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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204520 times)

Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #15 on: December 02, 2015, 01:34:14 am »

from file changes.txt:

Quote
   reaction
      various new reactions for paper, codices, scrolls, parchment etc.
      new buildings supported: GLASS, WOOD (for wood furnace), MASON, ASHERY, LEATHER, BOWYER, SIEGE, CLOTHES, METALSMITH, CARPENTER
      reagants can get [IS_SAND_MATERIAL] (which checks for soil_sand) and [METAL_ITEM_MATERIAL] (which checks for ITEMS_METAL)
      improvement products can now target products that are given [PRODUCT_TOKEN:<token>]
         assuming the target is above the improvement in the raw def
      improvement products can now be of type INSTRUMENT_PIECE:<piece token>
      [DESCRIPTION:<string>]
         used for the helpful hint box in the building menu
         also have [DESCRIPTION:USE_TOOL:<token>] and [DESCRIPTION:USE_INSTRUMENT:<token>] if you want it to swipe those for hint box
            can use any of these in succession to create paragraphs, though the helpful hint box only fits so much text
      can now be placed in categories for building menus
         within a reaction, define category with [CATEGORY:<token>]
            after you make a category, in one of its reactions, you can use these to further define it
               [CATEGORY_NAME:<string>] <-- for name in the menu
               [CATEGORY_DESCRIPTION:<string>] <-- for helpful hint box
               [CATEGORY_PARENT:<token>] <-- for nesting in menus
                  if you are defining a nesting structure within a reaction
                     just make sure the category of the reaction itself is the last defined
               [CATEGORY_KEY:<key>] <-- hot key if any
            you only need to define each category's subtokens once in any of the raw files
               repeated subtokens will overwrite any loaded data
      [MAX_MULTIPLIER:<#>] -- if you've got, say, a reaction with a bone reagent and want it to just do the reaction <#> times
                     instead of processing the whole stack -- this is a REACTION token, not a REAGENT token
      reagents can have [CAN_USE_HOSPITAL_RESERVED] [CAN_USE_LOCATION_RESERVED] to allow them access to those items
         (locations are taverns etc.)

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #16 on: December 02, 2015, 02:03:24 am »

Aha, thank you! I was only looking in the /raw folder.
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IndigoFenix

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #17 on: December 02, 2015, 02:12:06 am »

I'll post this here, too.


New syndrome tags too.  These seem fun.

CE_CHANGE_PERSONALITY:FACET:<facet>:<positive or negative amount> Niiiice.
CE_FEEL_EMOTION:EMOTION:<emotion, seen EUPHORIA>:<normal severity and prob tags> So can we finally affect moods with syndromes?
CE_ERRATIC_BEHAVIOR:<normal severity and prob tags>  Ooh, this seems fun.  Can't wait to see it in-game and abuse it for all it's worth.

Also all the inebriation effects have DWF_STRETCH:4 at the end.  Wonder what that means?

Bunch of new tags for papers, books, and the like.

New item type: SHEET.

New tool uses:
[TOOL_USE:ROLL_UP_SHEET] for rollers
[TOOL_USE:PROTECT_FOLDED_SHEETS] for book binding
[TOOL_USE:CONTAIN_WRITING] for scrolls and quires (a quire is a stack of paper stitched together, you make a book by combining quires and binding)
[TOOL_USE:BOOKCASE] for bookcases

Other tool tags:
[FURNITURE] YESSS!  I think!
[NO_DEFAULT_JOB] For quires and scrolls.  Hm.  Writing-related?
[INCOMPLETE_ITEM] For book bindings and quires.  The only point of them is to be put together as books, so maybe this is a tag telling dwarves to treat them as incomplete.

Found this in the tool for rollers:
[DEFAULT_IMPROVEMENT:SPECIFIC:ROLLERS:HARD_MAT]
And this in the reaction for rolling:
[IMPROVEMENT:100:scroll:SPECIFIC:ROLLERS:GET_MATERIAL_FROM_REAGENT:scroll rollers:NONE]

Lots of new things in the book binding reaction:
Code: [Select]
[REACTION:BIND_BOOK]
[NAME:bind book]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:quire:1:TOOL:ITEM_TOOL_QUIRE:NONE:NONE] A quire is a bunch of pages stitched together.
[HAS_WRITING_IMPROVEMENT] <- This is new.  Seems dwarves write on quires before they are bound as a book.
[CAN_USE_ARTIFACT]
[CAN_USE_LOCATION_RESERVED] <- This is new.  Don't know what it means.
[REAGENT:binding:1:TOOL:ITEM_TOOL_BOOK_BINDING:NONE:NONE]
[REAGENT:thread:15000:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:BOOK:NONE:GET_MATERIAL_FROM_REAGENT:binding:NONE]
[PRODUCT_TOKEN:book]
[TRANSFER_ARTIFACT_STATUS] <- So a book with legendary writing will be legendary itself.  Makes sense.  I wonder if books are always "artifacts", on account of being recorded in history?
[IMPROVEMENT:100:book:PAGES:GET_MATERIAL_FROM_REAGENT:quire:NONE]
note -- right now, the above will auto-pull any writing from the quire and place it in the pages improvement
[SKILL:BOOKBINDING]

No reaction found to add writing improvement.  I guess that's done automatically when dwarves want to write a book?


New jobs for entities:
[PERMITTED_JOB:PAPERMAKER]
[PERMITTED_JOB:BOOKBINDER]

New value, KNOWLEDGE

In addition to the new reaction and tools, entities have some more tags...

[GENERATE_KEYBOARD_INSTRUMENTS]
[GENERATE_STRINGED_INSTRUMENTS]
[GENERATE_WIND_INSTRUMENTS]
[GENERATE_PERCUSSION_INSTRUMENTS]
[GENERATE_POETIC_FORMS]
[GENERATE_MUSICAL_FORMS]
[GENERATE_DANCE_FORMS]

[SCHOLAR:PHILOSOPHER]
[SCHOLAR:MATHEMATICIAN]
[SCHOLAR:HISTORIAN]
[SCHOLAR:ASTRONOMER]
[SCHOLAR:NATURALIST]
[SCHOLAR:CHEMIST]
[SCHOLAR:GEOGRAPHER]
[SCHOLAR:DOCTOR]
[SCHOLAR:ENGINEER]
[SCHOLAR:ALL]

[ALL_MAIN_POPS_CONTROLLABLE] - Found for the main races
[SET_SCHOLARS_ON_VALUES_AND_JOBS] - For humans.  More random scholars?

New position tag:
[REQUIRES_MARKET] - Found on several site-level positions.


New creature tags:
[LOCAL_POPS_CONTROLLABLE] found on animal people.  So can we now play as any wild animal?
[LOCAL_POPS_PRODUCE_HEROES] found on animal people.  I guess this is for wild creatures that can join civilization.
[SYNDROME_DILUTION_FACTOR:<syn_class>:<amount>] Used for inebriation on dwarves, but I guess we can now make creatures with resistance to a particular syndrome without being totally immune.  Going to try using negative or fractional amounts, can we make a creature extra-susceptible to a syndrome?


Quicklime and milk of lime are new inorganics used in paper production, but nothing new about them except that quicklime has [SOLID_DENSITY:*******], which I expect is a placeholder... or a mistake.

Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #18 on: December 02, 2015, 02:14:24 am »

DWF_STRETCH:x stretches the ticks in the creature effect by a factor of x. DWF_STRETCH:4 makes START:4:PEAK:16:END:64 become START:16:PEAK:64:END:256 in dwarf mode, but still the original in adv mode.

IndigoFenix

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #19 on: December 02, 2015, 02:20:12 am »

DWF_STRETCH:x stretches the ticks in the creature effect by a factor of x. DWF_STRETCH:4 makes START:4:PEAK:16:END:64 become START:16:PEAK:64:END:256 in dwarf mode, but still the original in adv mode.

Ooh, that will be helpful for short-term spells and effects.  So I guess DWF_STRETCH:72 will create a real-time syndrome.

FortunaDraken

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #20 on: December 02, 2015, 06:22:38 am »

Okay carp are killing my game by being stupid with pathing, it seems. Could someone give me an edit for their raw to either allow them to walk on land or instantly murderise them the second I load the game?
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #21 on: December 02, 2015, 07:23:32 am »

Sure it's the carp? Just go into the carp raws, and delete the line that says [AQUATIC][UNDERSWIM][IMMOBILE_LAND], and then add [AMPHIBIOUS].

palu

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #22 on: December 02, 2015, 06:34:29 pm »

Can a caste definition override its creature's body?
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #23 on: December 02, 2015, 06:35:05 pm »

No, it'll add on top.

palu

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #24 on: December 02, 2015, 06:41:07 pm »

So what can I do to give them different bodies?
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Roses

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #25 on: December 02, 2015, 06:43:51 pm »

So what can I do to give them different bodies?

I think you can just put the body completely in the caste. So each caste has it's own body declaration.
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FortunaDraken

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #26 on: December 02, 2015, 07:38:29 pm »

Sure it's the carp? Just go into the carp raws, and delete the line that says [AQUATIC][UNDERSWIM][IMMOBILE_LAND], and then add [AMPHIBIOUS].
Nope but there's error logs saying they're being dumb with pathing and it's crashing at random times, so I'm working on eliminating anything that might be doing it. Thanks!
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Protip: statues cannot be made out of wood unless they're artifacts. If you see what appears to be a wooden statue outside your fort and it's not an artifact, destroy it immediately.

sirvente

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #27 on: December 02, 2015, 11:56:25 pm »

Minor quibble Indie, [REQUIRES_MARKET] has been around for a while, I was playing with it to control the number of dwarf nobles last week.
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #28 on: December 03, 2015, 08:58:44 am »

D'you guys think there's any reason why [UNIMPROVABLE] is defined twice in the instrument piece examples, or is it just another mistake?

Edit - probably just a mistake, the new tools only have one.
« Last Edit: December 04, 2015, 04:04:21 am by Bearskie »
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Roses

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #29 on: December 03, 2015, 04:02:26 pm »

Question about SYN_CONCENTRATION_ADDED, does it reset the duration on an effect, or simply add severity to an already existing effect that will expire in the same amount of time?
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