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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204585 times)

Spiderking50

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #105 on: December 11, 2015, 11:36:51 am »

Does putting the syndrome into the blood work?

No. Putting it in the blood will give it to vampires who drink from them, but not to the dwarves whose blood it is (unless they get injured and bleed on themselves and it's a contact syndrome).

I'm pretty sure putting it in the blood does work. As long as you dont make the creature immune to it. That's how you made zombies before the necromancy update (necrotic blood with no immunity). However that was several versions ago, so I guess its possible that it doesn't work now.

The way its done is you count it as a [SYN_INJECTED] and [SYN_CONTACT] then replace the blood with the syndrome [LOCAL_CREATURE_MAT] and rename it something like "infected blood."
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #106 on: December 11, 2015, 11:48:06 am »

So, next question...does the severity multiply the normal effects of the emotion, or is it a straight value?

Alright then. Three tests were run, with SEV 1000000000000, SEV 100, SEV 10 on the emotion AGONY.

These are my three findings:

  • There is a limit to the amount of stress one emotion can bring. Dwarves did not go immediately insane in the mega-high SEV test.
  • SEV does have an effect. SEV 10 was the only test that didn't result in a Stressed-effect dwarf by summer. Low SEV values should result in less stress, and vice versa.
  • SEV may* follow a percentage scale, where the maximum is 100%, which delivers the full effect of the emotion.

* I say this because the SEV 100 test performed surprisingly well in contrast with the mega-high SEV test. Both resulted in Stressed dwarves, but SEV 100 took about two weeks longer. Either the extra effect from higher SEV values decreases the higher you go, or SEV 100 is the functional maximum, and the two weeks was simply caused by noise effects such as different personalities and external thoughts.

Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #107 on: December 11, 2015, 01:03:59 pm »

Does putting the syndrome into the blood work?

No. Putting it in the blood will give it to vampires who drink from them, but not to the dwarves whose blood it is (unless they get injured and bleed on themselves and it's a contact syndrome).

I'm pretty sure putting it in the blood does work. As long as you dont make the creature immune to it. That's how you made zombies before the necromancy update (necrotic blood with no immunity). However that was several versions ago, so I guess its possible that it doesn't work now.

The way its done is you count it as a [SYN_INJECTED] and [SYN_CONTACT] then replace the blood with the syndrome [LOCAL_CREATURE_MAT] and rename it something like "infected blood."

Ah, if you give it SYN_INJECTED maybe. It definitely doesn't work with SYN_CONTACT alone: I once gave hydra blood a blistering syndrome and forgot to make them immune, and my test subject was fine until I cut into him.
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #108 on: December 11, 2015, 01:14:13 pm »

SEV may* follow a percentage scale, where the maximum is 100%, which delivers the full effect of the emotion.[/li][/list]

Dwarven emotions are not percentage-based.

Roses

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #109 on: December 11, 2015, 04:38:07 pm »

So, next question...does the severity multiply the normal effects of the emotion, or is it a straight value?

Alright then. Three tests were run, with SEV 1000000000000, SEV 100, SEV 10 on the emotion AGONY.

These are my three findings:

  • There is a limit to the amount of stress one emotion can bring. Dwarves did not go immediately insane in the mega-high SEV test.
  • SEV does have an effect. SEV 10 was the only test that didn't result in a Stressed-effect dwarf by summer. Low SEV values should result in less stress, and vice versa.
  • SEV may* follow a percentage scale, where the maximum is 100%, which delivers the full effect of the emotion.

* I say this because the SEV 100 test performed surprisingly well in contrast with the mega-high SEV test. Both resulted in Stressed dwarves, but SEV 100 took about two weeks longer. Either the extra effect from higher SEV values decreases the higher you go, or SEV 100 is the functional maximum, and the two weeks was simply caused by noise effects such as different personalities and external thoughts.

It's more likely that the severity is stored as a 16 bit signed integer, with a maximum value of ~32,000. It's interesting that it takes time for the emotion to "build-up".
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #110 on: December 11, 2015, 08:42:45 pm »

Dwarven emotions are not percentage-based.

K. Fair to say that the effects from increased sev does not appear to be proportional then.

palu

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #111 on: December 11, 2015, 09:10:21 pm »

Why wont my creature show up in the arena?

Code: [Select]
[CREATURE:ELEMENTMAN_STONE]

[NAME:stone man:stone men:stone man]
[CREATURE_TILE:'M']
[LARGE_ROAMING]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:3:3]
[FREQUENCY:1]
[POPULATION_NUMBER:15:30]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[NOFEAR]
[PREFSTRING:rockiness]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[NOBONES]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:750:600:439:1900:2900] 20 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[BODY:HUMANOID_SIMPLE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:STONE_GABBRO]
    [TISSUE_NAME:gabbro:NP]
    [TISSUE_MATERIAL:INORGANIC:GABBRO]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:1]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
  [TISSUE:STONE_GNEISS]
    [TISSUE_NAME:gneiss:NP]
    [TISSUE_MATERIAL:INORGANIC:GNEISS]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:1]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
[BODY_SIZE:0:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ALL_ACTIVE]
  [CASTE:STONE_GABBRO]
    [CASTE_NAME:gabbro man:gabbro men:gabbro man]
    [CASTE_TILE:'M']
    [DESCRIPTION:Living gabbro in the shape of a guy.  These strange creatures are found deep underground.]
    [CASTE_COLOR:0:1]
    [TISSUE_LAYER:BY_CATEGORY:ALL:STONE_GABBRO]
    [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:GABBRO]
  [CASTE:STONE_GNEISS]
    [CASTE_NAME:gneiss guy:gneiss guy:gneiss guy]
    [CASTE_TILE:'G']
    [DESCRIPTION:Living gneiss in the shape of a man.  These strange creatures are found deep underground.]
    [CASTE_COLOR:7:0]
    [TISSUE_LAYER:BY_CATEGORY:ALL:STONE_GNEISS]
    [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:GNEISS]
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #112 on: December 11, 2015, 09:14:58 pm »

Is that the entire file, or is the creature inside one of the other existing creature files?

If it is in its own file, is what you posted the whole file? If so, you are missing the proper headers. You need [OBJECT:CREATURE] at the top, above all [CREATURE:X] tokens, and another header above [OBJECT:CREATURE] that has the name of the file, such as creature_custom.
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Hyperion

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #113 on: December 11, 2015, 10:15:27 pm »

Having tested some of the emotion syndromes, in adventure mode at least, they seem to have little effect beyond characters saying "I am relieved" or "I am horrified"
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Spiderking50

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #114 on: December 11, 2015, 10:22:56 pm »

With my custom entity, the [GENERATE_DANCE_FORMS] token causes my game to crash during world gen (specifically when finalizing stuff). Is this a bug, or is it something in my raws?

Here are the raws, btw.
Spoiler (click to show/hide)

You can't have dance forms without musical forms. It causes it to crash.
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #115 on: December 11, 2015, 10:30:59 pm »

I forgot to add something that may be useful. Intense negative emotions (-1 ranking) will tend to cause job cancellations even at low amounts of severity. These are the hardcoded behaviours such as wallowing in misery, in shock, writhing in agony, etc.

Now my turn to ask something about interactions. I'm using skill roll effects with 100 PERC and 0 PERC_ON as marker syndromes. Will two different marker syndromes, both with the same skill roll effect, stack normally or will only one marker syndrome be applied?

thedonkified

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #116 on: December 11, 2015, 10:36:13 pm »

My creature doesn't seem to spawn naturally in world gen, and I can't control it in adventure mode.

Here are its raws:
Spoiler (click to show/hide)

I'm confused with why this happens because I applied the LOCAL_POPS tokens to the elk bird and I would be able to control it in adventure mode and it would definitely spawn during world gen (checked out Legends Mode). They spawn in the relatively same place, so I can't figure out what other reasons are causing my problems to happen.

« Last Edit: December 11, 2015, 10:39:33 pm by thedonkified »
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thedonkified

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #117 on: December 11, 2015, 10:37:03 pm »

With my custom entity, the [GENERATE_DANCE_FORMS] token causes my game to crash during world gen (specifically when finalizing stuff). Is this a bug, or is it something in my raws?

Here are the raws, btw.
Spoiler (click to show/hide)

You can't have dance forms without musical forms. It causes it to crash.

Yeah I figured that out already. Thanks though.
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hagr

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #118 on: December 12, 2015, 09:22:00 am »

I've been trying to add a new secret to test the new knowledge system. I copied GreyHayes' code directly:
Code: [Select]
[INTERACTION:SECRET_FIRE]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of fire]
[IS_SPHERE:FIRE]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:fire mage]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:fire mage:fire mages:fire magic:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Hurl fireball]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Spray jet of fire]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREJET]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
I created a file named interaction_fire.txt and added it to my objects folder, and generated ~50 worlds each ranging from 250-2500 years with no results. Am I doing something wrong?
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #119 on: December 12, 2015, 11:15:30 am »

Is that the entire file?

If it is the entire file, you are missing the proper headers. You need [OBJECT:INTERACTION] at the top, above all [INTERACTION:X] tokens, and another header above [OBJECT:INTERACTION] that has the name of the file, such as interaction_custom.
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