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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204943 times)

Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1575 on: February 04, 2017, 03:58:16 am »

Well, there's a machine class in /library/include/df/machine.h, which has a cur_power member, so perhaps if I decrease that I can create the effect of a component drawing off power. Same with a machine creating power, I can just increase that member, I think.
There's already a DFHack thinger to allow for workshops to use power...

Amostubal

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1576 on: February 26, 2017, 08:45:22 pm »

PTW.
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TomiTapio

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1577 on: February 28, 2017, 07:32:39 am »

What's the coolest way to convert ice blocks into drinkable water? And which workshop should do it?
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

overseer05-15

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1578 on: February 28, 2017, 07:50:29 am »

What's the coolest way to convert ice blocks into drinkable water? And which workshop should do it?

Boulder of ice, bucket of magma, barrel.
At. A. QUERN.
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Hiul

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1579 on: March 01, 2017, 08:59:29 am »

is joint a hardcode ?
if not, can someone help me example of modding hard material into creature joint ? i just dont like the joint part getting smashed open so easily but i want creature still have joint part.
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Roses

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1580 on: March 01, 2017, 07:26:50 pm »

So I am starting to get back into raw modding and I realize I am not only way behind (last time I heavily modded was in 0.34), but I also have forgotten many of the simple things. So here's a couple questions for body making;

1. Can a body part have multiple CATEGORY tokens?
2. If I attach a foot to a right leg, but don't specify RIGHT on the foot (but do on the leg) will the foot be treated on the right side of the body too?
3. Is there a way to pass names from one body part to another (in separate BODY declarations), so if I have a quadruped with all their legs named, could I just make a foot body part and have those automatically be named?

I think all my other questions I found answered on the wiki.

EDIT: Here's another one, is there any way to make a body part only attach a single other part with the correct CONTYPE/CON_CAT instead of all of them?
« Last Edit: March 01, 2017, 07:30:42 pm by Roses »
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Max™

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1581 on: March 01, 2017, 09:41:13 pm »

1. I have not had success with multiple categories, I think the time I tried it just went with the first and ignored the rest.
2. I used this trick with my adventurer races to let me wear gauntlets I crafted since they come without handedness, just connect them properly to the rla/lla or rll/lll and name them right hand/left hand/right foot/left foot instead of putting the
/
tags in there.
3. I think fingers work kinda like this, where the definition is usually just STUFF:5_FINGERS:STUFF but it puts fingers on both hands properly because it just slaps them onto any [GRASP] unless you do the 5_FQ_FINGERS where it looks for [CON:RH] and [CON:LH], so with feet you could do like, [CON_CAT:QUAD_LEGS] and use that category?

4. Only with [CON:*specific part*] as far as I know, maybe creature variations could help?
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TomiTapio

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1582 on: March 02, 2017, 05:49:05 am »

is joint a hardcode ?
if not, can someone help me example of modding hard material into creature joint ? i just dont like the joint part getting smashed open so easily but i want creature still have joint part.

Try using some durable material instead of SINEW_TEMPLATE :
Code: [Select]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Hiul

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1583 on: March 02, 2017, 06:25:09 am »

i have done it still nothing change the wrist ankle still smashed open.
but the tendon and ligament look fine though.
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Max™

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1584 on: March 02, 2017, 12:34:53 pm »

I recall getting the idea for this from Sparking! and it worked pretty well last time I checked:
Code: [Select]
[SELECT_MATERIAL:MUSCLE]
     [PLUS_MATERIAL:SINEW]
   [PLUS_MATERIAL:CARTILAGE]
   [PLUS_MATERIAL:NERVES]
[IMPACT_YIELD:350000]
[IMPACT_FRACTURE:595000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:350000]
[COMPRESSIVE_FRACTURE:595000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:100000]
[TENSILE_FRACTURE:170000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:100000]
[TORSION_FRACTURE:170000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:100000]
[SHEAR_FRACTURE:170000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:100000]
[BENDING_FRACTURE:170000]
[BENDING_STRAIN_AT_YIELD:50000]
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Roses

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1585 on: March 02, 2017, 02:13:52 pm »

1. I have not had success with multiple categories, I think the time I tried it just went with the first and ignored the rest.

Darn, what about multiple CON_CATs? I know I can just make multiple body parts, would just be easier do multiple connections

EDIT: Also, does it give an error if it can't find a body part to attach to or does it just skip that part?
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Max™

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1586 on: March 02, 2017, 05:39:30 pm »

Well shit I have no idea if con/con_cat/con_type could be set like that to failover until a valid match is found.

I think it gives an error if you try to specify a connection without it being there, but I'm waiting on food to get here so my brain thunk good time low it be.
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Roses

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1587 on: March 02, 2017, 08:18:50 pm »

Well shit I have no idea if con/con_cat/con_type could be set like that to failover until a valid match is found.

I think it gives an error if you try to specify a connection without it being there, but I'm waiting on food to get here so my brain thunk good time low it be.

I'll have to try it when I get a chance in a couple weeks.

Here's another simple one, what happens if I define a material (either using USE_MATERIAL/USE_MATERIAL_TEMPLATE or in a BODY_DETAIL_PLAN) and then don't assign it anywhere? For instance I know that for birds we remove the material hair and add feathers, and for snakes we remove hair, skin, and leather and add scales. But what if you didn't remove/add those materials and just had them all together in one BODY_DETAIL_PLAN?. The STANDARD_MATERIALS in the raws includes the GIZZARD, but as far as I am aware only certain creatures actually make use of it and it's not removed from those that don't use it.
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Max™

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1588 on: March 02, 2017, 08:49:46 pm »

Yeah, it just gets ignored in those cases, I did that with the Slaves to Yisun: Chapter 1, Reach HFS Through Violence (Kill Six Billion Demons) mod I've got baking, added multiple small/internal limbs which use a material with better weapon properties and added them in the template before I learned I can just use the tissue:blade, *define it*, tissue_layer:by_category stuff, though after checking demon masks get a b_detail_plan_default.txt entry under my strong_materials and strong_tissues plans which are also used by several other critters that don't end up with a mask.

Oh yeah! You can assign materials and even swap them out with c_variation_default.txt lines, have it go through and look for body_detail_plan master and standard_materials target then swap it for strong_materials and it just fucking works, boom.

I used these because I wanted certain features of the bone templates with the steel properties so it was easier like this instead of just having it use steel directly, but yeah, tossed these in a creature variation like the animal person ones and pow, it spits out a totally swapped over material critter:
Code: [Select]
[CV_NEW_TAG:USE_TISSUE_TEMPLATE:BONE:STEEL_BONE_TEMPLATE]
[CV_NEW_TAG:USE_TISSUE_TEMPLATE:SKULL:STEEL_SKULL_TEMPLATE]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY_DETAIL_PLAN]
[CVCT_TARGET:STANDARD_TISSUES]
[CVCT_REPLACEMENT:STRONG_TISSUES]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:BONE:STEEL_TEMPLATE]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:SKULL:STEEL_TEMPLATE]
[CV_NEW_TAG:BODYGLOSS:LEATHER]
[CV_NEW_TAG:BODYGLOSS:SKIN]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY_DETAIL_PLAN]
[CVCT_TARGET:STANDARD_MATERIALS]
[CVCT_REPLACEMENT:STRONG_MATERIALS]
« Last Edit: March 02, 2017, 08:53:27 pm by Max™ »
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Roses

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1589 on: March 03, 2017, 12:49:14 pm »

Interesting, I have been meaning to fiddle around with creature variation templates more. I remember a long while back there was an effort by someone (I have forgotten who) to make virtually everything in a creature a CV so you have extra large CV files but creatures are very short and simple. I liked the idea, maybe something more in the middle though. Like putting attacks in the CV file since a kick is a kick is a kick, would turn all attacks in creatures into one liners. (Actually I just checked there are attacks in the CV file already but they aren't used in the animals, strange)
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