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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 205163 times)

pikachu17

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1365 on: September 02, 2016, 01:36:00 pm »

Yes. So long as it exists, it may be created in a mood, even if the civilization doesn't normally have access to it.

Not very useful for some ranged weapons, since ammo will be incredibly scarce without the ability to make more in-fort. I've ended up with blowguns and bows a few times, which was annoying.
Cool! I can use Dfhack to make magical swords, and amulets of regeneration, and they can only be created in a mood, so they're rare enough!
Question though, what other raw-able items can be created in a mood?
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BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1366 on: September 02, 2016, 01:44:30 pm »

I think all of the possible items are Armour, Instruments, Shields, Toys, Trap Components, and Weapons.
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pikachu17

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1367 on: September 02, 2016, 01:53:32 pm »

Hey, if I make an instrument, but I don't put in anyway to play it, does that mean that I can have a mood-only tool?(well, wouldn't have any of the tool uses anyway, but I could still use it in a special reaction right?)
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« Reply #1368 on: September 06, 2016, 06:41:01 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.
This isn't exclusive to modded ones; it happens with tame animals in vanilla sometimes and I just figured out why. According to their stats in arena mode, the distraction is caused by either the need to pray to a deity (which can't be met because it requires the ability to speak) or the need to drink alcohol (which can't be met if the creature has no hands).

A sample of 65 adult animals (40 normal/25 distracted) yielded these results:

(Horse, Water buffalo, Reindeer, Donkey, Cow, Llama, sheep, alpaca, rabbit, chicken, guineahen, peafowl, turkey, eagle, duck, peregrine, cat, dog, fox, skunk, Panda, echidna, crundle || wild echidna, wild giant mole, wild bugbat, Hill Titan, Forgotten Beast)
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Re: New Info
« Reply #1369 on: September 06, 2016, 09:08:14 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.
This isn't exclusive to modded ones; it happens with tame animals in vanilla sometimes and I just figured out why. According to their stats in arena mode, the distraction is caused by either the need to pray to a deity (which can't be met because it requires the ability to speak) or the need to drink alcohol (which can't be met if the creature has no hands).

A sample of 65 adult animals (40 normal/25 distracted) yielded these results:

(Horse, Water buffalo, Reindeer, Donkey, Cow, Llama, sheep, alpaca, rabbit, chicken, guineahen, peafowl, turkey, eagle, duck, peregrine, cat, dog, fox, skunk, Panda, echidna, crundle || wild echidna, wild giant mole, wild bugbat, Hill Titan, Forgotten Beast)
Good sleuthing there.  Looks like it's worth an entry in the bug tracker.
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Sagus

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1370 on: September 07, 2016, 10:07:02 pm »

I'm trying to make one of those workshops with reactions that turn one creature into another. Problem is, the process is rarely sucessful, which I guess is because the creature isn't being infected with the syndrome from the instantly boiling stone that the reaction generates. Is there a better way to go about making this kind of workshop? At least, is there a way to make the chances of the creature inhaling the gas and being infected higher?
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Teneb

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1371 on: September 07, 2016, 10:15:05 pm »

I'm trying to make one of those workshops with reactions that turn one creature into another. Problem is, the process is rarely sucessful, which I guess is because the creature isn't being infected with the syndrome from the instantly boiling stone that the reaction generates. Is there a better way to go about making this kind of workshop? At least, is there a way to make the chances of the creature inhaling the gas and being infected higher?
DFHack with reaction-trigger. If you don't want to use DFHack, use contact syndromes instead. Someone did research a while back and creatures don't breathe every single tick.
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1372 on: September 09, 2016, 10:16:49 pm »

I'm trying to make one of those workshops with reactions that turn one creature into another. Problem is, the process is rarely sucessful, which I guess is because the creature isn't being infected with the syndrome from the instantly boiling stone that the reaction generates. Is there a better way to go about making this kind of workshop? At least, is there a way to make the chances of the creature inhaling the gas and being infected higher?
DFHack with reaction-trigger. If you don't want to use DFHack, use contact syndromes instead. Someone did research a while back and creatures don't breathe every single tick.
Thanks!
Is there a place where I can learn how to use DFHack to make stuff like this?
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pikachu17

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1373 on: September 13, 2016, 09:54:32 am »

the succubi won't show up. the randomized demons show up in the populations, but the succubi don't appear despite having [BIOME:SUBTERRANEAN_CHASM] and[UNDERGROUND_DEPTH:5:5].
what can I do to make them appear in hell? NOTE: most of the material templates that end in PIKACHU are just slightly different than vanilla, probably not important differences.
succubus creature
Spoiler (click to show/hide)
also, why does the common green slime's(creature) slime(material) have the hallucination slime's(creature) slime(mat) syndromes?
slime creature
Spoiler (click to show/hide)
relevant body files
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relevant body_detail_plans
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relevant material template
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BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1374 on: September 13, 2016, 11:43:15 am »

Succubi doesn't have LARGE_ROAMING, maybe?

Both slimes use the same slime material. You will need a different material/tissue for each slime caste.
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milo christiansen

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1375 on: September 13, 2016, 11:49:50 am »

Is there anything I need to know about GREETING interactions? My mod needs several of them and they don't seem to be triggering.

I just don't want to do a bunch of debugging if it is known that they don't trigger very often.

I need them to trigger more-or-less whenever they can (or fairly close to that anyway), so if they don't I'll have to roll some kind of interaction simulation with DFHack.
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Greiger

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1376 on: September 14, 2016, 01:21:38 pm »

This is something I'm sure a bunch of folks figured out ages ago but I just can't seem to get it to work properly.  I'm trying to make a plant that produces silk thread instead of cloth.  Rimworld players may recognize what I'm trying to make.

(pardon the icons being weird, I noticed that during testing and don't feel like fixing it until I can fix everything.)
Code: [Select]
[PLANT:DEVILSTRAND_GREIMOD]
[NAME:devilstrand][NAME_PLURAL:devilstrands][ADJ:devilstrand]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:4]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:161][PICKED_COLOR:4:0:0]
[DRY][BIOME:ANY_TROPICAL][BIOME:ANY_DESERT]
[VALUE:4]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:10]
[CLUSTERSIZE:2]
[GROWDUR:900]
[SHRUB_COLOR:4:0:0]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
[STATE_NAME_ADJ:SOLID:devilstrand]
[PREFIX:NONE]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:4:0:1]
[THREAD:LOCAL_PLANT_MAT:SILK]
[PREFSTRING:luxurious silk]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[EDIBLE_VERMIN]
[SEED:devilstrand spore:devilstrand spores:6:0:0:LOCAL_PLANT_MAT:SEED]
[MATERIAL_VALUE:3]

Any insight into what I'm doing wrong?  The plant shows up, and can be processed, but comes up as cloth instead of silk.

Post response edit: Ah I didn't think of that. it may very well be the case.  I spent months off and on trying to figure out why that was not working.  Just figured I missed something stupid obvious but that it needs to come from a critter makes a lot of sense.
« Last Edit: September 14, 2016, 11:56:59 pm by Greiger »
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1377 on: September 14, 2016, 07:28:42 pm »

It might be that any plant-derived thread will be referred to as the cloth of a plant, rather than as "silk" which is derived from webbing produces by creatures, or wool from creatures' body tissues. That's all I can come up with, at least.

Maybe you can instead have it processed to a liquid, that liquid processed by reaction into the silk of a web-producing creature of the same name that doesn't actually show up anywhere.
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1378 on: September 14, 2016, 09:02:35 pm »

Hello,

I am testing fort full of animal men.
I used the command:
create-unit -race WOLF_MAN -caste MALE -civId \\LOCAL -groupId \\LOCAL -name MOUNTAIN

to create a couple of beast men.


They are a part of t he fort now, can be assigned everything and behave like the dwarves - with one exception.

I noticed strange thing about their movement - when they are for example supposed to haul an item, for example charcoal, they move very slowly and path around the dwarves.
Each time they take turn they slow, it looks as if they were crawling or something.

However once they get the item, they move it at the speed of an actual dwarf where they are supposed to.
Then they crawl slowly to another item etc...

I wonder what causes this?

Surely not a lack of [CAVE_ADAPTATION] as this also occurs on the surface.
I am suspecting some entries in c_variation_default.txt.
Anyone has any idea what are !ARG4 and other constants used there? Where do they come from? What do they stand for?

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getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()

nuker22110

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1379 on: September 14, 2016, 09:26:23 pm »

i am trying to use the modtools/create-unit command to spawn a bronze colossus, but i cant figure out the caste tag necessary. Does anyone know? Also how do i spawn a titan with dfhack?
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