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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204563 times)

Spiderking50

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #135 on: December 13, 2015, 02:37:54 pm »

Quick question: Can I copy a save from 42.02 and run it on 42.03 and that fix the bugs that are corrected for in 42.03? Or do I need to make a new fort all together?
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endlessblaze

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #136 on: December 13, 2015, 02:39:25 pm »

its save compatible. your free to transfer.
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Spiderking50

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #137 on: December 13, 2015, 02:43:00 pm »

And it fixes the issues?
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #138 on: December 13, 2015, 04:09:05 pm »

does anyone know the values for fire as a material?

I want to make a creature with wings of energy.

Insufficient data for meaningful answer. Make shit up.

Spiderking50

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #139 on: December 13, 2015, 06:44:50 pm »

does anyone know the values for fire as a material?

I want to make a creature with wings of energy.

Insufficient data for meaningful answer. Make shit up.

Fire and other gaseaus materials make very VERY flimsy creatures. There's a fireman raw in the subterranean (or maybe its next underground, I cant remember the exact name) sheet. Use that as your template. If you need help creating it make a separate post. People who are willing to answer are more likely to find it if its in its own thread.
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #140 on: December 14, 2015, 11:28:02 am »

How does DWF_STRETCH:X work? If X is 4, then the effect will be multiplied by 4? Divided?

Nevermind. Dug through the thread and Putnam answered that earlier.
« Last Edit: December 14, 2015, 11:37:03 am by Teneb »
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Spiderking50

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #141 on: December 14, 2015, 05:26:15 pm »

I'm looking to create an interaction that quickly drives dwarves insane via a syndrome, but the emotion tags dont seem to have much of an effect. Is anyone else experiencing this?
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Meph

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #142 on: December 14, 2015, 06:22:56 pm »

Does anyone know what this is about? From the announcement thread:
 (*) Made modded wood furnace reactions list properly
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #143 on: December 14, 2015, 06:30:21 pm »

Does anyone know what this is about? From the announcement thread:
 (*) Made modded wood furnace reactions list properly

Reactions assigned to the wood furnace hadn't been showing up in the wood furnace menu. Presumably that's fixed now.
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Spiderking50

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #144 on: December 14, 2015, 07:44:18 pm »

Also can someone tell me whats wrong with this weather interaction? The raise corpses effect is working, but the weather isnt coming.

Spoiler (click to show/hide)

I made an inorganic mushroom raw (which is basically the same as the normal mushroom material token but considered inorganic). There is no errorlog report. Not sure why the dust wont come.
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #145 on: December 15, 2015, 07:16:42 am »

^ You might want to try ANY_TERRAIN instead of ANY. I don't know what's causing your problem, but it seems like the only thing that differs from the interaction example files.

thanks. ok now here is where I fail completely.

I need this creature to be made out of flesh and bone like normal EXCEPT the tentacles/wings.
they need to be mad out of this and nothing else. and starlight needs to heal in about an hour.

how do I do?

Hey, nice to see you over in the modding forum. :P



Go into b_detail_plan_default, copy the whole of [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]. Paste it to the end of the file, and rename it as STAR_TISSUE_LAYERS.

Now, remove these two lines:

Code: [Select]
[BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:WING:ARG4:25:ARG3:25:ARG2:5:ARG1:1]

and replace them with:

Code: [Select]
[BP_LAYERS:BY_CATEGORY:ARM:ARG6:100]
[BP_LAYERS:BY_CATEGORY:WING:ARG6:100]

K, body detail is done. Now go to your creature, and do this somewhere near the end:

Code: [Select]
[USE_MATERIAL_TEMPLATE:STARLIGHT:STARLIGHT_TEMPLATE]

[TISSUE:STARLIGHT] <-- this is necessary because you haven't defined a tissue template
[TISSUE_NAME:starlight:starlight]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:STARLIGHT]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[HEALING_RATE:1] <--- makes it heal fast
[TISSUE_SHAPE:LAYER]

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:STAR_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE:STARLIGHT]

Like everyone else has already said, gas materials are very fragile. Also, if the whole wing gets severed off, it can't regenerate, only if the tissue is damaged it will. There's tricks that you can use to regenerate the limb, but it would also heal the entire creature as well.

ArKFallen

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #146 on: December 15, 2015, 03:32:34 pm »

thanks. ok now here is where I fail completely.

I need this creature to be made out of flesh and bone like normal EXCEPT the tentacles/wings.
they need to be mad out of this and nothing else. and starlight needs to heal in about an hour.

how do I do?
-a possible solution but BDP can only have up to 5 ARGs so need to do other things too-
You could also just not have the tentacles/wings in the BODY tag when you do standard materials. You later on have another BODY tag followed by
Code: (copied from Bearskie some) [Select]
[USE_MATERIAL_TEMPLATE:STARLIGHT:STARLIGHT_TEMPLATE]

[TISSUE:STARLIGHT] <-- this is necessary because you haven't defined a tissue template
[TISSUE_NAME:starlight:starlight]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:STARLIGHT]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[HEALING_RATE:1] <--- makes it heal fast
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:WING:STARLIGHT]
[TISSUE_LAYER:BY_CATEGORY:TENTACLE:STARLIGHT]-or whatever CATEGORY your tentacles are listed as instead of TENTACLE because I don't really see any in the BODY. might be that custom 8 arm grasp thing
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Meph

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #147 on: December 15, 2015, 04:38:22 pm »

Does anyone know what this is about? From the announcement thread:
 (*) Made modded wood furnace reactions list properly

Reactions assigned to the wood furnace hadn't been showing up in the wood furnace menu. Presumably that's fixed now.
Ok. It was never possible to add reactions so far, so it's great that there is one more vanilla building you can add stuff to. :)
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #148 on: December 15, 2015, 04:41:54 pm »

Not just WOOD, there's a lot. Check out file changes.txt

thedonkified

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #149 on: December 15, 2015, 04:50:23 pm »

If you make something that is liquid by default have no melting point, does it remain liquid forever?
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