Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 80 81 [82] 83 84 ... 137

Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201828 times)

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1215 on: July 18, 2016, 04:38:29 pm »

Has anyone tested how to make a creature appear in non-consecutive cavern layers? To put it in other words, have it appear on layer 1 and 3, but not 2. I think [UNDERGROUND_DEPTH:1:1] and [UNDERGROUND_DEPTH:3:3] would cause the latter to override the former.

Is UNDERGROUND_DEPTH a caste level token? If so just make 4 castes, male/female cavern 1 and male/female cavern 3.

EDIT: A quick look at wiki shows that it's creature level, damn. I guess you're SOL.
Yeah, only way I could figure out to go around it is making two creatures that are copies of each other save for depth.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1216 on: July 18, 2016, 06:27:09 pm »

Sounds like an excuse to have two different species based on depth to me. :P

It is a shame we can't do that, but then in the actual game both abstractly and explicitly the cavern layers are linked by occasional passages and shafts, and if the creature has access to the upper and the lower then it only makes sense it'd be present in the middle as well. If there are two separate populations, neither of which can traverse or inhabit the second cavern, and I would assume thus neither could inhabit the others cavern, I would go ahead and make them separate species.

What were you planning, by the way?
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1217 on: July 18, 2016, 07:04:10 pm »

Sounds like an excuse to have two different species based on depth to me. :P

It is a shame we can't do that, but then in the actual game both abstractly and explicitly the cavern layers are linked by occasional passages and shafts, and if the creature has access to the upper and the lower then it only makes sense it'd be present in the middle as well. If there are two separate populations, neither of which can traverse or inhabit the second cavern, and I would assume thus neither could inhabit the others cavern, I would go ahead and make them separate species.

What were you planning, by the way?
It's mostly that sometimes I want stuff to spawn in the bottom layer and in the caves, but if I do depth 1:5, they'll also spawn in the magma sea (layer 4) and burn/drown.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1218 on: July 18, 2016, 07:11:34 pm »

I coulda swore wildlife that isn't amphibious wouldn't get spawned in water even if the water is technically the majority or a part of their biome. You don't see albatrosses, a sea bird, being spawned under water; they aren't amphibious. I would assume the game doesn't try to spawn them in magma either if they can't breath underwater

Could test it and see, perhaps?
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1219 on: July 18, 2016, 07:20:19 pm »

I coulda swore wildlife that isn't amphibious wouldn't get spawned in water even if the water is technically the majority or a part of their biome. You don't see albatrosses, a sea bird, being spawned under water; they aren't amphibious. I would assume the game doesn't try to spawn them in magma either if they can't breath underwater

Could test it and see, perhaps?
I probably should test it out, yeah.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1220 on: July 18, 2016, 11:10:57 pm »

I put modded plants at depth 4 to ensure that they can be used as underground crops but would never ever appear in the wild.  For creatures it's easier to make them not spawn, just don't list a biome.

For the Creatures of the Odd Numbered Caverns, sounds like it would need the be two distinct creatures (Cave Whatsit and Deep Whatsit).  Might as well give them some flavor differences, and maybe even buff the stats or cluster size of the deeper ones.

If the critters are just supposed to be avoiding something on the second layer, just make them particularly vulnerable to that something and the game will basically handle it for you.
Logged
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.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1221 on: July 18, 2016, 11:15:30 pm »

Alright, ran into a hiccup.

Code: [Select]
[REACTION:MAKE_WOODEN_MECH]
[NAME:carve wooden mechanism]
[BUILDING:NEWSTUFF_SHOP:NONE]
[REAGENT:wood:1:WOOD:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:2:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
[SKILL:MECHANICS]

[REACTION:MAKE_WOODEN_STAKES]
[NAME:carve wooden stakes]
[BUILDING:NEWSTUFF_SHOP:NONE]
[REAGENT:wood:1:WOOD:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:4:TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
[SKILL:MECHANICS]

[REACTION:MAKE_WOODEN_STAKES]
[NAME:carve wooden stakes]
[BUILDING:NEWSTUFF_SHOP:NONE]
[REAGENT:wood:1:WOOD:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
[SKILL:MECHANICS]

The second one I know isn't set up right based on the fact it took a log as planned, but didn't spit out the required stakes. I assume this means the first is jacked up as well.

Any insight as to where I screwed up?

FantasticDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1222 on: July 19, 2016, 02:11:50 am »

Have you tried attaching [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] to the reagent? (the log) Else it will only produce 1 stake for 1 log by reading that you are missing the extra 3 logs from the reaction to compensate.
Logged

overseer05-15

  • Bay Watcher
  • Personal Text
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1223 on: July 19, 2016, 09:47:45 am »

Code: [Select]
[CREATURE:MENREIKI]
[DESCRIPTION:A ghostly mask with fiery eyes.]
[NAME:menreiki:menreiki:menreiki]
[CASTE_NAME:menreiki:menreiki:menreiki]
[CREATURE_TILE:'m'][COLOR:6:0:0]
[EVIL]
[INTELLIGENT]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:3:4]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[FREQUENCY:10]
[EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOEXERT]
[FLIER]
[NOBONES]
[FIREIMMUNE_SUPER]
[POPULATION_NUMBER:30:60]
[CLUSTER_NUMBER:4:6]
[PREFSTRING:violent screaming]
[BODY:BASIC_1PARTBODY_FLYING_HEAD_FLAG_THOUGHT:2EYES:2EARS:NOSE:BRAIN:SKULL:MOUTH:TONGUE:FACIAL_FEATURES:TEETH]
[TISSUE:MASK]
[TISSUE_NAME:mask:masks]
[TISSUE_MATERIAL:INORGANIC:BRONZE]
[TISSUE_MAT_STATE:SOLID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:10]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:MASK]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[BODY_SIZE:0:0:40000]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Hurl fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:60]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ITEMCORPSE:MASK:SMALL:INORGANIC:BRONZE]
[ITEMCORPSE_QUALITY:3]
[ALL_ACTIVE]
[LOW_LIGHT_VISION:10000]
[NO_SLEEP]
[NO_DIZZINESS]
[NO_FEVERS]
[CANNOT_JUMP]

This thing is supposed to drop a bronze mask on death, but it doesn't. Does anyone know why?
Logged
adult food like, I presume, steak and potatoes and tax forms,

My game giveaway

FantasticDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1224 on: July 19, 2016, 12:56:26 pm »

You haven't defined it as a armor, additionally it shares the same name with your tissue if that's a problem.

In layman terms you've told it to drop a mask on death without defining what a mask is explicitly, it knows its material content as you've supplied it but "what is a mask?" I cannot remember the exactly wording for you to use but try ARMOR (item type):MASK (subtype) instead.

Here's a exerpt from a bronze collossus

Code: [Select]
[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:BRONZE]
Also if its made out of bronze anyway, ripping the bronze tissue from a collossus will probably achieve the same effect (unless your creature is modified/weaker)
Logged

overseer05-15

  • Bay Watcher
  • Personal Text
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1225 on: July 19, 2016, 01:14:11 pm »

Okay Fantasticdorf, I just tested your suggestion, and you need
Code: [Select]
[ITEMCORPSE:HELM:MASK:INORGANIC:BRONZE]instead of armor.
And also thank you for the Colossus tissue idea.
Logged
adult food like, I presume, steak and potatoes and tax forms,

My game giveaway

FantasticDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1226 on: July 19, 2016, 01:25:24 pm »

Okay Fantasticdorf, I just tested your suggestion, and you need
Code: [Select]
[ITEMCORPSE:HELM:MASK:INORGANIC:BRONZE]instead of armor.
And also thank you for the Colossus tissue idea.

Whoops. Knew it was something like that. No problem.

In hindsight you might want to supply a variant of bronze (with a higher melting point) in the case that the fireballs it ejects melts itself, also would make the mask more unique and valuable.
Logged

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1227 on: July 19, 2016, 05:56:00 pm »

Code: [Select]
[REACTION:MAKE_WOODEN_MECH]
[NAME:carve wooden mechanism]
[BUILDING:NEWSTUFF_SHOP:NONE]
[REAGENT:wood:1:WOOD:NO_SUBTYPE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:2:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
[SKILL:MECHANICS]

[REACTION:MAKE_WOODEN_STAKES]
[NAME:carve wooden stakes]
[BUILDING:NEWSTUFF_SHOP:NONE]
[REAGENT:wood:1:WOOD:NO_SUBTYPE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:4:TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
[SKILL:MECHANICS]

[REACTION:MAKE_WOODEN_SCREW]
[NAME:carve wooden pump screw]
[BUILDING:NEWSTUFF_SHOP:NONE]
[REAGENT:wood:1:WOOD:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
[SKILL:MECHANICS]

I may or may not have fixed anything here. I'm not totally sure, but I did apply the suggested tag. Anything amiss?

Code: [Select]
[BUILDING_WORKSHOP:NEWSTUFF_SHOP]
[NAME:brainman's workshop]
[BUILD_LABOR:MECHANIC]
[WORK_LOCATION:2:2]
[DIM:3:3]
[BLOCK:1:1:1:1]
[BLOCK:2:1:0:1]
[BLOCK:3:1:0:1]
[TILE:0:1:46:247:46]
[TILE:0:2:247:247:247]
[TILE:0:3:247:209:210]
[COLOR:0:1:6:0:0:6:0:0:6:0:0]
[COLOR:0:2:6:0:0:6:0:0:6:0:0]
[COLOR:0:3:6:0:0:6:0:0:6:0:0]
[TILE:1:1:247:247:22]
[TILE:1:2:209:210:247]
[TILE:1:3:209:247:46]
[COLOR:1:1:6:0:0:6:0:0:6:0:0]
[COLOR:1:2:6:0:0:6:0:0:6:0:0]
[COLOR:1:3:6:0:0:6:0:0:6:0:0]
[TILE:2:1:247:247:22]
[TILE:2:2:209:210:247]
[TILE:2:3:209:247:46]
[COLOR:2:1:6:0:0:6:0:0:6:0:0]
[COLOR:2:2:6:0:0:6:0:0:6:0:0]
[COLOR:2:3:6:0:0:6:0:0:6:0:0]
[TILE:3:1:209:209:253]
[TILE:3:2:209:210:22]
[TILE:3:3:146:247:22]
[COLOR:3:1:6:0:0:6:0:0:7:0:1]
[COLOR:3:2:6:0:0:6:0:0:6:0:0]
[COLOR:3:3:6:0:0:6:0:0:6:0:0]
[BUILD_ITEM:TABLE:WOOD:NONE:NONE:NONE]
[BUILD_ITEM:CHAIR:WOOD:NONE:NONE:NONE]
[BUILD_ITEM:BLOCK:WOOD:NONE:NONE:NONE]
[BUILD_ITEM:BOX:WOOD:NONE:NONE:NONE]

I'm also positive I didn't do this right. Am I supposed to specify the quantity and then the materiel or the other way around?

FantasticDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1228 on: July 19, 2016, 06:12:47 pm »

For your building workshop example, yes you do require the quantity before the item type (item type also has to be a valid item token, for example, cauldrons are listed as non-valid despite being a legitimate game object, this cannot be altered, though you can cheat in tiles and colour those tiles individually to create the illusion of a cauldron etc.)

Code: ( from a screw press, it has 2 trap-parts) [Select]
[BUILD_ITEM:2:TRAPPARTS:NONE:NONE:NONE][CAN_USE_ARTIFACT]
I would recommend trying the new reactions just to test and getting back to us if there are any problems, the fact that it generates the product as the end result (despite only being one stake) is a good sign in itself that it's processing, even at lesser efficiency.

Functionally they should all be the same in terms of effect with the token i suggested, the item types aren't bearing on the reaction products result in any way that needs readily resolving from what i can see.
Logged

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1229 on: July 19, 2016, 06:18:20 pm »

Actually, the problem was that it wasn't producing any stakes, which lead me to assume there was some sort of problem to begin with. Hopefully now it'll be fixed. Just wanted to check in before I go testing things.

Time to gen up a new world. Sort of a shame, since I had a really good one too...
Pages: 1 ... 80 81 [82] 83 84 ... 137