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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335166 times)

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2550 on: May 06, 2015, 06:35:33 pm »

Cloth has a PRODUCT_DIMENSION of... either 150 or 15000, forgot which.

http://dwarffortresswiki.org/index.php/DF2014:Item_token
http://dwarffortresswiki.org/index.php/DF2014:Material_token

You have to gen a new world when you add reactions

TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2551 on: May 09, 2015, 02:39:32 am »

Hey modders! Do you like sieges?
BABYSNATCHER: "Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch."
Those 3 tags make sieges come later. I'm now trying to have 3 separate goblin creature+civ to get some sieges happening.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2552 on: May 09, 2015, 02:48:07 am »

Is that actually true? Again, AFAIK, sieges are subject to actual AI now, where besiegers need a proper reason to lay siege to a place.

TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2553 on: May 09, 2015, 02:49:56 am »

The wiki might be ofcourse outdated. We need evil civ science.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Propman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2554 on: May 10, 2015, 04:00:02 am »

After blundering around with tissue templates and body detail plans and other horrors, I ask if there is any simpler way to make a race who has caste-specific elemental resistances? Say I wanted to have an ice-proof caste, and a fire-proof caste (in the literal sence: I have found out that "fire immune" doesn't seem to account for things such as the background temperature rising above the tolerance for a creature's tissues, only blocking the effects of fire attacks).
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jason0320

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2555 on: May 10, 2015, 07:33:33 am »

Can I make a creature eat only brains but anything else?
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CrispyDuck

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2556 on: May 10, 2015, 08:14:07 am »

Quick question after abandoning yet another site because of re-animation: is there a way to totally turn off corpses and body-parts from re-animating?

Evil biomes are great, love 'em to death. But the hassle of a Yak's left nostril hair interrupting half my food economy is something I don't want to deal with anymore.

The only thing I'd like to put an end to is the re-animating. Evil rain, evil clouds and undead wandering around are all spiffy and I'd like to keep them in.
But the re-animating has to go.

So in short: how do I turn off corpses/body-parts from coming back as undead nuisances in evil biomes.
Would I need to mess around with creature raws or something?
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TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2557 on: May 10, 2015, 08:35:48 am »

In worldgen, set regional interactions to 0.

CrispyDuck

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2558 on: May 10, 2015, 09:30:16 am »

In worldgen, set regional interactions to 0.

Thanks for the answer.
Would that only disable the re-animating of corpses or also disable rain/clouds/other stuff?
It's only one thing I want to get rid and disable of. Any other effects I want to keep enabled.


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TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2559 on: May 10, 2015, 11:05:04 am »

Only reanimation. Clouds and rain are separate.

ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2560 on: May 10, 2015, 12:30:09 pm »

After blundering around with tissue templates and body detail plans and other horrors, I ask if there is any simpler way to make a race who has caste-specific elemental resistances? Say I wanted to have an ice-proof caste, and a fire-proof caste (in the literal sence: I have found out that "fire immune" doesn't seem to account for things such as the background temperature rising above the tolerance for a creature's tissues, only blocking the effects of fire attacks).
  • Move all castes before tissues are set down but after materials are first introduced.
  • Put all your needed proofing materials down with slightly different IDs (use USE_MATERIAL:<NEWMATERIALID>:<OLDMATERIALID> to make select copies of existing materials, alterations go below/after the line using material tokens).
  • Do a SELECT_CASTE:ALL followed by the tissue introduction BodyDetailPlans.
  • Now SELECT_CASTE:<CASTEID>. Then SELECT_TISSUE and then TISSUE_MATERIAL:LOCAL_CREATURE_MAT:<NEWMATERIALID> for every tissue that will use a proofed material.
  • Repeat step4 with all proofed castes so their tissues lead to proofed materials.
  • Now proceed with your regular creature making.
When doing this take into account that materials keep getting added in all the way until the spit interaction (assuming using sentient RAWs as a base) and some of them will need proofed materials for survival. A prime example is blood but sinew is a close second.
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Hm, have you considered murder?  It's either that or letting it go.
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TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2561 on: May 10, 2015, 01:24:26 pm »

Can I make a creature eat only brains but anything else?
One that eats only brains? I don't think so. There's NO_EAT, carnivore(?), bonecarnivore, vermin hunter, and grazer. And civilizations tagged with uses_plants, uses_animals.


What's the best semimegabeast or megabeast to give SPHERE:DEATH to? So more civs will worship a death god and learn the secrets of necromancy. I need more necromancers.
« Last Edit: May 10, 2015, 01:30:10 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2562 on: May 10, 2015, 02:11:56 pm »

What's the best semimegabeast or megabeast to give SPHERE:DEATH to? So more civs will worship a death god and learn the secrets of necromancy. I need more necromancers.
Make your own.

Can I make a creature eat only brains but anything else?
I think there's a tag that makes it so creatures can only eat a specific food. Look for it on pandas.

TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2563 on: May 10, 2015, 03:15:50 pm »

Can I make a creature eat only brains but anything else?
I think there's a tag that makes it so creatures can only eat a specific food. Look for it on pandas.
SPECIFIC_FOOD tag, here on the creature tokens page: http://dwarffortresswiki.org/index.php/DF2014:Creature_token
[SPECIFIC_FOOD:PLANT:BAMBOO, ARROW] or one can make a creature eat a certain creature species [SPECIFIC_FOOD:CREATURE:RAT]. The tag doesn't allow for specific bodypart or all bodyparts belonging to a certain group.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Max™

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2564 on: May 10, 2015, 05:44:34 pm »

My reflex is to say "the tag you're after is [INDIV_CONTROLLABLE] because you can guarantee an adventurer is going to be chowing down on brains and hearts and such" but that isn't really helpful. T.T
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