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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335464 times)

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1155 on: September 25, 2014, 03:23:39 pm »

There's a modding guide over at the wiki
http://dwarffortresswiki.org/index.php/v0.34:Modding_guide

I suggest you start by creating your own creature, preferably using another creature as a base. That's the easiest/most fun form of DF modding.

http://dwarffortresswiki.org/index.php/DF2014:Modding_guide

Prudent Viper

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1156 on: September 25, 2014, 05:27:58 pm »

I figured the 34.11 was more accurate. The 2014 isn't finished yet.
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heydude6

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1157 on: September 25, 2014, 06:16:16 pm »

Hey guys i'm drawing sprites for a mod and i have one question. For the woodcrafting,stoncrafting,metalcrafting and bonecarving labours, do you have to draw a seperate sprite for each or do you draw a generic craftsman sprite, because based on playing the game it seems that i need to draw a generic one.
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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1158 on: September 25, 2014, 06:46:19 pm »

Hey guys i'm drawing sprites for a mod and i have one question. For the woodcrafting,stoncrafting,metalcrafting and bonecarving labours, do you have to draw a seperate sprite for each or do you draw a generic craftsman sprite, because based on playing the game it seems that i need to draw a generic one.

Here's a list of unit type tokens, which are used for graphic sets.

Multiple unit types can use the same sprite, if you want them to.
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Redzephyr01

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1159 on: September 25, 2014, 07:37:10 pm »

I created a creature that is a giant humanoid that lives in hell. It is supposed to be as big as the cyclops. I want to know if I made any mistakes in the code.
Spoiler (click to show/hide)
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Spehss _

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1160 on: September 25, 2014, 08:51:08 pm »

Seems fine, Redzephyr. Size is the same as cyclops. Have you tried loading it in the arena and checking the errorlog for any obvious errors? That's the most surefire way of checking if you made any obvious gamebrekaing mistakes.

Question, does my inorganic metals look ok? Trying to make a "divine" metal that's better than candy, but can only be harvested from smelting custom demons/megabeasts made from the metal or harvesting and refining raw ore mined from hell itself. For the sake of refining I went with making multiple types of boulders with different densities and custom reactions in the smelter to "refine" it from one stage to the next.

Spoiler: reactions (click to show/hide)

Spoiler: titanite metal raws (click to show/hide)
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Redzephyr01

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1161 on: September 25, 2014, 08:58:38 pm »

You're missing a [ in front of the DEEP_SPECIAL tag.
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Spehss _

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1162 on: September 25, 2014, 09:04:46 pm »

You're missing a [ in front of the DEEP_SPECIAL tag.
Yeah. That's intentional for most, since they aren't meant to show up in hell except for the raw ore. Figured I'd keep the tags in case I wanted to change it but remove the starting bracket so it isn't run by the game.

Should probably test the metals in game, but that's a pain in the butt to make a world and do an embark for just to find "oops, it's not working, gotta bugfix and start over." Wish arena let you spawn items or build workshops.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1163 on: September 25, 2014, 09:07:53 pm »

Arena lets you spawn items...

Spehss _

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1164 on: September 25, 2014, 09:20:20 pm »

Arena lets you spawn items...
Does it let you spawn a chunk of ore, build a workshop, and try using the reactions?
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Baffler

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1165 on: September 25, 2014, 09:24:38 pm »

Is it possible to make [POP_RATIO:0]? I intend to use the boiling stone trick to apply a transformation to make it usable in Fort Mode, but I don't want even a slight chance of these fellas coming with the other migrants.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1166 on: September 25, 2014, 09:28:51 pm »

No, but it is possible to make it ridiculously high for everyone you want to actually be born.

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1167 on: September 25, 2014, 10:44:53 pm »

Am I not using the verb tag right? Testing in arena and no message is printed despite undead being raised.

Spoiler (click to show/hide)
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1168 on: September 25, 2014, 10:58:59 pm »

[FREE_ACTION] is probably messing it up; you want [CDI:FREE_ACTION]

pisskop

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1169 on: September 26, 2014, 07:58:54 am »

Can you mod more than on syndrome into a material?  Say a buff for one species but a curse for another that will respect their different conditional activations?

[FREE_ACTION] is probably messing it up; you want [CDI:FREE_ACTION]
Do CDIs take time in this version?  It seems all of the ones I mod in are free despite not expliocitly having the Free_Action Token

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