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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201725 times)

NW_Kohaku

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #705 on: April 01, 2016, 11:25:39 am »

It'll be alcoholic tea, but these are dwarves making the tea after all.

Except if they're NOT dwarves because it's a modded race...
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
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Kat

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #706 on: April 01, 2016, 11:25:49 am »

I have a couple questions about modding, since it's been a couple years or so since i last played dwarf fortress and I feel like getting back into it.

1. do you have body parts nowadays that would only appear on adult members of a species ? I'm thinking here about cows growing horns upon maturity, that kind of thing.

2. eventually I want to create a civilisation, of minotaur people, where the individuals range from humanoid to minotaur to cow. I remember that I could do that using creature castes, but forget some of the intricacies of such things. Like, a creature that is milkable, cannot have the "can_learn" or "can_speak" or "intelligent" attributes, correct ?

3. one of the mods I used previously, was Rhenaya's Drow mod. sadly Rhenaya is no longer around. Does anyone know if that mod was adopted by anyone else and kept up to date ?
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Jerry The Hellbound

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #707 on: April 01, 2016, 11:37:40 am »

Irish coffee  to Irish tea huh?
« Last Edit: April 01, 2016, 12:09:01 pm by Jerry The Hellbound »
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Bozdogan

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #708 on: April 01, 2016, 11:42:31 am »

Im really not good at reactions, can anyone write here a reaction for making 4 wood blcoks from 1 log?

Well, i managed to make a reaction i think, though the option shows up on the carpenter menu,whenever a carpenter tries to make blocks ''dwarffortress.exe has stopped working pops up
Any help?


[REACTION:MAKE_WOOD_BLOCKS_FOUR]
   [NAME:make wood blocks (4)]
   [BUILDING:CAPRPENTER:NONE]
   [REAGENT:wood:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:4:BLOCK:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE]
   [SKILL:CARPENTER]

[PERMITTED_REACTION:MAKE_WOOD_BLOCKS_FOUR]
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ZM5

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #709 on: April 01, 2016, 11:59:21 am »

It'll be alcoholic tea, but these are dwarves making the tea after all.

Except if they're NOT dwarves because it's a modded race...
I think it's possible to make drinks that aren't alcoholic, though, you just need to somewhat edit the alcohol template to remove the potential syndromes.

NW_Kohaku

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #710 on: April 01, 2016, 12:07:29 pm »

I have a couple questions about modding, since it's been a couple years or so since i last played dwarf fortress and I feel like getting back into it.

1. do you have body parts nowadays that would only appear on adult members of a species ? I'm thinking here about cows growing horns upon maturity, that kind of thing.

Try just using the same code as exists for hair/nail growth. It'll mean juveniles will have horns, but they'll be small, and having them grow in is more accurate, anyway.

The alternative is to have some sort of syndrome transformation, but that might be a bit too drastic when there's a simpler solution.

2. eventually I want to create a civilisation, of minotaur people, where the individuals range from humanoid to minotaur to cow. I remember that I could do that using creature castes, but forget some of the intricacies of such things. Like, a creature that is milkable, cannot have the "can_learn" or "can_speak" or "intelligent" attributes, correct ?

IIRC, this is correct.  Keep in mind that nearly everything is "caste-level" unless noted otherwise in the wiki, so you can have tremendous sexual (or "caste") dimorphism.

3. one of the mods I used previously, was Rhenaya's Drow mod. sadly Rhenaya is no longer around. Does anyone know if that mod was adopted by anyone else and kept up to date ?

Can't help with that except to say to use the search function.  If you can find the original mod thread, you should probably see where someone stepped in and linked a new thread if they kept it up.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #711 on: April 01, 2016, 12:43:04 pm »

It'll be alcoholic tea, but these are dwarves making the tea after all.

Except if they're NOT dwarves because it's a modded race...
I think it's possible to make drinks that aren't alcoholic, though, you just need to somewhat edit the alcohol template to remove the potential syndromes.
It may still count as alcohol for the purposes of dependency. Then again, I don't know if any testing has been done on the subject.
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NW_Kohaku

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #712 on: April 01, 2016, 02:22:58 pm »

If they prefer "alcohol" even without [ALCOHOL_DEPENDENT], then it can exist simply as a flavor thing.  (Although visiting dwarves would probably not beeline to the alcohol like you'd expect.)

Alcohol in general exists as a standard material mat, so I can make a tea mat that would basically be similar without alcohol's explosive or intoxicating properties. I could also add a special tea house workshop if need be, (such that it takes water,) although I'd still probably be pre-brewing tea and leaving it in barrels.

I looked on the forums, and there is talk of tea, and some mods with "magic" teas or tea-as-alcohol in major conversion mods (like My Little Pony mods that I guess don't want to focus on alcohol for thematic reasons) but not a fairly simple tea mod. 

I could also add a few simple plants to make herbal teas easy options, like chamomile flower crops.

Basically, entirely doable, although I would honestly rather put off doing it until I play around with existing taverns a little...
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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pikachu17

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #713 on: April 01, 2016, 02:31:05 pm »

The alcohol material template has [ALCOHOL_PLANT] which I guess makes ALCOHAL_DEPENDANT creatures happy after drinking it, and it's already been said that you should remove the inebriation syndrome
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #714 on: April 01, 2016, 03:09:18 pm »

I have a couple questions about modding, since it's been a couple years or so since i last played dwarf fortress and I feel like getting back into it.

1. do you have body parts nowadays that would only appear on adult members of a species ? I'm thinking here about cows growing horns upon maturity, that kind of thing.

2. eventually I want to create a civilisation, of minotaur people, where the individuals range from humanoid to minotaur to cow. I remember that I could do that using creature castes, but forget some of the intricacies of such things. Like, a creature that is milkable, cannot have the "can_learn" or "can_speak" or "intelligent" attributes, correct ?

3. one of the mods I used previously, was Rhenaya's Drow mod. sadly Rhenaya is no longer around. Does anyone know if that mod was adopted by anyone else and kept up to date ?

1. no

2. not correct IIRC, though only in the literal sense that you can have both milkability and intelligence, not sure if they can actually be milked

3. no, i'm the only other person who's tried since iirc and, uh, i really don't like drow as it turns out

NW_Kohaku

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #715 on: April 01, 2016, 03:22:22 pm »

I'm making a new material, and mostly using water's stats in it, and that allows me to also get rid of syndromes.

Amusingly, however, one of the syndromes is something that makes drinkers of alcohol experience euphoria and alters their personalities to be more immoderate, so I could still add in a different syndrome that just gives tea drinkers some sort of "warm fuzzies".

I'm presuming, though, that [ALCOHOL_PLANT] is what makes creatures want to drink it, and therefore, isn't something I can change, and it isn't a category, but a token that seems to have a hard-coded use.

I'm also not sure how to differentiate the brewing of tea from brewing of alcohol in a Still workshop...  Stills are now part of the raws, but unless I don't have to label drinks with DRINK_MAT I'm not sure how to segregate them into different tasks outside of making stills that only take from tea plant stockpiles and stills that only take from fermentable plant stockpiles.
« Last Edit: April 01, 2016, 03:24:46 pm by NW_Kohaku »
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #716 on: April 01, 2016, 03:24:09 pm »

[ALCOHOL_PLANT] means that it's stored in plant alcohol stockpiles and satiates alcohol dependency. Doesn't do anything else AFAIK.

Obvious way is just to put brewing all into a category and make tea and alcohol brewing separate reactions. Categories are so nice.

NW_Kohaku

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #717 on: April 01, 2016, 04:11:21 pm »

[ALCOHOL_PLANT] means that it's stored in plant alcohol stockpiles and satiates alcohol dependency. Doesn't do anything else AFAIK.

Obvious way is just to put brewing all into a category and make tea and alcohol brewing separate reactions. Categories are so nice.

But would there be any other way to get my drinks to go into my drink stockpile besides keeping that token? 

I remember I had to declare my glaze powders to be POWDER_MISC_CREATURE (bone meal, unused, which is why I used it) to get them to stockpile separately from regular stone and ore.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
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Nahere

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #718 on: April 01, 2016, 04:49:47 pm »

Im really not good at reactions, can anyone write here a reaction for making 4 wood blcoks from 1 log?

Well, i managed to make a reaction i think, though the option shows up on the carpenter menu,whenever a carpenter tries to make blocks ''dwarffortress.exe has stopped working pops up
Any help?


[REACTION:MAKE_WOOD_BLOCKS_FOUR]
   [NAME:make wood blocks (4)]
   [BUILDING:CAPRPENTER:NONE]
   [REAGENT:wood:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:4:BLOCK:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE]
   [SKILL:CARPENTER]

[PERMITTED_REACTION:MAKE_WOOD_BLOCKS_FOUR]
BLOCK:NONE should be BLOCKS:NONE, other than that I can't see any problems. Anything in the error log?
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Atomisk

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #719 on: April 02, 2016, 06:29:19 am »

Hey can I make a Civ literally in the ocean? I am not suggesting it be possible to play a civ in the water, just need to know if there can be underwater sources of fish people that come to land :P

Could I make it so that a crafting interaction requires the tooth of a specific species of creature? Or the eyeball of a snake? Or a leaf of a specific tree since you can pick leaves :O
« Last Edit: April 02, 2016, 06:51:35 am by Atomisk »
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