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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 333449 times)

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1875 on: January 05, 2015, 11:41:30 pm »

Having trouble adding a new bodypart.

Code: [Select]
[BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]

I want to attach this to the hand as a bodypart. Am I doing this wrong?

[CONTYPE:GRASP] or [CON_CAT:HAND]

Valid values for CONTYPE are UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE.

CON_CAT goes by the body parts' [CATEGORY] token.
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1876 on: January 05, 2015, 11:53:41 pm »

Having trouble adding a new bodypart.

Code: [Select]
[BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]

I want to attach this to the hand as a bodypart. Am I doing this wrong?
You also will have to set the tissues of the part yourself as the standard b_detail_plans don't cover CATEGORY:STAFF
Code: (eXample x) [Select]
[TISSUE:X]
[TISSUE_NAME:x:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:{PLANT_MAT/CREATURE_MAT:PLANTID/CREATUREID}{INORGANIC}:{MATERIAL}]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:STAFF:X]---When ordering first is innermost, second is second-innermost, etc
Check out tissue_default for more understanding of tissues.
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Arcvasti

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1877 on: January 06, 2015, 12:01:03 am »

Having trouble adding a new bodypart.

Code: [Select]
[BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]

I want to attach this to the hand as a bodypart. Am I doing this wrong?
You also will have to set the tissues of the part yourself as the standard b_detail_plans don't cover CATEGORY:STAFF
Code: (eXample x) [Select]
[TISSUE:X]
[TISSUE_NAME:x:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:{PLANT_MAT/CREATURE_MAT:PLANTID/CREATUREID}{INORGANIC}:{MATERIAL}]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:STAFF:X]---When ordering first is innermost, second is second-innermost, etc
Check out tissue_default for more understanding of tissues.

Code: [Select]
[TISSUE:WOOD]
[TISSUE_NAME:WOOD:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:PLANT_MAT:WOOD]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:STAFF:WOOD]

Tried filling out your code with the above. Still doesn't seem to work. Would I put the new tissue in a seperate file or just add it on to the creature file?
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1878 on: January 06, 2015, 12:18:01 am »

Code: [Select]
[TISSUE:WOOD]
[TISSUE_NAME:WOOD:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:PLANT_MAT:{TREEID_PLEASE}:WOOD]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:STAFF:WOOD]

Tried filling out your code with the above. Still doesn't seem to work. Would I put the new tissue in a seperate file or just add it on to the creature file?
In the creature file after the BODY token with the Staff.

It looked very messy so I understand missing it but there was a plant/creature ID part after the PLANT_MAT/CREATURE_MAT bit. I edited into your raw for easy substitution.

You'll need to go to plant_standard or plant_new_trees for a valid tree id. Make sure to find one that uses at least "USE_MATERIAL_TEMPLATE:WOOD:" otherwise you'll spit out errors and not have a tissue material.
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DragonDePlatino

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1879 on: January 06, 2015, 01:19:48 am »

Kinda sure the now un-spoilered ones are. FORCED_ADMINISTRATOR is the leader of a conquered place. I've seen a few creatures that hunt beasts as a profession(BEAST_HUNTER). PRISONERs can be freed to be companions. The goblins' trolls might be considered SLAVEs.

Hey, thanks for the help! I trimmed down my dwarf pages a bit and managed to cover everything in 186 tiles. Everything feels a lot more organized now and I feel the 4 other races will progress much faster.

mcbucko

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1880 on: January 06, 2015, 09:09:30 am »

Is it possible to add an interaction whether normally or through dfhack that turns a hostile megabeast into an pet or allied unit?

I'm looking to add something like a special caste that's able to pacify a specific megabeast.
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Meph

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1881 on: January 07, 2015, 01:26:27 pm »

In announcements.txt:
Code: [Select]
[GUILD_REQUEST_TAKEN:A_D:D_D]
[GUILD_WAGES_CHANGED:A_D:D_D]

What is this? Guilds? Wages?
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Sergarr

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1882 on: January 07, 2015, 01:54:45 pm »

Probably a left-over from times where things like guilds and wages existed, along with philosopher dwarfs and chasms that spawned enemies.
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Meph

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1883 on: January 07, 2015, 03:02:30 pm »

Its new. Didnt exist in 34.11.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1884 on: January 07, 2015, 03:16:00 pm »

Toady moved a lot of the hard-coded announcements over to the announcements.txt file in version 0.40.19.
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Meph

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1885 on: January 07, 2015, 04:31:38 pm »

Ah, that makes sense. I saw a lot in there that was not referenced in any changelogs. Thats actually nice, giving players more controls. :)

Next question: Gelding. Is there a skill token, profession token and labor token for that? The wiki seems outdated, there is nothing on gelding in the skill page.
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1886 on: January 07, 2015, 04:45:44 pm »

Should be GELD, GELDER and GELD.
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Meph

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1887 on: January 07, 2015, 08:01:26 pm »

Thank you. :)

Are amphibious mounts still drowning their riders? Croc-riding goblins that run into moats, drown, leaving fleeing crocs behind? Or has that been fixed?
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1888 on: January 07, 2015, 11:33:01 pm »

Thank you. :)

Are amphibious mounts still drowning their riders? Croc-riding goblins that run into moats, drown, leaving fleeing crocs behind? Or has that been fixed?
That reminds me that I was curious if there's been any news on aquatic or amphibious sentients.  I'm guessing that deep ocean sites can't work without boats, but maybe there's a way to make a race only settle the coast?
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ptb_ptb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1889 on: January 08, 2015, 03:50:58 am »

Quick question: If I remove
[UTTERANCES]
from
[CREATURE:KOBOLD]
in the
creature_standard.txt
in a save file will it take effect for adventure mode?

Or would the world have to be re-generated for kobolds to be able to speak?
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