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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 203938 times)

TheFlame52

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1170 on: June 29, 2016, 03:48:51 pm »

Humans have randomized ethics, and ethical differences are a big driver in the game's "Do I want to start a war this morning?" routine.
No, they have randomized values. Their ethics, which are the same every time, determine when they go to war.

Tolis Kadestozi

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1171 on: June 29, 2016, 07:19:09 pm »

Hey not sure this has been asked before but a quick look in the search didn't help me. So, i am trying to make a extra caste for kobolds that allows me to play a special kobold who has the ability to speak and im wanting him to be really one of a kind.  So is there a way to use pop ratio to make it so the caste doesn't occur naturally in the game but still be selectable through the adventure mode character creation?
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Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1172 on: June 30, 2016, 02:18:28 am »

Yes, just set the pop ratio of your special caste to 1 and the standard castes each to 10000. The special caste will then be so rare as to be effectively nonexistent.

This doesn't affect your ability to select caste when starting an adventurer at all; the game cycles through the castes in order ignoring their pop ratios. You just need to be able to tell if you've selected your special caste or a default one.
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Akhier the Dragon hearted

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1173 on: June 30, 2016, 09:52:09 am »

I have been playing with FRIENDLY_COLOR and I can't seem to figure out exactly what it does. The wiki says it affects the color of settlements during world gen and the embark screen but changing it for the dwarves doesn't seem to change anything to me. Does it do anything or am I just not looking in the right places?



Edit: Additional question, with ART_FACET_MODIFIER I notice that the amount 256 is neutral. Does that mean that if I don't include it then it will be treated as 256 or does it do something different?
« Last Edit: June 30, 2016, 10:21:35 am by Akhier the Dragon hearted »
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1174 on: June 30, 2016, 12:47:29 pm »

I know the one thing the FRIENDLY_COLOR definitely does is change the colour of the text when another civ sends a diplomat and he/she talks to your expedition leader/mayor. Haven't seen any other effects.

scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1175 on: July 01, 2016, 05:22:46 am »

Edit: Additional question, with ART_FACET_MODIFIER I notice that the amount 256 is neutral. Does that mean that if I don't include it then it will be treated as 256 or does it do something different?

the value defaults to 256 unless specified otherwise, yeah
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Akhier the Dragon hearted

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1176 on: July 01, 2016, 07:47:33 am »

Thank you for the confirmation
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Conrad

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1177 on: July 02, 2016, 05:19:23 pm »

Hey all, I'm returning to Dwarf Fortress after a big hiatus. I've been trying to produce a metal that is a strong as adamantine but made from bone. The reaction to make the bars won't show up in the craftsdwarf shop and the reaction to use it to make armor/etc won't show up in the metalsmiths forge. I've already added the reaction to the PERMITTED_REACTION in the dwarf entity and regenned a new world. Am I missing something?

reaction_bonesteel
Spoiler (click to show/hide)

inorganic_bonesteel   
Spoiler (click to show/hide)

EDIT: I asked on /r/dwarffortress as well and received an answer there - I was missing the [OBJECT:REACTION] and [OBJECT:INORGANIC] tokens at the top of my files.
« Last Edit: July 03, 2016, 12:06:30 am by Conrad »
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TheFlame52

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1178 on: July 04, 2016, 03:34:56 pm »

Before I spend all the effort of digging it out of the raws, does anyone have the alcohol syndrome?

BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1179 on: July 04, 2016, 06:24:10 pm »

Last I checked, it was this:

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It was taken from the plant alcohol template.
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TheFlame52

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1180 on: July 04, 2016, 06:26:02 pm »

Wait, is it in the actual user-modifiable raws? I thought it was a generated syndrome. Whelp.

leafbarrett

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1181 on: July 06, 2016, 01:45:50 pm »

Is there a way for a ranged weapon to be fired without a free hand?
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pikachu17

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1182 on: July 06, 2016, 02:49:35 pm »

Is there a way for a ranged weapon to be fired without a free hand?
Umm... don't they ALWAYS work that way? otherwise, what's with the archers getting shields?
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1183 on: July 06, 2016, 03:32:38 pm »

Is there a way for a ranged weapon to be fired without a free hand?
Umm... don't they ALWAYS work that way? otherwise, what's with the archers getting shields?

I believe Pikachu17 is referring to a way to fire ranged weapons without even having to hold the weapon itself.
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Teneb

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1184 on: July 06, 2016, 04:35:39 pm »

Is there a way for a ranged weapon to be fired without a free hand?
Umm... don't they ALWAYS work that way? otherwise, what's with the archers getting shields?
I believe Pikachu17 is referring to a way to fire ranged weapons without even having to hold the weapon itself.
Ranged weapons are fired with the same hand that holds it. If it's a two-handed weapon, then it's both.
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