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Author Topic: To save my dwarf... (Modding the raws)  (Read 1402 times)

Icefire2314

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To save my dwarf... (Modding the raws)
« on: July 17, 2014, 09:31:55 pm »

Alright, so my only soldier dwarf got stuck in a bad situation on a new fort, he is engaged with a wereiguana. I don't have any other saves and don't want to start over so I'm willing to cheat for this one scenario. I plan to either A: make him move much faster than the iguana or B: Make his skin out of something very strong like adamantine

Can I do this for one scenario, or will it require a world regen for effect? Also, are both plans available? Finally, if I can't do this, are there any other options I can take to save my dwarf?
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TheDorf

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Re: To save my dwarf... (Modding the raws)
« Reply #1 on: July 17, 2014, 09:42:36 pm »

Alright, so my only soldier dwarf got stuck in a bad situation on a new fort, he is engaged with a wereiguana. I don't have any other saves and don't want to start over so I'm willing to cheat for this one scenario. I plan to either A: make him move much faster than the iguana or B: Make his skin out of something very strong like adamantine

Can I do this for one scenario, or will it require a world regen for effect? Also, are both plans available? Finally, if I can't do this, are there any other options I can take to save my dwarf?

I'm pretty sure you could change the RAWs in the folder for the world you're currently playing in, giving all your dwarves adamantine skin. Or, if you're not playing the latest version, you could use DFHack to spawn a weapon and some armour for him.
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deepfreeze78

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Re: To save my dwarf... (Modding the raws)
« Reply #2 on: July 17, 2014, 09:52:49 pm »

It should work, but it will affect all dwarves, not just the swordsmen. That will include all other civs dwarves, at least until you change it back.
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Icefire2314

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Re: To save my dwarf... (Modding the raws)
« Reply #3 on: July 17, 2014, 09:57:20 pm »

Well I only plan to change it momentarily until the wereiguana is dead.

However, I don't typically mod so I have no idea what I'm doing at all. Could anyone point me in the right direction?
I'm looking at high speed dwarves and/or adamantine skin :D
Thanks
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Nathail

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Re: To save my dwarf... (Modding the raws)
« Reply #4 on: July 17, 2014, 10:15:36 pm »

The adamantine skin thing is pretty easy, actually. Find the bottom of the dwarf entry in creature_standard.txt and paste this in:

Code: [Select]
[SELECT_MATERIAL:SKIN]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[SOLID_DENSITY:200]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]

Material traits were taken from inorganic_metal.txt. I trimmed away the bits that won't really matter for a temporary thing.

Of course, adamantine skin won't actually save you from blunt impacts, but nothing is going to cut through that dwarf skin. If you want a normally-invulnurable dwarf, use this:

Code: [Select]
[SELECT_MATERIAL:ALL]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[SOLID_DENSITY:7850]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[SELECT_MATERIAL:BLOOD]
 [PLUS_MATERIAL:PUS]
 [PLUS_MATERIAL:SWEAT]
 [PLUS_MATERIAL:TEARS]
[MELTING_POINT:10000]

This makes your dwarves out of steel. Adamantine weapons will still cut, but no wereiguana will do anything significant. Coincidentally, your dwarves will also punch like steel maces. Because they are steel made of steel. Modding is fun.
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Icefire2314

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Re: To save my dwarf... (Modding the raws)
« Reply #5 on: July 17, 2014, 10:19:00 pm »

The adamantine skin thing is pretty easy, actually. Find the bottom of the dwarf entry in creature_standard.txt and paste this in:

Code: [Select]
[SELECT_MATERIAL:SKIN]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[SOLID_DENSITY:200]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]

Material traits were taken from inorganic_metal.txt. I trimmed away the bits that won't really matter for a temporary thing.

Of course, adamantine skin won't actually save you from blunt impacts, but nothing is going to cut through that dwarf skin. If you want a normally-invulnurable dwarf, use this:

Code: [Select]
[SELECT_MATERIAL:ALL]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[SOLID_DENSITY:7850]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[SELECT_MATERIAL:BLOOD]
 [PLUS_MATERIAL:PUS]
 [PLUS_MATERIAL:SWEAT]
 [PLUS_MATERIAL:TEARS]
[MELTING_POINT:10000]

This makes your dwarves out of steel. Adamantine weapons will still cut, but no wereiguana will do anything significant. Coincidentally, your dwarves will also punch like steel maces. Because they are steel made of steel. Modding is fun.

I love you.

Time to go have !!FUN!!
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Grey Goo

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Re: To save my dwarf... (Modding the raws)
« Reply #6 on: July 18, 2014, 12:43:05 am »

Just give your opponent's tissues very low boiling point. It works, in fun ways...
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Nathail

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Re: To save my dwarf... (Modding the raws)
« Reply #7 on: July 18, 2014, 05:40:40 pm »

If you have the combat logs, I'd like to see them. For research (I'm working on a creature with steel and iron-like tissues).
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ArKFallen

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Re: To save my dwarf... (Modding the raws)
« Reply #8 on: July 21, 2014, 01:09:38 am »

[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:100000] on yourself. So much easier to add and remove.
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