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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204937 times)

cochramd

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #480 on: January 31, 2016, 05:46:39 pm »

Oh, of course not. I'm just wondering how to maximize the chance of any given embark containing fire clay.
« Last Edit: January 31, 2016, 05:54:35 pm by cochramd »
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #481 on: February 01, 2016, 01:10:37 pm »

Yeah, all soil types are roughly equally distributed, so if you delete some soil types the other soil types have a higher chance of occuring. Just make sure to leave in at least one type of sand, for beaches & sand deserts.

If you delete all other types of clay, any site that the site finder/embark view says has clay will have fire clay.
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Urlance Woolsbane

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #482 on: February 01, 2016, 04:33:33 pm »

Just a few disparate questions:

1) How does WORLD_CONSTRUCTION:TUNNEL  manifest itself with Towns and Forest Retreats?
2) What does WORLD_CONSTRUCTION:WALL do?
3) How many other entity tags does LAYER_LINKED conflict with?
4) What is it that prevent husks and the like from bleeding to death?
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #483 on: February 01, 2016, 04:41:46 pm »

1) Don't know, but I would guess that tunnels run under the site without actually connecting to the above-ground area. Would require testing.

2) Probably allows walls around cities. My first thought was that it was what allowed the lone fortresses humans used to build, but that's BUILDS_OUTDOOR_FORTIFICATIONS according to the wiki.

3) Anything and everything to do with above-ground. It would need testing to pinpoint what works and what doesn't, though.

4) The syndrome ability to remove tokens. Have it remove HAS_BLOOD. The creature may still have blood, but won't care about losing it. It may also not regain any, but I do not know.
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #484 on: February 01, 2016, 04:49:47 pm »

1) Don't know, but I would guess that tunnels run under the site without actually connecting to the above-ground area. Would require testing.
I doubt it'd do anything other than go under the retreats, but it might be interesting to do some heavy testing to see how the tunnels interact with sewers, if at all.

3) Anything and everything to do with above-ground. It would need testing to pinpoint what works and what doesn't, though.
One thing I do know it affects is the ability to send caravans. LAYER_LINKED can allow for underground sieges, though.
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cochramd

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #485 on: February 02, 2016, 03:01:48 pm »

If I add [ARMORLEVEL:1] to all clothing to prevent it from wearing out, will dwarfs still pick up newly created clothing and put it on just because it's more valuable?
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #486 on: February 02, 2016, 03:06:19 pm »

Nope. Dwarves won't even wear armour unless they are militia.

Don't know what will happen on an active save.
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cochramd

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #487 on: February 02, 2016, 03:19:30 pm »

Not an active save. Do you mean that they would never take their clothes off to get new ones, or that they wouldn't wear clothes at all, appearing on the map naked?
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #488 on: February 02, 2016, 03:58:26 pm »

Dwarves will refuse to wear clothes that are considered armour. It's why they don't nab any chain shirts or leather greaves.

I don't know the effect that would have on a game if there were no clothes-clothes whatsoever, however. I'd imagine it would either spawn them naked or force them into clothes regardless. It would require testing. But they may just strip any armour they have on. I've seen former militia do that once I've retired them, or when I rearrange squads and forget to add a unit back into one. May have just been militia behaviour being weird though, as it's merely observations.
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tranquilham

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #489 on: February 06, 2016, 11:51:57 am »

Misc question: How does the frequency for stone, gems and ore work? I wanted to tweak it so that certain things were very common.
Is it smaller number more common, or larger number more common?
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #490 on: February 06, 2016, 12:05:57 pm »

Misc question: How does the frequency for stone, gems and ore work? I wanted to tweak it so that certain things were very common.
Is it smaller number more common, or larger number more common?
It should work just like creatures. I have no idea if 0 is even valid (or why would you even use 0, since you can just not add an environment), but 1 should make it as rare as it gets, while 100 being the opposite. Unsure about this, but I don't think going above 100 has any effect.
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ArKFallen

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #491 on: February 06, 2016, 12:40:17 pm »

Misc question: How does the frequency for stone, gems and ore work? I wanted to tweak it so that certain things were very common.
Is it smaller number more common, or larger number more common?
It should work just like creatures. I have no idea if 0 is even valid (or why would you even use 0, since you can just not add an environment), but 1 should make it as rare as it gets, while 100 being the opposite. Unsure about this, but I don't think going above 100 has any effect.
Unless it was changed from 34.11 this should all be accurate.
also:
[FREQUENCY:50] is the default and they are competing on an equal footing with every other [FREQUENCY:50] creature available in that region. All available frequencies are added together(wiki says 100 is max) and a RNG decides which appears.
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tranquilham

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #492 on: February 06, 2016, 01:48:53 pm »

Another question: How would I make an ore or whatever appear in any stone? Do I have to list off all the enviroments, or is there a token for that?
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scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #493 on: February 06, 2016, 01:56:19 pm »

Sure is. ALL_STONE works, just look at tetrahedrite.
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tranquilham

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #494 on: February 06, 2016, 01:59:00 pm »

So I want kimberlite to be super common.

Because experiments.

Here are my raws for kimberlite:
[INORGANIC:KIMBERLITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:kimberlite][DISPLAY_COLOR:1:7:0][TILE:'%']
[ENVIRONMENT_SPEC:ALL_STONE:CLUSTER_SMALL:100]
[IS_STONE]
[SOLID_DENSITY:2540]

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