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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204522 times)

Lord Allagon

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #30 on: December 03, 2015, 10:42:45 pm »

PTW.
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #31 on: December 04, 2015, 03:58:40 am »

General messing about with instrument tokens. Toady's making me learn new things again...

Perhaps someone with greater musical skill could elaborate further than I could on these tokens so far:

SOUND_PRODUCTION- how is sound produced from the instrument
Spoiler (click to show/hide)

PITCH_CHOICE- how do you select and control the instrument's pitch
Spoiler (click to show/hide)

PITCH_RANGE
Spoiler (click to show/hide)

REGISTER
Spoiler (click to show/hide)

Feel free to call me out if I provide any misinformation. I don't claim to be a person with much musical knowledge, only a guy who knows some Google-fu.
« Last Edit: December 04, 2015, 09:10:46 am by Bearskie »
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #32 on: December 04, 2015, 04:36:05 am »

VIBRATE_BP_AGAINST_OPENING - ??
I'm pretty sure this is for stuff like acoustic guitars where the strings vibrate over an opening, producing the sound.

SUBPART_CHOICE - ??
Maybe its to indicate a sub-part of the instrument, and only that, produces a certain pitch?
« Last Edit: December 05, 2015, 07:14:54 pm by Teneb »
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alphawolf29

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #33 on: December 04, 2015, 07:15:40 am »

How do I reduce the number of dark pits in worldgen, without reducing the number of sites in general? They're annoying to run across to be quite honest.
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DrunkGamer

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #34 on: December 04, 2015, 09:25:15 am »

So... How hard would it be to make sentient slaves for my personal Goblin Fortress mod?


And no, not THAT goblin fortress mod.
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #35 on: December 04, 2015, 11:33:09 am »

BP_IN_BELL - assume it's for bell-type instrument. but why call it 'bodypart in bell'?

there are bells whose pitch is chosen by placing an arm or w/e in the bell and moving it around to change the pitch

Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #36 on: December 04, 2015, 11:55:34 am »

Cripes. Thought it was referring to a ringing bell, not a horn bell. Thanks.

Demonic Gophers

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #37 on: December 04, 2015, 02:39:32 pm »

So... How hard would it be to make sentient slaves for my personal Goblin Fortress mod?


And no, not THAT goblin fortress mod.
Intelligent pets will haul items and build constructions now, and presumably pull levers and rescue wounded.  You can also put them in the military, and they'll pick up weapons, train, and obey station orders, although that might conflict with your slave concept.  You can't control their labor settings, but you might be able to get other labors enabled by default by giving them low levels of natural skill; I haven't tested this yet.  I also haven't run a fort long enough to test how hard it is to get them to reproduce, or determine if children that grow up in your fort will get basic labors enabled when they become adults.

They will also eat your food, drink your booze, and sleep in your beds.  If you want to prevent this, the easiest way is to give them NO_EAT, NO_DRINK, and NO_SLEEP.  Or you can go to greater effort to keep them separated from your goblins, with access to their own supplies and quarters.  Or just give them the run of your fortress; I don't think vanilla goblins consider slavery to be formal or structured.

If you want an added species for your slaves, I think giving them EVIL and COMMON_DOMESTIC will guarantee goblins access to them.  If you want to enslave members of the other civilized races, that's probably more complicated; I haven't done any testing along those lines.
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MobRules

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #38 on: December 04, 2015, 04:37:59 pm »

ptw
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Doren

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #39 on: December 05, 2015, 05:01:00 am »

There's a bunch of new professions that weren't present in older versions, like dancers or tavern keepers. Therefore in graphic mode they all are shown in a plain color default look.

Is there a way to find out what are these professions' raw tags so we can add the new tiles for them?

Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #40 on: December 05, 2015, 06:32:00 am »

They're all listed in the file changes txt file I think. Also in the graphics example.

Reaction questions
How do I make a nested menu in reactions by using the new CATEGORY tags?
Why are the MAT tokens in instrument/tools necessary, given that instruments are now made through specific reactions?
« Last Edit: December 05, 2015, 07:55:11 am by Bearskie »
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #41 on: December 05, 2015, 12:43:41 pm »

1. file changes.txt explains that pretty handily
2. worldgen

golemgunk

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #42 on: December 05, 2015, 06:30:27 pm »

Are the emotion tags for CE_FEEL_EMOTION just the emotions listed on DF2014: Emotion, or are the accepted tokens slightly different? I ask because the alcohol syndrome applies "euphoria" but that exact word isn't on the page.
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #43 on: December 05, 2015, 06:31:32 pm »

Euphoria is new with 0.42.01.

Shadowclaimer

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #44 on: December 05, 2015, 11:31:24 pm »

[SPEED:0] and such doesn't seem to be working in this version, any reason?
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