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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201279 times)

Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #165 on: December 16, 2015, 04:21:32 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.
This, pretty much. I've seen modded entities that don't like killing animals and not only they refuse animal products, but they also have specific dialogue for when you offend them, I think.

TREE_CAP_DIPLOMACY is for the quotas elf diplomats imposed when they still existed.
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Dirst

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #166 on: December 16, 2015, 05:11:50 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.
This, pretty much. I've seen modded entities that don't like killing animals and not only they refuse animal products, but they also have specific dialogue for when you offend them, I think.

TREE_CAP_DIPLOMACY is for the quotas elf diplomats imposed when they still existed.
I don't suppose anyone has ever found an equivalent like BUTCHER_CAP_DIPLOMACY?  It seems achievable with DFHack (count completed butchering jobs), but I have no idea how to arbitrarily worsen relations between civs, nor would either civ understand why it is happening, which is why I wouldn't even try it unless the game supports it natively.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

WillowLuman

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #167 on: December 16, 2015, 05:58:07 pm »

How about stopping ammunition from being made of wood/bone?
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ThatZommy

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #168 on: December 16, 2015, 07:10:42 pm »

How about stopping ammunition from being made of wood/bone?

I'd GUESS that it would require modding reactions, but I don't really bother with reactions, so don't take my word for it.

I'm also having an issue with my modded game crashing. The only notable things I've done is add this creature, a zombie, remove all other creatures within creature_standard and have every entity made up of humans. Here's the Zombie, in case it's the issue-

Spoiler (click to show/hide)

Any help would be appreciated, and if there are any issues with the creature that wouldn't cause crashes I'd love to hear them.
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Trapezohedron

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #169 on: December 17, 2015, 08:44:19 am »

quick question

Is Legendary Melee Skill level 16 better than... say, level 150?
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #170 on: December 17, 2015, 10:16:30 am »

How about stopping ammunition from being made of wood/bone?

I believe this would require DFHackery, as the reactions to create wooden/bone bolts are hardcoded.
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Protonicus

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #171 on: December 17, 2015, 11:53:24 am »

Thank you guys.

ptw
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #172 on: December 17, 2015, 02:07:01 pm »

quick question

Is Legendary Melee Skill level 16 better than... say, level 150?

It's certainly not better.

Incantatar

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #173 on: December 18, 2015, 07:59:07 am »

I would like to remove many unnecessary items like socks and gloves from dwarves, invaders and visitors.  When i just delete the entries from entity_default my experience was that many dwarves arrived naked to my fort, which lead to a lot of unhappy thoughts.

Can i make sure there is only one type of wearable non-armor item class for upper body, lower body and feet and that migrants will be wearing them?
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #174 on: December 18, 2015, 10:14:38 am »

I would like to remove many unnecessary items like socks and gloves from dwarves, invaders and visitors.  When i just delete the entries from entity_default my experience was that many dwarves arrived naked to my fort, which lead to a lot of unhappy thoughts.

Can i make sure there is only one type of wearable non-armor item class for upper body, lower body and feet and that migrants will be wearing them?

Yep, you just need to generate a new world. See the Accelerated module of the Modest Mod for an example.
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Max™

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #175 on: December 18, 2015, 12:46:19 pm »

So, we're having fun feeding people mugs full of arbitrary numbers of objects through various ridiculous shenanigans (you can put lots of stuff in a bag, and you can put a bag in a mug, even if it has stuff you can't put in a mug in it) and the silly way people in a tavern or adventurer companions will happily chug any mug you give them, regardless of the contents.

That got me thinking could you have something added to the stone/metal/etc templates so they start to slow you down when ingested in large quantities/cough blood/vomit coins/make you sick due to poisoning if relevant materials?
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #176 on: December 18, 2015, 12:59:24 pm »

So, we're having fun feeding people mugs full of arbitrary numbers of objects through various ridiculous shenanigans (you can put lots of stuff in a bag, and you can put a bag in a mug, even if it has stuff you can't put in a mug in it) and the silly way people in a tavern or adventurer companions will happily chug any mug you give them, regardless of the contents.

That got me thinking could you have something added to the stone/metal/etc templates so they start to slow you down when ingested in large quantities/cough blood/vomit coins/make you sick due to poisoning if relevant materials?

Yeah, you could. Any material can have a syndrome. You could even put it in the material template, like it is for alcohol.

Does anyone know offhand if food will transmit syndromes when cooked? If so, does the potency of the syndrome vary by how much of the meal is made of syndrome food, and/or how many stacks of syndrome food were used in it?

e.g. if I cooked up some dwarven wine biscuits made with 25 minced dwarven wine and 1 plump helmet, would it be equivalent to drinking 25 mugs of dwarven wine? One mug of dwarven wine? Half a mug of dwarven wine?
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Max™

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #177 on: December 18, 2015, 01:18:10 pm »

Hmmm, interesting.

Though the better question is, if eating the biscuits made with 25 minced wine and a plump helmet was the same as drinking 25 mugs of wine, what about drinking a mug with 25 of those biscuits in it?
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Rumrusher

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #178 on: December 18, 2015, 01:30:02 pm »

kinda been wondering is it possible to swap the silk template in the giant cave spider interaction with say magma or uhh spiders? because I wonder if it possible to spit spiders out on people?
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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #179 on: December 18, 2015, 01:54:59 pm »

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