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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201664 times)

Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #615 on: March 22, 2016, 12:48:38 pm »

You can remove FBs by deleting the RCP body part file. It will get rid of every creature that uses the random creature parts, which is pretty much just FBs and Titans.

Your errorlog will probably scream at you relentlessly for it though.
This is nice to know.
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Zanzetkuken The Great

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #616 on: March 22, 2016, 12:49:55 pm »

You can remove FBs by deleting the RCP body part file. It will get rid of every creature that uses the random creature parts, which is pretty much just FBs and Titans.

Your errorlog will probably scream at you relentlessly for it though.

Found clearing out the contents of each tag, then tremoving one will work fairly well at disabling without a massive error log.  Got a finished file for it in my mod that could be used.
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Orbotosh

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #617 on: March 22, 2016, 03:03:24 pm »

Is it possible to add underground civilizations?
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Can we get migrant sponge cooks, a squid for bookkeeper, a starfish peasants, squirrel mechanics, vermin invaders, and cook roast crab meats? 

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #618 on: March 22, 2016, 03:13:32 pm »

Like the animal people tribes, yes.

Like a proper civilization like Dwarves, Elves, Humans, and Goblins, no.
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TheFlame52

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #619 on: March 22, 2016, 06:33:01 pm »

If I make goblins build tunnels, will that actually work?
No mentions on the wiki about it. Try it and see?
Turns out they don't. How do I know? Because goblins are already supposed to build tunnels and yet they don't. Probably because dark fortresses are incompatible with them.

milo christiansen

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #620 on: March 22, 2016, 07:31:08 pm »

You can remove FBs by deleting the RCP body part file. It will get rid of every creature that uses the random creature parts, which is pretty much just FBs and Titans.

Your errorlog will probably scream at you relentlessly for it though.

Found clearing out the contents of each tag, then tremoving one will work fairly well at disabling without a massive error log.  Got a finished file for it in my mod that could be used.

Removing certain material templates works too (the error log will actually say that random creature generation is disabled, which I don't think it does with missing body parts, but that's just cosmetic).
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ZM5

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #621 on: March 25, 2016, 08:33:48 am »

Is it possible to use the CE_SKILL_ROLL_ADJUST syndrome from the curse to create an actually beneficial syndrome? So instead of worsening skill rolls it actually makes them better?

Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #622 on: March 25, 2016, 10:04:02 am »

Is it possible to use the CE_SKILL_ROLL_ADJUST syndrome from the curse to create an actually beneficial syndrome? So instead of worsening skill rolls it actually makes them better?

Yes, this is a common use.
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pikachu17

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #623 on: March 25, 2016, 01:32:32 pm »

You can remove FBs by deleting the RCP body part file. It will get rid of every creature that uses the random creature parts, which is pretty much just FBs and Titans.

Your errorlog will probably scream at you relentlessly for it though.
thanks, but what I actually want to know is how to remove vampires, werewolves and other such vanilla interactions that have "examples" from the game
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TheFlame52

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #624 on: March 25, 2016, 02:53:48 pm »

Just disable them in advanced worldgen, it's that simple.

pikachu17

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #625 on: March 25, 2016, 02:57:45 pm »

but in the scratch mods when I go in the arena I can't get any vampires or werebeasts so it is possible to make them out of the game automatically.
that's what I want to know how to do, so my future pokemon mod automatically has no vampires, because having a vampire ivysaur would just be weird
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TheFlame52

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #626 on: March 25, 2016, 03:11:10 pm »

There are vampires/werebeasts in the arena. When you're creating a creature, hit 'u' I think and you can make the creature a vampire, necromancer, mummy, etc. Also, search 'were' in the creature list and you will find a werebeast, it's different every time.

peasant cretin

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #627 on: March 25, 2016, 06:51:53 pm »

I was trying to condense 3 reactions for making coats (of different material) into 1 coat reaction by having a reagent with multiple material tokens. Something is gravely wrong here:
Spoiler (click to show/hide)
Not possible?

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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #628 on: March 25, 2016, 07:08:05 pm »

Tokens aren't OR, they're AND. You're asking for something that's both leather and yarn.

I would have the reaction create some sort of item for free (a tool, preferably, since those won't be picked up at random and can have their value set to 0) that is then used in a trio of AUTOMATIC reactions that take the item plus the proper reagents and make the proper product.
« Last Edit: March 25, 2016, 07:09:43 pm by Putnam »
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Dirst

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #629 on: March 25, 2016, 07:19:04 pm »

Tokens aren't OR, they're AND. You're asking for something that's both leather and yarn.

I would have the reaction create some sort of item for free (a tool, preferably, since those won't be picked up at random and can have their value set to 0) that is then used in a trio of AUTOMATIC reactions that take the item plus the proper reagents and make the proper product.
Isn't this the problem that the ITEM_REACTION_PRODUCT tag was intended to solve?
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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
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