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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201516 times)

Max™

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1590 on: March 03, 2017, 01:24:35 pm »

Yeah, the animals predate them, but my modded dwarf entry is 294 lines, to represent things like body hardening and ninja speed type changes I have a martial dwarf entry after it with two castes that have their own stuff going on, samurai females, warrior monk males, and it's 76 lines. I could reduce it more but didn't feel like tossing stuff like all the attribute changes/skill learn rates/natural skill bits into the c_variation so I could vary those per caste/race as I saw fit.
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Roses

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1591 on: March 03, 2017, 01:30:53 pm »

Yeah, there comes a point where you just want that information in the creature. Especially if it's a self made entry, if someone is interested in it you don't want them to have to open up multiple files just to figure out what is going on. I was originally interested in CV tokens for my random creature creator, but I decided to go a different route (same premise but the creatures are all created with full raws), which is actually where all these questions are coming from. Gotta make sure that all creatures it makes are viable, and since the creator just selects from a list of pre-defined templates that means making sure all connections are correct and all body parts get materials.

That reminds me, is it still true that if I don't give a body part a material then it will do weird things like "attack passes through" and such?
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Max™

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1592 on: March 03, 2017, 01:43:45 pm »

I thought if would just spit errors or try to use the first material?

I think you could do a minimal creature definition, then use creature variations for a build-a-horror grab bag effect though.

Look at how the animal person one does the cvct master/target/replacement stuff, took me a little bit to get used to what it's doing but it is actually a neat toolbox.

If you did it with fallbacks right you could probably have it so any conflicts get picked up and fixed within the variation itself, and from there just doing stuff like having variations for limbs, materials, attacks, interactions, right down to names and castes and tiles are all possible.
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scourge728

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1593 on: March 03, 2017, 07:10:30 pm »

From my modding experience, missing materials seem to do all three of those things depending on criteria that I don't actually know (they always spit errors though

newoldbroccoli

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1594 on: March 03, 2017, 09:18:34 pm »

Hey is there any way to make it so only a Specific caste can be nobles
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1595 on: March 03, 2017, 09:56:43 pm »

Roses

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1596 on: March 06, 2017, 07:27:43 pm »

I thought if would just spit errors or try to use the first material?

So following up on this, trying to figure out how ordering matters in the raws (i know for many things it doesn't, but I think it does for this stuff).
1. Would this;
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
Be equivalent to
Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
Or would the second one throw an error because SKIN, FAT, etc... aren't defined before being used. And what about
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
Here we define the materials, but don't define tissues for them until after the layers call?

2. Similarly
Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
vs
Code: [Select]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
In this case would placing the detail plan after the tissue layer declaration mean that the tissue declaration was overwritten?

3. Lastly, if I used the standard way of material declaration
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
And then later used
Code: [Select]
[USE_MATERIAL_TEMPLATE:BONE:STRONG_BONE_TEMPLATE]Would the BONE material be overwritten?
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Max™

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1597 on: March 06, 2017, 09:31:29 pm »

Wait, I thought for first material that it went with like skin, or whichever one was listed first in standard materials?
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Tarsius

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1598 on: March 07, 2017, 05:53:13 am »

is there a way to make tree growths other than fruit harvestable?
if the answer is no, is there a way to make trees drop its growths in addition to logs when cut?
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Amostubal

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1599 on: March 07, 2017, 09:33:40 pm »

Is there a way to hide workshops that need magma?  they keep showing up in my workshop list before magma is discovered.

It seems the need magma furnace buildings don't show up until magma is found, but in the workshop list they appear always...
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Hiul

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1600 on: March 07, 2017, 11:56:44 pm »

is putting [MATERIAL_VALUE:1] to material make it non economic?
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Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1601 on: March 08, 2017, 01:49:13 am »

To my understanding, a stone is economic if it is used in any reactions, or as flux or fuel for metal smithing, and I think adamantine also counts just from being a spire material. Metal ores also count as economic stone. The actual value of the stone is irrelevant, it could be anything.
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Hiul

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1603 on: March 08, 2017, 08:47:55 am »

so will it still considered economic if i make reaction that turn produce into that material ? or it only restrict to the reagent reaction ?
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Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1604 on: March 08, 2017, 04:31:13 pm »

It should only be economic if it is used to make something, not because something can make it.
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