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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201324 times)

Dirst

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #240 on: December 23, 2015, 10:24:02 am »

I don't know of a way to have, for example, a four-armed creature with one attack for the upper arms and another for the lower arms... either one attack for all four arms, or one for each arm.

Wouldn't BY_CATEGORY work? Upper arms are in a different category than lower arms.
The categories ARM_LOWER and ARM_UPPER refer to the parts of an individual arm.  Each arm has an ARM_LOWER (forearm) part and an ARM_UPPER part.
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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

Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #241 on: December 23, 2015, 11:21:19 am »

Well carp, I'm sorry. Guess if you really want that sort of attack, you'll have to resort to your own body plan.

Dirst

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #242 on: December 23, 2015, 11:24:25 am »

Well carp, I'm sorry. Guess if you really want that sort of attack, you'll have to resort to your own body plan.
Just make a distinct attack for each arm, then fiddle with the mutli-attack attributes until it matches your headcanon for the creature.

Does the creature we're discussing even have multiple pairs of arms?  Maybe Lightningy has something like Hellboy in mind.
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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

AceSV

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #243 on: December 23, 2015, 01:42:52 pm »

Is it possible to change what sort of crafts or toys a civ can make?  Like, could I do civs with a toy sword instead of a toy axe or ceremonial masks instead of figurines?  Could I add craft types like a comb or a cloak pin? 

Also, is there a way to access the submenus in workshops?  For example, if I have a reaction to make a wooden club or a stone hammer, could I add those reactions to rock and wood sections of the crafters workshop?  Or if I add cobalt glass or lead glass, could I make them a submenu that would look like the existing glass types? 
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #244 on: December 23, 2015, 02:13:37 pm »

Toys should still be in the raws, unless I missed something. Custom toys have been a thing for a while. Fairly certain crafts are still hardcoded though. You could probably emulate crafts through tools, however.

You can create your own categories/menus, but I don't know about altering the new ones. Here are some example raws from a gem-working shop I created:
Code: [Select]
[CATEGORY:GEM_CRAFT]
 [CATEGORY_NAME:Gem Crafts]
 [CATEGORY_DESCRIPTION:Gem Crafts]

You only have to define the category name and description once. Adding CATEGORY:X in subsequent reactions will place them in that category.

There is also [CATEGORY_PARENT:X] for nesting categories.
« Last Edit: December 23, 2015, 02:15:25 pm by BlackFlyme »
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Lightningy

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #245 on: December 23, 2015, 03:44:00 pm »

Well carp, I'm sorry. Guess if you really want that sort of attack, you'll have to resort to your own body plan.
Just make a distinct attack for each arm, then fiddle with the mutli-attack attributes until it matches your headcanon for the creature.

Does the creature we're discussing even have multiple pairs of arms?  Maybe Lightningy has something like Hellboy in mind.
Nope! the creature im making is just meant to be an adventurer for my OP mod, where every thing is OP. (practice for my Onepunch man mod(go watch that anime right nao))
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Valikdu

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #246 on: December 24, 2015, 02:15:59 pm »

Um. There's a crash on world generation, caused by entities. I've narrowed down which entities cause the crash, now I can't understand why.

For example, this one:

Spoiler (click to show/hide)

It worked in 0.40. I've adapted it for 0.42, just like i had all the other entities, but somehow it causes crashing. I already know it's not the positions (tried replacing with a generic set) or the creatures themselves (tried replacing with a creature from a 'good' entity), so what is it?


[UPD] Found the solution. It was a non-existent symbol: [CULL_SYMBOL:ALL:UNTOWARD]
« Last Edit: December 24, 2015, 02:28:01 pm by Valikdu »
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Evaris

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #247 on: December 24, 2015, 03:26:30 pm »

Okay, so I'm presently trying to get kobolds to be playable, and I keep getting crashes upon selecting embark.  So... yeah, anyone have any ideas?

In-progress RAW:
Spoiler (click to show/hide)
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #248 on: December 24, 2015, 03:37:53 pm »

They need to be able to generate music forms. Dance forms without music forms crash in world-gen.
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Max™

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #249 on: December 24, 2015, 07:26:43 pm »

Hmmm, I only poked at it a little, but it isn't possible to add a general "ASSEMBLE_ISNTRUMENTS_ADV" type reaction which only looks for instrument parts and puts them together/checks for the instrument type, right?
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #250 on: December 24, 2015, 07:43:26 pm »

Instrument parts are a tool and there's no way to constrain reagents to only instrument-making items.

Max™

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #251 on: December 24, 2015, 09:23:07 pm »

Well, I didn't mean constrain, I was trying to ponder through whether the relevant tags could just make it pick up the randomly generated instrument parts and use them correctly since you can't very well add an [ASSEMBLE_USMASH] reaction if the usmash didn't exist before world-gen.
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thatkid

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #252 on: December 24, 2015, 11:57:54 pm »

Are cooking reactions hardcoded? Or are they contained in some raw file that I can't find?
I just want to look at them real quick, I'm not doing anything special here.
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #253 on: December 25, 2015, 12:06:25 am »

Hardcoded.

Partially controlled by food items. You can make different "items" for each cooking level.
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Evaris

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #254 on: December 25, 2015, 03:02:04 am »

So.. couple questions; 
1.  Is there any guide to aesthetic body modifications I could get to?
2.  Specific subquestion (but not my only thing i'm looking for); how to differentiate body hair color from head hair color?
3.  How to make new tiles for a custom race with a tileset?
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