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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204602 times)

Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #150 on: December 15, 2015, 04:51:47 pm »

You can't make something liquid by default AFAIK.

thedonkified

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #151 on: December 15, 2015, 06:12:00 pm »

I mean with blood with a creature or with a liquid_glob attack interaction. If I set the material that this blood is made out of to have no melting point, would the blood never freeze into its solid form?

I'm asking this because I'm having trouble with an attack similar to that of a magma crab, but this attack uses the blood of my creature. There's a problem with arena mode testing where the blood freezes after landing on someone. Also, if I were to create such a material, how would I have it so that it's so hot that it melts people but still evaporates after a set amount of time?
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billybobfred

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #152 on: December 15, 2015, 06:31:22 pm »

Because I'm a nerd, I modded cats to be an entity.

Have I forgotten something necessary to make them properly playable? (I'm pretty sure I removed their ability to make picks, but I'm planning to replace that as soon as I think of an alternate digging tool to replace them with.)

This was a 10-minute mod; I only added [INTELLIGENT] and removed petness tokens from the creature, and deleted tags that make no sense on cats (all clothing + tools/weapons and beard styling) and changed the religious spheres in the entity, if I'm remembering right.
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #153 on: December 15, 2015, 06:43:14 pm »

Does entity_kitty have [OBJECT:ENTITY] above any ENTITY tokens?

billybobfred

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #154 on: December 15, 2015, 07:12:38 pm »

I completely forgot both OBJECT tokens, actually.

Good thing I checked before trying to play, huh?
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #155 on: December 15, 2015, 09:48:06 pm »

I mean with blood with a creature or with a liquid_glob attack interaction. If I set the material that this blood is made out of to have no melting point, would the blood never freeze into its solid form?

I'm asking this because I'm having trouble with an attack similar to that of a magma crab, but this attack uses the blood of my creature. There's a problem with arena mode testing where the blood freezes after landing on someone. Also, if I were to create such a material, how would I have it so that it's so hot that it melts people but still evaporates after a set amount of time?

Doesnt make sense. No melting point means it can't become liquid, basic physics. What you want is a very low MP.

Try high MAT_FIXED_TEMP for superheated stuff, and EVAPORATES.

ThatZommy

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #156 on: December 16, 2015, 04:44:24 am »

Any easy way to stop a creature from dying due to blood loss? Making zombies.
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Er, atleast I think that's right.

Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #157 on: December 16, 2015, 06:03:34 am »

don't give them blood

ThatZommy

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #158 on: December 16, 2015, 03:08:55 pm »

don't give them blood

I thought about that, but it wouldn't be as fun if ya couldn't paint your fortress in zombie blood, and it's a bit of a gameplay mechanic. Their blood also has a chance of infecting you.
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WillowLuman

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #159 on: December 16, 2015, 03:16:37 pm »

Which token controls civilizations using grown items? Is it [OUTDOOR_ORCHARDS], or is it just having forest retreat as a site? Or something else?
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #160 on: December 16, 2015, 03:21:08 pm »

don't give them blood
I thought about that, but it wouldn't be as fun if ya couldn't paint your fortress in zombie blood, and it's a bit of a gameplay mechanic. Their blood also has a chance of infecting you.
Then you'll have to deal with them dying of blood loss. Only reanimated creatures don't die of blood loss, and I'm quite sure it's impossible to make a creature already be reanimated from the start.

Which token controls civilizations using grown items? Is it [OUTDOOR_ORCHARDS], or is it just having forest retreat as a site? Or something else?
[USE_EVIL_PLANTS], [USE_GOOD_PLANTS], [INDOOR_FARMING], [OUTDOOR_FARMING], [INDOOR_GARDENS], [OUTDOOR_GARDENS], [INDOOR_ORCHARDS], [OUTDOOR_ORCHARDS] control what they can grow in farms and such. If you are talking about elf-style wood equipment, it's [WOOD_WEAPONS] and [WOOD_ARMOR] that you want.
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Deon

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #161 on: December 16, 2015, 03:27:44 pm »

It is interesting that WOOD_WEAPON and WOOD_ARMOR by default always implied ability to make wooden armor/weapons only.

Does any of these tokens present in entity now allow creatures to make "grown" wooden items in general? Is there no way to make a civ use "grown" items without forcing it to use wooden armor/weapons?
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Spiderking50

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #162 on: December 16, 2015, 03:45:58 pm »

Can anyone show me an example of a food that causes a syndrome effect? I was going to make poisonous mushrooms, but I'm not exactly sure how to add a syndrome to a plant. Creatures sure, easy, boil stone clusters, yeah I can do that, but I'm stumped here on plants.
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WillowLuman

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #163 on: December 16, 2015, 03:47:03 pm »

It is interesting that WOOD_WEAPON and WOOD_ARMOR by default always implied ability to make wooden armor/weapons only.

Does any of these tokens present in entity now allow creatures to make "grown" wooden items in general? Is there no way to make a civ use "grown" items without forcing it to use wooden armor/weapons?
Is it possible for an entity to have wood weapons/armor without hating you for selling wooden items? My entity lacks [TREE_CAP_DIPLOMACY] but they still get offended when offered wooden goods
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kiwiphoenix

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #164 on: December 16, 2015, 04:11:04 pm »

Is it possible for an entity to have wood weapons/armor without hating you for selling wooden items? My entity lacks [TREE_CAP_DIPLOMACY] but they still get offended when offered wooden goods

The two are entirely uncoupled - touchiness about wood is controlled by [ETHIC:KILL_PLANT], specifically a value of MISGUIDED or worse.
You can actually do the same with [ETHIC:KILL_ANIMAL] (see IMPLIES_ANIMAL_KILL in material definitions), although no vanilla entities have ever been subject to this as far as I know.
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