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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 327393 times)

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2250 on: March 07, 2015, 03:05:07 pm »

Oh, if you are attempting to make them vermin for the sake of making it so that they cannot be hit, it will not work.

Normal vermin act like vermin, but civilized vermin are more like proper creatures, and can actually be attacked. This goes for Fort-Mode controlled units and adventurers, though I do not know if all units would behave like that.
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Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2251 on: March 07, 2015, 03:31:29 pm »

Thanks.

New question, how do you make sure a civ has a pet like how dwarves always have cats and dogs.
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TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2252 on: March 07, 2015, 03:39:37 pm »

You can't make only a particular civ have a pet. It's all civs or none. I ran into this problem with fire imps' singe deer and phoenixes.

I'm not really sure where to ask this, but I'm looking for a mod I found a while ago where there was a creature or secret that could transform into all kinds of creatures. What mod was it?

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2253 on: March 07, 2015, 03:41:24 pm »

There are various pet-type tokens you can give them that can control what types animals they may use.

USE_ANY_PET_RACE
USE_CAVE_ANIMALS
USE_EVIL_ANIMALS
USE_GOOD_ANIMALS
COMMON_DOMESTIC_MOUNT
COMMON_DOMESTIC_PACK
COMMON_DOMESTIC_PET
COMMON_DOMESTIC_PULL



I'm not really sure where to ask this, but I'm looking for a mod I found a while ago where there was a creature or secret that could transform into all kinds of creatures. What mod was it?

I think Dwarf Chocolate both has secrets that include shape-shifting. At the very least, it has a file full of shape-shifting interactions.

Genesis also has druids that can polymorph into a dire wolf.

That's all I can think of at the moment.
« Last Edit: March 07, 2015, 03:53:28 pm by BlackFlyme »
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TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2254 on: March 07, 2015, 05:03:00 pm »

Ah, yes, that's what I was looking for. Thanks.

Snergler

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2255 on: March 07, 2015, 07:22:53 pm »

anybody know if it is possible to mod the stockpile categories, like making weapons stockpile have a "gem" material setting for
trapcomps or weapons made of gem materials
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2256 on: March 07, 2015, 09:50:26 pm »

No, you cannot mod the GUI at all mostly, except keybindings.

Max™

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2257 on: March 08, 2015, 08:29:03 am »

Why is why we love our dfhack wizards for figuring out how to do overlays and all the other wonderful toys they provide/enable/share with us.
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Sver

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2258 on: March 08, 2015, 02:32:57 pm »

Is there any difference between 1-3 armor levels?

And is it possible to remove creature-related prefixes from materials like leather by basic modding (without DFhack)? If yes, then how?

Armor levels dictate what civs use it for. They prefer the highest option for serious business combat armor.

Sure, just stick [NO_PREFIX] in the leather material template. That means you'll have 400 thousand different leathers all named "leather", but it'd shorten the inventory descriptions.
Thanks for help! Though the second answer is a little bit disappointing, but whatever.
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Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2259 on: March 08, 2015, 06:10:36 pm »

You can't make only a particular civ have a pet. It's all civs or none.
How do I make so that all civs have my pet?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2260 on: March 08, 2015, 06:40:44 pm »

There are various pet-type tokens you can give entities that can control what types of animals they may use.

USE_ANY_PET_RACE
USE_CAVE_ANIMALS
USE_EVIL_ANIMALS
USE_GOOD_ANIMALS
COMMON_DOMESTIC_MOUNT
COMMON_DOMESTIC_PACK
COMMON_DOMESTIC_PET
COMMON_DOMESTIC_PULL

Not quite as simple as all or none, but the entity tags above will allow an entity to get a certain pet if the animal matches with the permissions.

The easiest way to allow most entities to use your animal would probably be to give the creature [COMMON_DOMESTIC] and [PET]
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Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2261 on: March 08, 2015, 07:21:05 pm »

Well...I missed the pet tag(face palm.)
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Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2262 on: March 08, 2015, 07:51:05 pm »

How do you make a material with a syndrome?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2263 on: March 08, 2015, 07:55:04 pm »

You literally just put the syndrome into the material, same way as any other material that has a syndrome.

Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2264 on: March 08, 2015, 07:56:30 pm »

Where can I find an example.
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