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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 331533 times)

Catmeat

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3630 on: November 26, 2015, 05:57:18 am »

My friend and I are starting a shared save fort and I would like to know if mods will effect an unmodded save file and vuce versa.
Thanks
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3631 on: November 26, 2015, 06:06:35 am »

nope

Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3632 on: November 27, 2015, 05:03:50 am »

Are megabeasts always considered hostile, or can their behaviour be altered by using BENIGN/AT_PEACE_WITH_WILDLIFE/fear-inducing tags?

DrunkGamer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3633 on: November 27, 2015, 03:38:24 pm »

I need some help with a pretty basic mod.

I want to make it possible for Ice to be used as any other stone as long as long as the temperature is low enough. I can't seem to be capable of doing it. Any help?

(Yes, I already asked this, but I'm too stupid to really fix it even like that)
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3634 on: November 27, 2015, 03:42:59 pm »

Ice cannot be treated as if it were stone, despite being in boulder form. It is a unique material all of its own, and is hardcoded, so creating custom reactions is the only way to create items with it, as far as I know. You can use ice boulders to build things, though.
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DrunkGamer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3635 on: November 27, 2015, 03:44:24 pm »

Ice cannot be treated as if it were stone, despite being in boulder form. It is a unique material all of its own, and is hardcoded, so creating custom reactions is the only way to create items with it, as far as I know. You can use ice boulders to build things, though.

I see... Mind to pull together a small example so I can get my head around it? I'm pretty bad at reactions...
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3636 on: November 27, 2015, 03:52:06 pm »

Code: [Select]
[REACTION:ICE_STATUE]
[NAME:Ice Sculpture]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:BOULDER:NONE:WATER:NONE]
[PRODUCT:100:1:STATUE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MASONRY]

This should work. Just change the product line as needed to create different items. In case you need them, here are skill tokens, here are item tokens, and here is the reaction page.
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DrunkGamer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3637 on: November 27, 2015, 04:03:26 pm »

Code: [Select]
[REACTION:ICE_STATUE]
[NAME:Ice Sculpture]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:BOULDER:NONE:WATER:NONE]
[PRODUCT:100:1:STATUE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MASONRY]

This should work. Just change the product line as needed to create different items. In case you need them, here are skill tokens, here are item tokens, and here is the reaction page.

Thanks a lot!
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Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3638 on: December 01, 2015, 12:03:11 am »

I'm having some difficulty getting friendly units in Fort Mode to cast interactions amongst themselves in a consistent manner. I've noticed that they tend to use their interactions on hostile units pretty much instantaneously, but when it comes to friendlies, its much more of a hit-and-miss chance. Any idea why?

Using no USAGE_HINT and no WAIT_PERIOD with a 15 tile TARGET_RANGE btw.

Max™

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3639 on: December 01, 2015, 12:49:40 am »

USAGE_HINT:GREETING
You need quivers to hold ammo.

Hunters may use ranged weapons, even if the weapons do not use a traditional ranged skill. Ammo management may be a bit difficult for hunters though, if you have more than one type of ranged weapon/ammo.

Ditto for militia, though since there is no thrower profession, their graphics will probably stay as recruits if they do not have an actual military skill.
You can just carry ammo around in your offhand. I wasn't able to get experimental creatures to wear quivers when I animated them myself but if I give them a musket and a handful of ammo they blast stuff happily.
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Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3640 on: December 01, 2015, 07:01:38 am »

USAGE_HINT:GREETING

Nuh... seems to have made it worse tbh. I was under the impression that leaving CDI:USAGE_HINT out would have them cast it at every opportunity?

Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3641 on: December 01, 2015, 09:26:39 am »

USAGE_HINT:GREETING

Nuh... seems to have made it worse tbh. I was under the impression that leaving CDI:USAGE_HINT out would have them cast it at every opportunity?
That was the case in 0.34, but in 0.40 units under AI control don't seem to consider their interactions unless under stress or otherwise forced into making a decision.  Greeting interactions do happen a lot, though, not sure why it didn't work for you.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
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Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3642 on: December 01, 2015, 09:42:48 am »

Bummer. There goes complex interaction mods such as PHM then I suppose. :(

Jerry The Hellbound

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3643 on: January 09, 2016, 02:23:19 pm »

I've been wanting to create a regenarion syndrome that's triggered remotely, maybe even automatically, however I don't know where to create one and what to put in it, Ive already created my race, which is the one that I want this triggered syndrome to be exclusive to it, I will edit this to post the code if someone tells me how to make a spoiler, thank you!
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Jerry.
This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
Also made that awesome avatar. took me hours with Gimp: (also the two light & dark sprites are from Stardew Valley)
http://i.imgur.com/8x7aX7T.png

TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3644 on: January 09, 2016, 02:48:23 pm »

Use the little nuke-looking symbol.
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