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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201555 times)

Dostoevsky

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #465 on: January 27, 2016, 05:58:29 pm »

Is there a complete list of the current appearance modifiers out there? Further, is there knowledge (or has there been science) on which of the existing modifiers work where (e.g. applying the BROAD_CHIN or DEEP_SET modifier to, say, the neck or a wing)? I've seen others mention the ways to effectively make custom descriptors, but am curious as to what is baked in by default. I've done some searching through the wiki and forums but have only found some '& etc.' example lists, nothing claiming to be complete.

On a somewhat related note, is it possible to effectively increase the size or thickness of a layer or body part via appearance modifiers? I was tinkering with the idea of a creature with thickening scales (or other natural armor) at certain ages via APP_MOD_RATE to the size-linked modifiers (BROADNESS/HEIGHT/LENGTH, according to the wiki). This would be opposed to just getting bigger in general (i.e. having a burst of SIZE growth at a certain age range) or just having naturally thicker scales in general via a combination of body detail plans (thicker relative size for scales, thinner everything else) and overall larger size.

I've noticed the above works for things like the general body allowing one to create a race whose adults are always described as "enormous" or "gigantic," but it's tougher to tell if it's working for net thickness of individual layers or size of body parts. I tried fiddling with the FAT and MUSCLE layers as a test of sorts, but making those larger doesn't seem to trigger the fat/muscle descriptors (though it will note e.g. "incredibly broad" fat/muscle on the upper lip - why just the upper lip when using [SET_TL_GROUP:BY_CATEGORY:ALL:{FAT/MUSCLE}]?).

And, related to all that, would having a larger layer via size-linked appearance modifier 'growth' actually make it functionally thicker for combat purposes?

Does APP_MOD_RATE accept negative rate values? E.g. elderly people getting shorter? I'm guessing not, due to the potential for negative overall values, but figured I'd ask.

Finally, as a person who just recently got interested in modding DF I feel I must additionally give thanks to the various folks who helped build the wiki and answer questions like this - there are enough resources out there that fiddling with the raws is pretty darn approachable. So thanks, and apologies for the barrage of questions.
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thatkid

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #466 on: January 28, 2016, 06:42:38 am »

What might be a good way to make weak points on a creature that doesn't immediately result in death or unconsciousness/giving-in-to-pain when destroyed?
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #467 on: January 28, 2016, 10:13:59 am »

What might be a good way to make weak points on a creature that doesn't immediately result in death or unconsciousness/giving-in-to-pain when destroyed?

Damaging a body part with GUTS will make a critter vomit uncontrollably, which is reasonably disabling. If your critter doesn't have EXTRAVISION, damaging all bodyparts with SIGHT will make it critter unable to attack you except for counterattacking. If your critter has more than one bodypart with BREATHE, damaging each one will make it progressively more winded until it eventually suffocates (exact point of suffocation depends on the individual critter's endurance.)

Tissues with high VASCULAR values will bleed more, but this doesn't weaken a critter so much as just make it bleed out faster. This can also be accomplished with ARTERIES or MAJOR_ARTERIES (or TL_MAJOR_ARTERIES, when adding it in the creature definition).

You can also make wounds to a given tissue not heal by not giving it a HEALING_RATE. Currently even tissues without any VASCULAR will slowly - we're talking over the course of months, even in fortress mode - bleed out if they have no HEALING_RATE.
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Just Some Guy

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #468 on: January 28, 2016, 05:14:36 pm »

Can the DEAULT_IMPROVEMENT tag be used on weapons? I've tried and it's not working:

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_RIFLE]
[NAME:rifle:rifles]
[SIZE:400]
[SKILL:SPEAR]
[RANGED:CROSSBOW:RIFLE]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:77500]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[NO_DEFAULT_JOB]
[DEFAULT_IMPROVEMENT:SPECIFIC:STOCK:WOOD_MAT]
[DEFAULT_IMPROVEMENT:SPECIFIC:ACTION:METAL_MAT]
[ATTACK:BLUNT:10000:4000:bash:bashes:butt:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:20:10000:stab:stabs:bayonet:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #469 on: January 28, 2016, 05:17:26 pm »

It may be a tool only tag, but I do not know.

Does your rifle creating reaction require a STOCK tool and an ACTION tool?
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Just Some Guy

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #470 on: January 28, 2016, 05:20:26 pm »

Now that you mentioned it...

Code: [Select]
[REACTION:RIFLE_GUNSMITH]
[NAME:assemble rifle]
[BUILDING:GUNSMITH:CUSTOM_R]
[REAGENT:stock:1:TOOL:ITEM_TOOL_STOCK_RIFLE:NONE:NONE]
[REAGENT:action:1:ITEM_TOOL_ACTION_RIFLE:NONE:NONE]
[REAGENT:barrel:1:ITEM_TOOL_BARREL_RIFLE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_RIFLE:GET_MATERIAL_FROM_REAGENT:barrel:NONE]
[PRODUCT_TOKEN:rifle]
[IMPROVEMENT:100:rifle:SPECIFIC:STOCK:GET_MATERIAL_FROM_REAGENT:stock:NONE]
[IMPROVEMENT:100:rifle:SPECIFIC:ACTION:GET_MATERIAL_FROM_REAGENT:action:NONE]
[SKILL:EXTRACT_STRAND]

Here are the tool RAWS:

Code: [Select]
[ITEM_TOOL:ITEM_TOOL_STOCK_RIFLE]
[NAME:rifle stock:rifle stocks]
[VALUE:20]
[WOOD_MAT]
[TILE:169]
[SIZE:200]
[NO_DEFAULT_JOB]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_BARREL_RIFLE]
[NAME:rifle barrel: rifle barrels]
[VALUE:20]
[METAL_MAT]
[TILE:045]
[SIZE:150]
[NO_DEFAULT_JOB]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_ACTION_RIFLE]
[NAME:rifle action:rifle actions]
[VALUE:20]
[METAL_MAT]
[TILE:037]
[SIZE:50]
[NO_DEFAULT_JOB]
[UNIMPROVABLE]

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #471 on: January 28, 2016, 05:31:47 pm »

I'm trying to see if I can find out how it even works, but I can't seem to find much on the wiki.

In an unmodded game, DEFAULT_IMPROVEMENT is used for scrolls, so that their rollers are defined. But I do not see an instance or ROLLERS on its own. The possible SPECIFIC improvements may be hardcoded or defined somewhere I haven't looked yet. There is [ITEM_TOOL:ITEM_TOOL_SCROLL_ROLLERS], but that is not ROLLERS on its own, unless the argument accepts partial IDs, which I doubt.
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scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #472 on: January 28, 2016, 05:33:38 pm »

Yeah, the only two tokens under the SPECIFIC improvement type are HANDLE and ROLLERS. You can't make up your own.
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Just Some Guy

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #473 on: January 28, 2016, 06:06:23 pm »

Yeah, the only two tokens under the SPECIFIC improvement type are HANDLE and ROLLERS. You can't make up your own.

I feared that would be the case.

What are the odds of Toady changing that next update?

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #474 on: January 28, 2016, 06:19:23 pm »

Probably not a major priority.

Wouldn't hurt to ask in the Future of the Fortress thread, or throw it in the suggestion subforums.
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Starmantis

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #475 on: January 29, 2016, 03:16:23 am »

Any way to have towns with libraries? fortress libraries are difficult to find and require traversing mountains and such.
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #476 on: January 29, 2016, 09:04:51 am »

Any way to have towns with libraries? fortress libraries are difficult to find and require traversing mountains and such.

Make your town civs value KNOWLEDGE, I believe.
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #477 on: January 30, 2016, 09:00:07 am »

Has anyone noticed that EBO_ITEM doesn't seem to accept CREATURE_MAT and PLANT_MAT material definitions? Every time I try, I get spammed with 'undefined plant/creature material set to default' messages in the errorlog. It (the material) works fine when copy-pasted into an itemcorpse or a tissue; it's just when I try to use extra butcher objects that the errorlog freaks out.

cochramd

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #478 on: January 31, 2016, 05:33:07 pm »

If I deleted  clay, clay loam, sandy clay and silty clay from the raws, would anything terrible happen? Would it cause sites that would've had those clays to have fire clay instead, or would it cause them to have no clay at all?
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scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #479 on: January 31, 2016, 05:39:59 pm »

Clays are just soil types among others. It'd be something normal like sand or silt or loam in that case.

I wouldn't try it on an active save, though.
« Last Edit: January 31, 2016, 05:42:37 pm by scamtank »
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