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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201299 times)

Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #180 on: December 18, 2015, 02:12:54 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?
I'm pretty sure it is impossible to spawn creatures without DFHack. Maybe the same for magma, unless you are ok with a "spatter" of magma.
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #181 on: December 18, 2015, 02:17:10 pm »

Vermin can be created in some instances, as they can be treated as items.

I don't think interactions are one of those instances, though.
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #182 on: December 18, 2015, 02:26:35 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?

Spiders, no. Interactions can emit materials, but not objects. To spit spiders, you'd have to use a reaction. And they wouldn't be so much spit as... dribbled.

Magma, yeah, go ahead.
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thedonkified

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #183 on: December 18, 2015, 09:31:32 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.

I tried doing this, however something hit by the blood in arena mode would not get affected by it at all. Can someone help?

« Last Edit: December 19, 2015, 07:33:28 am by thedonkified »
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Rumrusher

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #184 on: December 19, 2015, 12:05:53 am »

thanks for the answer, time to figure out how to write up a Raw that spits thermonuclear webbing so anyone caught in it will be roasted alive.
kinda been wondering how crazy dwarf fortress can get if you give everyone world constructions like wells, bridges, tunnels, roads. then set it up so that everyone likes every site so invaders will just take over everything?
« Last Edit: December 19, 2015, 12:07:52 am by Rumrusher »
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Max™

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #185 on: December 19, 2015, 12:13:23 am »

I have done that, and the Victorian mod was kinda like that and yeah, it's crazy wars and shit all the time.

The roads is great for more crossable rivers in travel mode, and I now swear by swapping the humans building tombs for dorfs doing it, small steel gear is a reason to go rummaging around and risking mummies all day long.
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1D-1()T

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #186 on: December 19, 2015, 03:36:38 am »

Is it possible to alter the curses received when an adventurer topples a statue? I've created a new curse that can be used by deities, but when statues are toppled only the original vampire or werebeast curse seems to be applied.
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scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #187 on: December 19, 2015, 04:03:20 am »

By default, there's a bunch of different vampire/werewolf curses milling around. Assuming it's a random roll, your curse has like a 1/30 chance to come up at all.
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1D-1()T

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #188 on: December 19, 2015, 04:37:17 am »

So if you alter vampire and werebeast numbers in world gen then the curse ought to come up?
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scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #189 on: December 19, 2015, 06:39:04 am »

Yeah, there's parameters in custom world generation where it says how many Toady-flavored curses, vampirismismisms and other blights you want to generate on it. Your own interactions and curses should be separate from those.
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Vattic

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #190 on: December 19, 2015, 11:56:57 am »

The last version I ported my modified raws to was 40.23 where the changes worked fine. I just tried to port straight from there to 42.03 and hit a problem where I can no longer remove materials from a creature if they are material_reaction_products of materials not removed from the creature.

For example removing leather but not skin from a creature produces the following error where it didn't before.
Quote
undefined local creature material set to default: TOAD LEATHER
Seemingly because leather is a material_reaction_product of skin.

Is this a known thing and are there any workarounds besides making otherwise identical versions of the materials without the reaction products?
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Deon

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #191 on: December 19, 2015, 03:51:16 pm »

It did produce the same error, it just did not log it into the errorlog.
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sv-esk

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #192 on: December 19, 2015, 04:23:48 pm »

I am trying to make material that gives improved SENSE_CREATURE_CLASS ability

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Is there a way to sense zombies and cursed creatures? (with custom secret interactions but without transforming creatures).
« Last Edit: January 02, 2016, 11:09:25 am by sv-esk »
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WillowLuman

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #193 on: December 19, 2015, 04:45:45 pm »

Is there a way to make sure a [BLOCK_NAME] for a material transfers to constructions made from those blocks?
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scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #194 on: December 19, 2015, 04:58:24 pm »

Nah, that's totally a hardcoded string inside the executable. Boulders make rough walls, wood makes log walls, bricks make block walls. Period.
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