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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 203937 times)

ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1200 on: July 17, 2016, 03:42:19 pm »

Where you have
[SELECT_CASTE:FEMALEFARM]
   [SELECT_CASTE:MALEFARM]

it should probably be

[SELECT_CASTE:FEMALEFARM]
   [SELECT_ADDITIONAL_CASTE:MALEFARM]

instead. Otherwise I think it'd only apply the learning modifiers to the male caste instead of both of them.

Teneb

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1201 on: July 17, 2016, 03:48:10 pm »

Where you have
[SELECT_CASTE:FEMALEFARM]
   [SELECT_CASTE:MALEFARM]

it should probably be

[SELECT_CASTE:FEMALEFARM]
   [SELECT_ADDITIONAL_CASTE:MALEFARM]

instead. Otherwise I think it'd only apply the learning modifiers to the male caste instead of both of them.
This is correct, yeah.
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1202 on: July 17, 2016, 03:49:26 pm »

Where you have
[SELECT_CASTE:FEMALEFARM]
   [SELECT_CASTE:MALEFARM]

it should probably be

[SELECT_CASTE:FEMALEFARM]
   [SELECT_ADDITIONAL_CASTE:MALEFARM]

instead. Otherwise I think it'd only apply the learning modifiers to the male caste instead of both of them.
This is correct, yeah.

Awesome, so I didn't screw anything else up otherwise?  :D

Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1203 on: July 17, 2016, 04:18:59 pm »

Everything else appears valid. Just make sure you used valid skill tokens.
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1204 on: July 17, 2016, 10:26:57 pm »

Trying to make this reaction work:

Code: [Select]
[REACTION:EXTRACT_FROM_FRUIT_VIAL]
[NAME:Process Fruit (Vial)]
[BUILDING:FARMER:CUSTOM_SHIFT_V]
[REAGENT:fruit:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:EXTRACT_PLANT_MAT]
[UNROTTEN]
[REAGENT:container:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[GLASS_MATERIAL]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:fruit:EXTRACT_PLANT_MAT][PRODUCT_TO_CONTAINER:container][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:fruit:SEED_MAT]
[SKILL:PROCESSPLANTS]

An example of the intended product:

Code: [Select]
...
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
**ZMod Added**
[MATERIAL_REACTION_PRODUCT:EXTRACT_PLANT_MAT:LOCAL_PLANT_MAT:EXTRACT]
**ZMod End**
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[SEED:apricot pit:apricot pits:6:0:0:LOCAL_PLANT_MAT:SEED]
**ZMod Added**
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen apricot jelly]
[STATE_NAME_ADJ:LIQUID:apricot jelly]
[STATE_NAME_ADJ:GAS:boiling apricot jelly]
[MATERIAL_VALUE:10]
[DISPLAY_COLOR:4:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[EXTRACT_STORAGE:FLASK]
[PREFIX:NONE]
[EXTRACT_VIAL:LOCAL_PLANT_MAT:EXTRACT]
**ZMod End**
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]
...

I also added the line
Code: [Select]
[MATERIAL_REACTION_PRODUCT:EXTRACT_PLANT_MAT:LOCAL_PLANT_MAT:EXTRACT]to the plant extract material in material_template_default.txt.

So what should be happening:

  • Dwarf takes a stack of apricots and a glass vial to the farmer's workshop.
  • Dwarf produces a glass vial containing a stack of apricot jelly, 5 jelly for every apricot, worth ☼10 per stacked item. One seed is also produced for every apricot.

What's actually happening:

  • Dwarf takes a stack of apricots and a glass vial to the farmer's workshop.
  • Dwarf produces a glass vial containing one unit of apricot jelly, worth ☼0. One seed is also produced for every apricot.

Any ideas?
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ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1205 on: July 18, 2016, 09:10:14 am »

This isn't a question, but something you guys might be interested in. I was doing arena testing when by sheer accident this happened:

It appears more realistic firearms would be possible now - just gotta figure out how much velocity and force are needed to completely sever limbs like this.

overseer05-15

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1206 on: July 18, 2016, 09:52:31 am »

how was the ice ball created?
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ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1207 on: July 18, 2016, 10:13:03 am »

It's an inorganic material based on metals with it's own values for solid density and the like.

DeKaFu

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1208 on: July 18, 2016, 10:17:20 am »

If I wanted to reduce the effects of alcohol on dwarves to barely-there, would the best way be to change [SYNDROME_DILUTION_FACTOR:INEBRIATION:150] to something like 1000? Or would it be better to just alter the numbers in the syndrome itself?
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pikachu17

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1209 on: July 18, 2016, 10:36:19 am »

If I wanted to reduce the effects of alcohol on dwarves to barely-there, would the best way be to change [SYNDROME_DILUTION_FACTOR:INEBRIATION:150] to something like 1000? Or would it be better to just alter the numbers in the syndrome itself?
[SYN_IMMUNE_CREATURE:DWARF:ALL]
Right?
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1210 on: July 18, 2016, 10:41:58 am »

If I wanted to reduce the effects of alcohol on dwarves to barely-there, would the best way be to change [SYNDROME_DILUTION_FACTOR:INEBRIATION:150] to something like 1000? Or would it be better to just alter the numbers in the syndrome itself?
[SYN_IMMUNE_CREATURE:DWARF:ALL]
Right?

No that would stop dwarves ever getting drunk at all. Heresy!

Bumping the numbers up to something like 200 or even 300+ would be reasonably sufficient. Dwarves will need to drink more to get drunk, and summarily will recover quickly with higher numbers.
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DeKaFu

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1211 on: July 18, 2016, 11:07:59 am »

If I wanted to reduce the effects of alcohol on dwarves to barely-there, would the best way be to change [SYNDROME_DILUTION_FACTOR:INEBRIATION:150] to something like 1000? Or would it be better to just alter the numbers in the syndrome itself?
[SYN_IMMUNE_CREATURE:DWARF:ALL]
Right?

No that would stop dwarves ever getting drunk at all. Heresy!

Bumping the numbers up to something like 200 or even 300+ would be reasonably sufficient. Dwarves will need to drink more to get drunk, and summarily will recover quickly with higher numbers.
Okay, thanks. I wasn't sure about the scale of the numbers. Ideally I'd like them to still get drunk some of the time if they work at it, but generally be mostly unaffected.
Would they still feel euphoric every time they take a drink? Or would they have to drink a lot in a short period to get that?
What about the suicidal bravery personality changes?
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Teneb

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1212 on: July 18, 2016, 11:35:23 am »

Has anyone tested how to make a creature appear in non-consecutive cavern layers? To put it in other words, have it appear on layer 1 and 3, but not 2. I think [UNDERGROUND_DEPTH:1:1] and [UNDERGROUND_DEPTH:3:3] would cause the latter to override the former.
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1213 on: July 18, 2016, 02:01:58 pm »

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.
You can set a caste ratio to 0 and the only way they ever show up is random births if you have a male and female caste besides that one, or never if you just have a male or female caste with a 0 pop ratio for the other gender.
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milo christiansen

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1214 on: July 18, 2016, 02:21:19 pm »

Has anyone tested how to make a creature appear in non-consecutive cavern layers? To put it in other words, have it appear on layer 1 and 3, but not 2. I think [UNDERGROUND_DEPTH:1:1] and [UNDERGROUND_DEPTH:3:3] would cause the latter to override the former.

Is UNDERGROUND_DEPTH a caste level token? If so just make 4 castes, male/female cavern 1 and male/female cavern 3.

EDIT: A quick look at wiki shows that it's creature level, damn. I guess you're SOL.
« Last Edit: July 18, 2016, 02:27:34 pm by milo christiansen »
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