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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 203350 times)

Lossmar

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #270 on: December 26, 2015, 02:35:58 pm »

Two questions -

How do i disable migration ?
and
How do i set kid to mature after 1 year ?
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Demonic Gophers

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #271 on: December 26, 2015, 02:46:55 pm »

Go into d_init and set POPULATION_CAP to something very low.  I'm not sure if it will prevent the first two migrant waves, but it should stop any more from arriving.

Go into the creature definition and set CHILD:(number) to 1.  You might want to get rid of BABY; I don't know if going straight from infant to adult would cause problems.
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #272 on: December 26, 2015, 02:48:38 pm »

Two questions -

How do i disable migration ?
and
How do i set kid to mature after 1 year ?
For the first, you have to go in your DF folder, then data/init and open the file d-init.txt.Then, find the line [POPULATION_CAP:200] and change it so it is [POPULATION_CAP:0]. This is how it worked in earlier versions, so someone correct me if I got it wrong.

As for the second, go to raw/objects and find the creature_standard.txt file. I assume you are playing dwarfs, so in the dwarf creature (which is the first) and find [CHILD:12]. Change it to [CHILD:1]. If you want them to be born as children, rather than babies, delete [BABY:1]. Note that to affect already-present saves, you'll need to do the same inside your save folder.

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Lossmar

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #273 on: December 26, 2015, 03:10:29 pm »

Quote
For the first, you have to go in your DF folder, then data/init and open the file d-init.txt.Then, find the line [POPULATION_CAP:200] and change it so it is [POPULATION_CAP:0]. This is how it worked in earlier versions, so someone correct me if I got it wrong.

Go into d_init and set POPULATION_CAP to something very low.  I'm not sure if it will prevent the first two migrant waves, but it should stop any more from arriving.

But wouldn't it prevent any babies from being born ??
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How to cure gaming industry in couple easy steps :
1. Stop preordering games.
2. Stop hyping games that have nothing to show except pre-rendered hype trailer.
3. Always distrust corporations.
4. Always rage at criminal DLC , microtransactions, pre-order bonuses and other semi legal practices.

billybobfred

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #274 on: December 26, 2015, 03:21:15 pm »

No, that's just the STRICT cap, right under it.
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #275 on: December 26, 2015, 03:22:43 pm »

Quote
For the first, you have to go in your DF folder, then data/init and open the file d-init.txt.Then, find the line [POPULATION_CAP:200] and change it so it is [POPULATION_CAP:0]. This is how it worked in earlier versions, so someone correct me if I got it wrong.

Go into d_init and set POPULATION_CAP to something very low.  I'm not sure if it will prevent the first two migrant waves, but it should stop any more from arriving.

But wouldn't it prevent any babies from being born ??
There is a separate cap for them, so I think not.

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Lossmar

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #276 on: December 26, 2015, 03:29:52 pm »

Ok thanks guys.
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How to cure gaming industry in couple easy steps :
1. Stop preordering games.
2. Stop hyping games that have nothing to show except pre-rendered hype trailer.
3. Always distrust corporations.
4. Always rage at criminal DLC , microtransactions, pre-order bonuses and other semi legal practices.

sv-esk

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #277 on: December 26, 2015, 03:35:46 pm »

What happens if you put something other than a weapon into an entity's DIGGER token? Does the entity actually use that item to dig, or is that function defined in the item instead?
They can dig with any ITEM_WEAPON with [SKILL:MINING] even if item is not defined as [DIGGER] in entity.
They will not use mining-skill-ITEM_TOOL for mining.
DIGGER token puts ITEM_WEAPON to the digging implements category on embark preparation screen.
If you put not-a-ITEM_WEAPON in the [DIGGER], not-a-ITEM_WEAPON will be replaced with first (first defined in the raws) ITEM_WEAPON
« Last Edit: December 26, 2015, 03:42:05 pm by sv-esk »
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Max™

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #278 on: December 26, 2015, 09:42:36 pm »

As sv-esk said, if you try to make it a tool you get to whip the dirt out of the ground instead.

On the other hand, if you REMOVE the DIGGER token it is nice for adventurer mode, because you can make dorfs start with a pick as a weapon, why did it take me so long to realize that?
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Rumrusher

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #279 on: December 27, 2015, 02:53:18 am »

also if you stick digger token on the entity for another weapon they will start with both weapons at embark so you can have a pick, custom pick, golden encrusted pick, pick that's really a crossbow when you start a fort.

starting to wonder if writing different interactions for races help fort mode if this leads to "clerics who Resurrects your dead dwarves if you get one at the inn."
or get a demon summoner who transmorphs a patron into a small imp.
but really I want to know how do I shorten the time for a part time resident to become a full time resident?
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ThatZommy

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #280 on: December 27, 2015, 04:49:55 am »

I was wrong, turned out it was the leftover entity stuff. Feel a bit stupid, but it's working now, so that's nice.
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Er, atleast I think that's right.

Tiler

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #281 on: December 29, 2015, 11:35:45 am »

One new syndrome token is [SYN_CONCENTRATION_ADDED:100:1000]. What do the two values mean?
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #282 on: December 29, 2015, 02:58:18 pm »

It allows syndromes to stack, increasing its effects. It is used for alcohol, so that binge drinking affects creatures more harshly.

I don't know what the number arguments do, however.
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Andreus

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #283 on: December 29, 2015, 03:15:26 pm »

I'd like to create an entity that doesn't accept anyone other than its original species as citizens or leaders. How do I do that?
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #284 on: December 29, 2015, 03:28:25 pm »

You can't limit citizenship to my knowledge, but leadership can be controlled using a few tags. [ALLOWED_CREATURE:CREATURE:CASTE] would be the most relevant tag.
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