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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 205212 times)

!!crundle!!

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1320 on: August 11, 2016, 12:26:33 am »

Is it possible to have an interaction delivered by contact with a substance?

For example, could a creature's blood reanimate corpses?
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Teneb

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1321 on: August 11, 2016, 03:04:47 pm »

Has anyone figured out what CE_ERRATIC_BEHAVIOUR actually does and how the SEV argument affects it?

I'll try and document it if no one knows, but it's best to check first.
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TheFlame52

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1322 on: August 11, 2016, 03:29:13 pm »

Is it possible to have an interaction delivered by contact with a substance?

For example, could a creature's blood reanimate corpses?
Yes, no. Vampire blood is an example of a substance that passes along an interaction (by ingestion, though that's easy to change), but you can't affect items like that.

Spehss _

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1323 on: August 11, 2016, 08:23:36 pm »

I'm skimming the wiki but I can't seem to find what I'm looking for.

I took some modded creatures I made in the past and ported the raws directly to 43.05. I find that these creatures eventually wind up with a yellow down arrow indicating that they are "distracted" all the time. My understanding of distraction and focus is that these are results of unmet needs for creatures like dwarves. Most default animals, ie non civilization creatures, don't blink like this. So presumably there's some token to differentiate between creatures effected by needs and focus and distractions and those without.

Anyone know what I'm looking for? I don't want to have a bunch of giant cave animals for example constantly blinking yellow arrows. Want to fix this so it doesn't happen, but don't know what's wrong.
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CABL

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1324 on: August 12, 2016, 01:03:26 am »

I'm compelety new to DF modding, (aside from giving [TRAINABLE] tag to cave crocs) and i have some questions.

On DF wiki, i've found this tag ([SPECIALATTACK_SUCK_BLOOD:50:100]), I want to know how to make elves suck blood while biting (and other creatures, of course), just like Nightwings and Giant Leeches? Also, what does those values mean (50 and 100, respectively)?

Okay, i guess we all now can say, that elves, indeed, suck.

I played with those two values above. I putted first value up to 1000000000, launched arena, created el-, i mean dumb blood-sucking tree-hugger and human. Tree-hugger bites him and human died momentarily. Second time i returned value down to 50, but putted second value up to 1000000000, same result.
« Last Edit: August 12, 2016, 02:31:50 am by CrocAndBearLover »
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1325 on: August 12, 2016, 01:25:19 am »

This is the right thread.

Anyway, you just put that SPECIALATTACK token you've got there under the elves' BITE attack.

TheFlame52

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1326 on: August 12, 2016, 02:32:45 pm »

I'm compelety new to DF modding, (aside from giving [TRAINABLE] tag to cave crocs) and i have some questions.

On DF wiki, i've found this tag ([SPECIALATTACK_SUCK_BLOOD:50:100]), I want to know how to make elves suck blood while biting (and other creatures, of course), just like Nightwings and Giant Leeches? Also, what does those values mean (50 and 100, respectively)?
The wiki is your friend. It took me longer to type this post than to find the info. The values are the min and max amount of blood sucked.

pikachu17

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1327 on: August 12, 2016, 03:17:23 pm »

[The wiki is your friend. It took me longer to type this post than to find the info. The values are the min and max amount of blood sucked.
Although, Note that the wiki isn't always accurate.
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1328 on: August 12, 2016, 06:03:14 pm »

Can you point out where and/or fix it instead of just saying it is? That's what wikis are for.

CABL

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1329 on: August 13, 2016, 02:35:26 am »

So, i made both sexes of troglodytes milkable. Males will produce you-know-what and females will produce milk. Problem is, there's no you-know-what in Dwarf Fortress. What .txt file i'll need to open and mod?

I also want to make alcohol at the brewery from troglodytes's you-know-what and milk, called "Dwarven milkshake".
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1330 on: August 13, 2016, 03:25:42 am »

You probably want to make a new material template for that.

OR: you could use UNKNOWN_SUBSTANCE:NO_SUBTYPE.

Teneb

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1331 on: August 13, 2016, 10:04:14 am »

Also you may not want to publish it here on the forums as it probably breaches the ToS.
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

CABL

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1332 on: August 13, 2016, 11:15:06 am »

I tried to playtest it and i can't milk trogs (both genders). On embark screen, trog's *censored* and milk have NONE} before the name of item. Trog cheese doesn't have NONE}.

Spoiler: Raws (click to show/hide)

CENSORED_MATERIAL is basically a copycat of MILK_MATERIAL, but doesn't rots and has [MATERIAL_REACTION_PRODUCT:ALCOHOL_MAT:LOCAL_CREATURE_MAT:ALCOHOL]

Spoiler: To Teneb (click to show/hide)
   
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Capntastic

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1333 on: August 13, 2016, 03:56:03 pm »

That's some pretty revolting stuff
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ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1334 on: August 13, 2016, 04:12:24 pm »

That is pretty messed up.

I sorta have to ask - what exactly spurred you to mod that in.
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