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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335057 times)

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2295 on: March 21, 2015, 01:05:53 am »

To make civilizations contact you sooner, you would need to add or alter the PROGRESS_TRIGGER tokens. You put in a number between zero and five. Zero will disable the specific type of trigger, while one-through-five are for different levels for the tag, with one being the lowest/least needed to trigger the civilization to visit, and five being the highest.

For example, [PROGRESS_TRIGGER_POP_SIEGE:3] would mean that a siege would not occur until you get eighty dwarves. This will link you to the wiki pages for entities; specifically to the progress triggers, which can explain what level corresponds to what requirements.

There are a few ways to make creatures tougher. Such as making their tissues/materials stronger, making them larger, giving them natural skills, or higher than normal attributes. However, making a creature belong to a specific civilization is not something you can do through the raws alone. You can make it more likely for them to have the giant scorpions by allowing them to use any type of animal, however.

Iron access should be available to any civilization that has access to furnace operators as a profession, and steel should be available to any civilization that is permitted to use the steel smelting reaction.

Making undead similar to actual animated zombies may be a bit difficult, as zombies have their own behaviour that can't quite be put onto normal creatures, such as the ability to survive a bisection, but making an undead-like race that doesn't age or need to think, drink, or eat, while hating all life is possible.

There is a wiki you can use.

In addition to the entity token I shared above, you may be interested in the creature tokens.
And here is a reference modding guide, which is also on the wiki.
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TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2296 on: March 21, 2015, 08:15:46 am »

I essentially want to make a mod that cranks up the difficulty of invasions significantly that doesn't rely on finding towers on the map (since it makes world gens extremely long to try to encourage more towers by setting the year to 1050).
I recommend you give minimum skill levels to the invader creatures, eg. [NATURAL_SKILL:TRACKING:5] forest life
You can also pump up your mark 2 goblins with [PHYS_ATT_RANGE:TOUGHNESS:700:1200:1400:1500:1600:1800:2500]
speedlearning and dex/str/con statements.

Highly recommend you have a programmer's text editor that can "Find in folders" aka "show all lines mentioning this string in these 500 files"
ps. You're welcome to copy my Brook Troll uncivilized creature from OldGenesis.
pps. Larger world and longer history means slow framespersecond!
« Last Edit: March 21, 2015, 08:17:21 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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Ops Fox

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2297 on: March 22, 2015, 06:53:40 pm »

I wanted to add in a reaction to my smelter that would let me create an alloy of copper and nickel for weapons, but the reaction for the bars is not showing up in the list of things my smelter can do.

I added the cupronickel to the inorganic:metal list, I added the reaction to the list of permitted ones for my civ, and I created a reaction in the reaction_smelter file.

Would adding these things after I already embarked impact it any?
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Nahere

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2298 on: March 22, 2015, 06:57:57 pm »

Would adding these things after I already embarked impact it any?
Yes, as adding objects requires regenning the world, as does editing the entity files.
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2299 on: March 23, 2015, 04:47:30 pm »

Would adding these things after I already embarked impact it any?
Yes, as adding objects requires regenning the world, as does editing the entity files.
You could change an existing reaction (for example, for an alloy you never make) to be the one you want to test.  The ID needs to stay the same, but you can change pretty much all of the internals including its human-readable name.
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TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2300 on: March 24, 2015, 04:23:37 pm »

Can I add an interaction post world-gen? If not, can I change one of the default ones to what I want?

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2301 on: March 24, 2015, 04:27:37 pm »

1. No. I don't know of anything that can be added post world-gen.
2. Maybe. Probably yes, but it may depend on exactly what is changed.
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RC1359

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2302 on: March 24, 2015, 08:55:25 pm »

I managed to get a custom workshop built, and the reaction necessary for this item is useable (and the reagents are consumed), however this tool does not actually show up anywhere. The workshop is enabled and the reaction is enabled for the civilization. Do I need to add the tool to be enabled for the civilization, or do I need to add a token or something so they will carry the object around / store it in a stockpile?
And also, if I am able to get it working, under what category would it appear in the custom stockpile settings?

The Workshop:
Code: [Select]
building_custom_building

[OBJECT:BUILDING]

[BUILDING_WORKSHOP:CUSTOM_BUILDING]
[NAME:First Custom Building]
[NAME_COLOR:1:0:1]
[DIM:5:5]
[WORK_LOCATION:3:1]
[WORK_LOCATION:1:3]
[WORK_LOCATION:5:3]
[WORK_LOCATION:3:5]
[BUILD_LABOR:ALCHEMY]
[BUILD_KEY:CUSTOM_SHIFT_C]
[BLOCK:1:0:0:0:0:0]
[BLOCK:2:0:1:1:1:0]
[BLOCK:3:0:1:0:1:0]
[BLOCK:4:0:1:1:1:0]
[BLOCK:5:0:0:0:0:0]
[TILE:0:1:' ':' ':' ':' ':' ']
[TILE:0:2:' ':169:196:191:' ']
[TILE:0:3:' ':179:' ':179:' ']
[TILE:0:4:' ':192:196:217:' ']
[TILE:0:5:' ':' ':' ':' ':' ']
[COLOR:0:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:0:0:6:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:0:3:0:0:0:6:0:0:0:0:0:6:0:0:0:0:0]
[COLOR:0:4:0:0:0:6:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:0:5:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:1:1:' ':' ':' ':' ':' ']
[TILE:1:2:' ':214:196:191:' ']
[TILE:1:3:' ':186:' ':179:' ']
[TILE:1:4:' ':211:196:217:' ']
[TILE:1:5:' ':' ':' ':' ':' ']
[COLOR:1:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:1:2:0:0:0:1:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:1:3:0:0:0:1:0:0:0:0:0:6:0:0:0:0:0]
[COLOR:1:4:0:0:0:1:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:1:5:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:2:1:' ':' ':' ':' ':' ']
[TILE:2:2:' ':214:196:183:' ']
[TILE:2:3:' ':186:' ':186:' ']
[TILE:2:4:' ':211:196:189:' ']
[TILE:2:5:' ':' ':' ':' ':' ']
[COLOR:2:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:2:2:0:0:0:1:0:0:6:0:0:1:0:0:0:0:0]
[COLOR:2:3:0:0:0:1:0:0:0:0:0:1:0:0:0:0:0]
[COLOR:2:4:0:0:0:1:0:0:6:0:0:1:0:0:0:0:0]
[COLOR:2:5:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:3:1:' ':' ':236:' ':' ']
[TILE:3:2:' ':214:205:183:' ']
[TILE:3:3:236:186:246:186:236]
[TILE:3:4:' ':211:205:189:' ']
[TILE:3:5:' ':' ':236:' ':' ']
[COLOR:3:1:0:0:0:0:0:0:2:0:0:0:0:0:0:0:0]
[COLOR:3:2:0:0:0:1:0:0:1:0:0:1:0:0:0:0:0]
[COLOR:3:3:2:0:0:1:0:0:7:0:0:1:0:0:2:0:0]
[COLOR:3:4:0:0:0:1:0:0:1:0:0:1:0:0:0:0:0]
[COLOR:3:5:0:0:0:0:0:0:2:0:0:0:0:0:0:0:0]
[BUILD_ITEM:4:STONE:NONE:NONE:NONE][BUILDMAT][CAN_USE_ARTIFACT]

The Item:
Code: [Select]
item_custom

[OBJECT:ITEM]

[ITEM_TOOL:TOOL_CUSTOM]
[NAME:custom tool:custom tools]
[VALUE:0]
[TILE:139]
[SIZE:1]

The reaction:
Code: [Select]
reaction_decomposition

[OBJECT:REACTION]

[REACTION:MAKE_CUSTOM_TOOL]
[NAME:Make Custom Tool]
[BUILDING:CUSTOM_BUILDING:CUSTOM_S]
[REAGENT:a:1:stone:NONE:NONE:NONE]
[PRODUCT:100:4:TOOL:TOOL_CUSTOM]
[SKILL:ALCHEMY]
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2303 on: March 24, 2015, 09:08:26 pm »

Tools can be given to an entity through a permission by entering something like [TOOL:TOOL_CUSTOM] into the entity's definition.

Your reaction is incorrect. I'm not sure if 'stone' will work, as it is not capitalized, but your product is definitely wrong. It has no defined materials.

[PRODUCT:100:4:TOOL:TOOL_CUSTOM:GET_MATERIAL_FROM_REAGENT:a:NONE] will make the tool be made of the item put into the reaction.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2304 on: March 24, 2015, 09:24:44 pm »

Yo, can anyone tell me if the following entity tokens actually do anything properly:

Code: [Select]
    [SITE_GUARDIAN]
    [DIVINE_MAT_WEAPONS]
    [DIVINE_MAT_ARMOR]
    [DIVINE_MAT_CRAFTS]
    [DIVINE_MAT_CLOTHING]

Also, here's something fun:

Code: [Select]
[INORGANIC:DIVINE_7]
    [GENERATED]
    [DIVINE]
    [DISPLAY_COLOR:7:0:0]
    [BUILD_COLOR:7:0:0]
    [STATE_COLOR:ALL_SOLID:GRAY]
    [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
    [STATE_NAME_ADJ:ALL_SOLID:booming metal]
    [MATERIAL_VALUE:300]
    [SPEC_HEAT:7500]
    [MELTING_POINT:NONE]
    [BOILING_POINT:NONE]
    [ITEMS_WEAPON]
    [ITEMS_WEAPON_RANGED]
    [ITEMS_AMMO]
    [ITEMS_DIGGER]
    [ITEMS_ARMOR]
    [ITEMS_ANVIL]
    [ITEMS_HARD]
    [ITEMS_METAL]
    [ITEMS_BARRED]
    [ITEMS_SCALED]
    [SOLID_DENSITY:1000]
    [LIQUID_DENSITY:1000]
    [MOLAR_MASS:20000]
    [IMPACT_YIELD:1000000]
    [IMPACT_FRACTURE:2000000]
    [IMPACT_STRAIN_AT_YIELD:0]
    [COMPRESSIVE_YIELD:1000000]
    [COMPRESSIVE_FRACTURE:2000000]
    [COMPRESSIVE_STRAIN_AT_YIELD:0]
    [TENSILE_YIELD:1000000]
    [TENSILE_FRACTURE:2000000]
    [TENSILE_STRAIN_AT_YIELD:0]
    [TORSION_YIELD:1000000]
    [TORSION_FRACTURE:2000000]
    [TORSION_STRAIN_AT_YIELD:0]
    [SHEAR_YIELD:1000000]
    [SHEAR_FRACTURE:2000000]
    [SHEAR_STRAIN_AT_YIELD:0]
    [BENDING_YIELD:1000000]
    [BENDING_FRACTURE:2000000]
    [BENDING_STRAIN_AT_YIELD:0]
    [MAX_EDGE:12000]
    [SPHERE:THUNDER]

Note especially the last line.

Meph

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2305 on: March 24, 2015, 10:33:14 pm »

The [SITE_GUARDIAN] is probably hard to test, because you need to find a vault, but I'd assume that the civ will replace the angels in it.

The other ones are easy to test:  [DIVINE_MAT_WEAPONS]  [DIVINE_MAT_ARMOR]   [DIVINE_MAT_CRAFTS]  [DIVINE_MAT_CLOTHING] add them to an entity, set divine_metals to 100 in the worldgen editor, gen a world, and check what stuff you can embark with. :D Best to take 10k embark points, items from divine mats are probably expensive.

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Lightningy

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2306 on: March 26, 2015, 04:16:00 pm »

how would i go about changing barrel capacity, or is it hard-coded into the game?
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'What is life?', you ask. Fundamentally life is the apotheosis of pointlessness. We live to multiple. But what for? The Endless cycle of carnage pulls hardest on the furthest victim. An inescapable fate; one no one wants but we all desire. The more immoral we become the more ideal we are. A perverse oxymoron. We who live unencumbered but are the most burdened. We fight but at the end it is all for naught, as in life there are no winners; only the undistinguished.

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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2307 on: March 26, 2015, 04:21:01 pm »

how would i go about changing barrel capacity, or is it hard-coded into the game?
Hard coded.
Check out ITEM_TOOL_POT in ITEM_TOOL.txt for an alternative if you just want food/drink containers with more space. ITEM_TOOL_JUG is above that as well.
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Lightningy

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2308 on: March 26, 2015, 04:24:48 pm »

how would i go about changing barrel capacity, or is it hard-coded into the game?
Hard coded.
Check out ITEM_TOOL_POT in ITEM_TOOL.txt for an alternative if you just want food/drink containers with more space. ITEM_TOOL_JUG is above that as well.
aright, thx its been bugging me for a while now.
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'What is life?', you ask. Fundamentally life is the apotheosis of pointlessness. We live to multiple. But what for? The Endless cycle of carnage pulls hardest on the furthest victim. An inescapable fate; one no one wants but we all desire. The more immoral we become the more ideal we are. A perverse oxymoron. We who live unencumbered but are the most burdened. We fight but at the end it is all for naught, as in life there are no winners; only the undistinguished.

GENERATION 29:
Copy and add 1.

RC1359

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2309 on: March 26, 2015, 08:00:26 pm »

Is there any way to make a submenu in a custom workshop?
Something similar to the metalcrafting shop, like make subcategories for each metal.
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