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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 334406 times)

locustgate

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1485 on: November 17, 2014, 08:51:02 am »

The body parts are likely not connecting because the throat and neck have changed between versions, due to the addition of necks to many body plans. Similarly, the reason that there is no tissue is because some of your body categories do not match up with what the body tissue plan is looking for.

Additionally, you have [USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE] listed twice. The second should be [USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE], so that the hooves are properly applied.

I made the bodyplan in 40.16....or was it .15....will try reworking the bodyplan when I get off. The base creature was a human from .16

EDIT: I fixed everything but the throat and neck.
« Last Edit: November 17, 2014, 03:03:56 pm by locustgate »
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1486 on: November 17, 2014, 03:34:47 pm »

You forgot the neck. Look at HUMANOID_NECK for an example.

locustgate

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1487 on: November 17, 2014, 03:50:03 pm »

You forgot the neck. Look at HUMANOID_NECK for an example.
Derp. That did it.

On a semi related note how much of the human body size is below the waist?
« Last Edit: November 17, 2014, 05:07:16 pm by locustgate »
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Sergarr

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1488 on: November 17, 2014, 05:06:48 pm »

Can I make an interaction that will produce an item at the beginning of every month and have the AI use the interaction automatically?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1489 on: November 17, 2014, 05:14:53 pm »

Interaction that will produce an item: requires DFHack.

Using it automatically: give it no usage hint and they will use it as soon as possible.

Only once a month: give it a wait period of ~two weeks (16800) and make it so that it only applies on 0:1 moon period.

Sergarr

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1490 on: November 17, 2014, 05:20:24 pm »

requires DFHack
shit

I guess I need to find a better way, then. Hmmmm.

Is there a way to make a reaction consume a single individual as a reagent?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1491 on: November 17, 2014, 05:27:46 pm »

The wiki tells you everything that you can use in reactions and tells you everything interactions can do.

That said, the only thing you can use in reactions is items. Individuals are not such a thing.

Illogical_Blox

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1492 on: November 17, 2014, 05:47:15 pm »

What causes the "no parent order for army camp" error?
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heydude6

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1493 on: November 17, 2014, 05:54:50 pm »

although you can still create a reaction that killed the person who used it. You can also create a reaction that creates no products (except boiling syndrome stone if you don't use Dfhack) and only effects the individual of a certain caste. So if you don't have the indivdual of a certain caste, it will just end up doing nothing. You can also make a reaction that affects animals by making it so that it temporarily gives the worker the ability to perform an interaction on the wanted animal and if the worker doesn't see the wanted animal in x amount of time, it just ends up doing nothing. The main problems begin to come into play when you create a reaction that consumes items and is meant to affect an individual since it leaves the possibility of it being wasted if you activate it when there is no individual around. It also becomes a problem when you want to use the individual to create items, although you can do that with Dfhack.

Actually nvm, if you want to create an item using individuals. Make the reaction produce a syndrome stone that transforms the victim into a creature that has [ITEMCORPSE:whatever item you wanted]. then give the creature the tag [MAXAGE:0:0] and it will die instantly.

So in summary make reaction drop a syndrome stone that transforms the indivdual into a creature with the ITEMCORPSE tag then give the new creature [MAXAGE:0:0] and you will get your wanted item. This has the plus side of not being restricted to civ members only, you can make it so that worker just gets the ability to transform wanted livestock into item by using interactions.

but the simplest solution would be to create a reaction that creates a syndrome stone as well as the wanted item (this will kill the worker 99 times out of 100)

so I hope my answer was helpful. And yes the soloution with itemcorpse has been tested.

So Putnam, did I blow your mind  8)

EDIT: If you ever plan on using dwarfhack, replace the syndrome stones with autosyndrome.
« Last Edit: November 17, 2014, 06:00:34 pm by heydude6 »
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1494 on: November 18, 2014, 01:29:41 am »

nah, I already worked around it a while ago with reactions and liquid spatters, but that's mostly adventure only. Also, the "interaction to spawn unit thing"... yeah, should have thought of that.

Autosyndrome has been deprecated since 0.40, so don't use that.

Nobody asked, but here's the strongest possible material in DF.

Code: [Select]
            [IMPACT_YIELD:100000000] maximum possible value; anything higher just gets reduced to this. It is, by all means, unbreakable.
            [IMPACT_FRACTURE:100000000]
            [IMPACT_STRAIN_AT_YIELD:0]
            [COMPRESSIVE_YIELD:100000000]
            [COMPRESSIVE_FRACTURE:100000000]
            [COMPRESSIVE_STRAIN_AT_YIELD:0]
            [TENSILE_YIELD:100000000]
            [TENSILE_FRACTURE:100000000]
            [TENSILE_STRAIN_AT_YIELD:0]
            [TORSION_YIELD:100000000]
            [TORSION_FRACTURE:100000000]
            [TORSION_STRAIN_AT_YIELD:0]
            [SHEAR_YIELD:100000000]
            [SHEAR_FRACTURE:100000000]
            [SHEAR_STRAIN_AT_YIELD:0]
            [BENDING_YIELD:100000000]
            [BENDING_FRACTURE:100000000]
            [BENDING_STRAIN_AT_YIELD:0]
            [MAX_EDGE:2147483647]
            [STATE_COLOR:ALL_SOLID:GRAY]

Sergarr

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1495 on: November 18, 2014, 10:57:35 am »

So, how many whacks from an adamantine sword do you need to break through a breast-plate made from that material?
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1496 on: November 18, 2014, 11:04:40 am »

∞, since armor doesn't actually keep note of cumulative damage yet.
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Sergarr

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1497 on: November 18, 2014, 11:09:45 am »

∞, since armor doesn't actually keep note of cumulative damage yet.
Well I think we've just found a way to make somebody invulnerable.
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locustgate

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1498 on: November 18, 2014, 11:30:57 am »

∞, since armor doesn't actually keep note of cumulative damage yet.
Well I think we've just found a way to make somebody invulnerable.

Where is the FUN? Unless you are sticking it on an enemy then that answers the question.
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Sergarr

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1499 on: November 18, 2014, 01:14:28 pm »

∞, since armor doesn't actually keep note of cumulative damage yet.
Well I think we've just found a way to make somebody invulnerable.

Where is the FUN? Unless you are sticking it on an enemy then that answers the question.
I should note that blunt attack will probably still go through this armor, thus achieving victory by pulping.
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