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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335605 times)

TheDorf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1095 on: September 15, 2014, 12:21:17 pm »

I'm not at all sure if this would be the right place to ask, but let's try here. :)

I'm thinking of attempting to write a script for DFHack, but I don't understand at all how the whole process goes. I've heard stuff about some onLoad.init, and I know the scripts themselves are written in LUA. Is there any guide on how to get started writing DFHack scripts or something out there? If not; how would I go about making a specific script run whenever an artifact is created? If I can just get help getting the script to run when it's intended to, I think I could figure most of the rest out by simply looking at older scripts, along with some googling about LUA.

If this should have been posted in the DFHack thread instead, please let me know and I will post there in the future. :)
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Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1096 on: September 15, 2014, 02:08:20 pm »

What does the [POWER] tag do?
A historical creature with the tag (at least one without entity memberships) is able to fool deity-worshiping civs that it is one of the gods (sharing at least one sphere with the creature) being worshiped, much like unique demons used to be. These creatures then take up leadership positions of that civ.
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TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1097 on: September 15, 2014, 02:49:40 pm »

I'm thinking of attempting to write a script for DFHack, but I don't understand at all how the whole process goes. I've heard stuff about some onLoad.init, and I know the scripts
Yeah should be in the DFHack threads.
I guess a good starting point would be to read much of the DFhack thread, stuff like
http://www.bay12forums.com/smf/index.php?topic=123817.470   in there.

DFHack's readme says
"Lua or ruby scripts placed in the hack/scripts/ directory are considered for execution as if they were native DFHack commands. They are listed at the end of the 'ls' command output."
(at http://mwmanual.mapforge.net/4d/MasterworkDwarfFortress/repository/Readme.html#using-dfhack )
« Last Edit: September 15, 2014, 02:52:07 pm by TomiTapio »
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1098 on: September 15, 2014, 03:11:20 pm »

I'm thinking of attempting to write a script for DFHack, but I don't understand at all how the whole process goes. I've heard stuff about some onLoad.init, and I know the scripts
Yeah should be in the DFHack threads.
I guess a good starting point would be to read much of the DFhack thread, stuff like
http://www.bay12forums.com/smf/index.php?topic=123817.470   in there.

DFHack's readme says
"Lua or ruby scripts placed in the hack/scripts/ directory are considered for execution as if they were native DFHack commands. They are listed at the end of the 'ls' command output."
(at http://mwmanual.mapforge.net/4d/MasterworkDwarfFortress/repository/Readme.html#using-dfhack )

One new bit for the 0.40 versions is that scripts in raw/scripts/ are also in the path (and I believe earlier than hack/scripts), so mods can include scripts easily and those scripts move around with the saved game.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1099 on: September 16, 2014, 02:09:24 am »

Damn, completely immortal creatures are impossible now due to the possibility of the upper body being pulped.

StagnantSoul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1100 on: September 16, 2014, 02:35:56 am »

Make them out of stone. Voila! Immortal.
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pisskop

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1101 on: September 16, 2014, 05:20:40 pm »

On interaction tokens . . .

IVe gotten it to work when I use it, but Im unsure if the ai will. . .
I'm unsure how the new ai handles actions, like targeting friendlies for CDIs.  Will an invading creature in dwarf mode target a friendly creature to 'clean' if given clean other?

And is there a better way to get them to use 'support magic'?
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Redzephyr01

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1102 on: September 16, 2014, 05:56:54 pm »

I can't get any of the custom secrets from Genesis to show up in worldgen. They work just fine in the arena, but not in worldgen.
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Valikdu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1103 on: September 17, 2014, 07:02:36 am »

Does an armor piece's ubstep/lbstep/upstep affect weight?

Also,
« Last Edit: September 17, 2014, 07:04:47 am by Valikdu »
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panstach

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1104 on: September 17, 2014, 07:43:44 am »

Code: [Select]
[REACTION:RGOTHIC_TALLOW_CANDLE]
[NAME:make tallow candle]
[BUILDING:BGOTHIC_RURAL:CUSTOM_T]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[REAGENT:wick:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CANDLE:GET_MATERIAL_FROM_REAGENT:tallow:NONE]
[PRODUCT:50:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:wick:NONE]
[SKILL:SOAP_MAKING]
Can anyone help me answering why does this reaction produce 100s of candles?

Edit: [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] after both reagents seem to do the trick.
« Last Edit: September 17, 2014, 07:51:13 am by panstach »
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1105 on: September 17, 2014, 07:56:50 am »

Globs are measured like bars now. Try REAGENT:tallow:150:GLOB instead.
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Zarathustra30

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1106 on: September 17, 2014, 06:31:44 pm »

Is there a way to call wood blocks "planks"?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1107 on: September 17, 2014, 06:39:48 pm »

Is there a way to call wood blocks "planks"?

Go into the material template file, find the wood template, and give it [BLOCK_NAME:plank:planks]
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WillowLuman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1108 on: September 17, 2014, 07:13:00 pm »

Is it still possible to make a civ die off early by giving it only 1 breeding couple at the start? Or is that tag removed?
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1109 on: September 17, 2014, 07:32:47 pm »

Is it still possible to make a civ die off early by giving it only 1 breeding couple at the start? Or is that tag removed?
It doesn't spit out an error but also doesn't respect it.
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