise  from .34 to .40? Are the old raws still compatible?
Here's relevant for-modding text files from me to you.


compiled list of changes to take into account
Spoiler (click to show/hide)

How to add sweat a spit to an animal
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real-world animal speeds expressed as GAIT numbers
Spoiler (click to show/hide)


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