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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 205209 times)

Bozdogan

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #735 on: April 03, 2016, 01:00:04 pm »

How do i increase the size of sieges?
Also is there a way to make trolls able to break bridges? Albeit slowly
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NW_Kohaku

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #736 on: April 03, 2016, 02:06:53 pm »

How do i increase the size of sieges?
Also is there a way to make trolls able to break bridges? Albeit slowly

There is an init function for maximum cap on sieges, so make sure that's high.  If you add pseudo-intelligent livestock like how goblins have trolls, those can be bred in large numbers and brought along on sieges to help fight.

There is no way to change a bridge to something that can be hit with BUILDING_DESTROYER, but it is possible for bridge material to melt if exposed to dragonfire, so giving trolls some sort of way to create super-hot temperatures could melt bridges.  Note, however, this only works on lowered/extended bridges.  If you want siege tunneling, you should just use the DF Hack plugin.
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Boltgun

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #737 on: April 04, 2016, 03:12:24 am »

How do i increase the size of sieges?
Also is there a way to make trolls able to break bridges? Albeit slowly

I think bridge destruction is shackled on purpose because it caused sieges to lock themselves out.
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #738 on: April 04, 2016, 03:43:51 am »

How do i make an adventure mode reaction to create a liquid? like i want to create wine, and milk, and just simply anything thats drinkable

You want the product item to be either DRINK or LIQUID_MISC. I don't know if misc. liquids count towards quenching thirst, however.
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scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #739 on: April 04, 2016, 04:10:53 am »

I don't think creatures even parse that as potable stuff. They won't drink milk, either.
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Roses

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #740 on: April 04, 2016, 09:46:11 am »

Does anyone have a list of, or know which, vanilla buildings have functionality that can't be replicated with custom buildings? (I'm thinking things like the kennel etc...)
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NW_Kohaku

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #741 on: April 04, 2016, 01:23:26 pm »

Does anyone have a list of, or know which, vanilla buildings have functionality that can't be replicated with custom buildings? (I'm thinking things like the kennel etc...)

Off the top of my head, I'd say anything with an "auto" feature, like butchery, and I don't think there is any replacement for any job that queues up going out to gather some other resource, like trapping vermin, milking, or collecting sand/clay.

Plus the "melt" feature that produces fractions of metal would need to be reworked if you moved it into some other system.
« Last Edit: April 04, 2016, 03:36:07 pm by NW_Kohaku »
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NW_Kohaku

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #742 on: April 04, 2016, 01:25:53 pm »

I want to make tea leaves brewable.  Is there any way to actually make the game recognize and collect tea leaves, or should I just make a "fruit" also called "tea leaves", and brew that, instead?
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #743 on: April 04, 2016, 01:32:07 pm »

Plant growths/fruit did replace the "leaves" option in the stockpile menu, after all. It's a thing you pluck off the plant, same deal.
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #744 on: April 04, 2016, 02:18:58 pm »

Does anyone have a list of, or know which, vanilla buildings have functionality that can't be replicated with custom buildings? (I'm thinking things like the kennel etc...)

Off the top of my head, I'd say anything with an "auto" feature, like butchery,

Butchery's a good example, but not for the auto feature, which is doable in raws.

NW_Kohaku

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #745 on: April 04, 2016, 04:09:57 pm »

OK, I'm trying to mess with these new plants for the first time, and the sheer number of tokens is making me dizzy, so could someone please tell me if I'm doing something wrong?

(Incidentally, I already created a PLANT_TEA_TEMPLATE.)

Spoiler (click to show/hide)

I'm basically Frankensteining from other plants raws, so I'm not sure where, exactly, you put whatever replaces "GROWDUR" in the new raws...
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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Bogus

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #746 on: April 04, 2016, 05:06:18 pm »

growdur isnt entirely replaced for farmable plants, afaik. otherwise, the growth timing control when in the year the growth will be available for herbalists to pick. values range from 0 to about  400 000 i think. so to make it grow in spring only its about 0 - 120 000. the growth print also has timings, which control when it will be displayed on the screen.

other than that, your drink isnt brewable right now. your flower material needs a [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] template, which enables it to be used in the standard fruit-brewing reaction.
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NW_Kohaku

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #747 on: April 04, 2016, 05:28:17 pm »

OK, but if I have a timing of ALL or something, what controls how long it takes to grow enough to be considered ready for harvest?
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #748 on: April 04, 2016, 05:29:26 pm »

Chamomile isn't a tea  >:(. /teanerd

A couple things:

The way you have it right now, flowers are always present on & your chamomile shrubs, but only display visually from ticks 10000-201599 (early spring through late summer; here is a reference table for mapping growth timing values to their seasons).

If you want a growth to only be available part of the time, you need to give it a [GROWTH_TIMING:start:end] tag. See apple trees for a good example. Keep in mind that even when your flower growths go away, your dwarves will still be able to pick chamomile shrubs and process them to flowers and seeds, even if they didn't have any flowers on them at the time they were picked.

Another thing you'll want to do is create a tea-brewing reaction - the vanilla brew fruit reaction won't do, because you probably don't want brewing chamomile flowers to create seeds. Then, you'll need to put the MATERIAL_REACTION_PRODUCT(s) expected by your brewing reaction into the chamomile FLOWER definition. Again, see apples for an example.
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #749 on: April 04, 2016, 05:31:20 pm »

OK, but if I have a timing of ALL or something, what controls how long it takes to grow enough to be considered ready for harvest?

If your GROWTH_TIMING is ALL/unstated, wild plants will refresh their blossoms at tick 0 (beginning of spring).

GROWTH_TIMING doesn't influence farming - you'll want GROWDUR for that.
« Last Edit: April 04, 2016, 05:34:41 pm by Button »
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