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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204927 times)

AceSV

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1605 on: March 08, 2017, 05:39:11 pm »

I want to make a civ that can turn wood into a stronger type of wood that can be used to make decent, light-weight weapons and armor.  Let's call this material "bokugane".  How can I make this material show up in caravans and invaders?  I know if I make it into a metal bar, it will show up, but then a player has to use fuel or magma to work with it, which is not what I want.  If I give the civ the elf hack, they will use any sort of wood, which is also not what I want. 

Any ideas? 
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could God in fact send a kea to steal Excalibur and thereby usurp the throne of the Britons? 
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1606 on: March 08, 2017, 09:06:51 pm »

I know if I make it into a metal bar, it will show up, but then a player has to use fuel or magma to work with it, which is not what I want.

Worst case is that the player requires a reaction to turn it into logs.

AceSV

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1607 on: March 08, 2017, 11:05:30 pm »

Worst case is that the player requires a reaction to turn it into logs.

That's true, although maybe the better reaction would be to have the computer turn it from bars into logs.  So new question, would it be possible for me to hide this reaction from the player somehow?  Like if I gave them access to the reaction, but not to the workshop that does the reaction, would the AI still be able to produce it?

EDIT:  I meant logs into bars.   
« Last Edit: March 09, 2017, 04:31:33 pm by AceSV »
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could God in fact send a kea to steal Excalibur and thereby usurp the throne of the Britons? 
Furry Fortress 3 The third saga unfurls.  Now with Ninja Frogs and Dogfish Pirates.

Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1608 on: March 08, 2017, 11:07:09 pm »

Yeah, lots of mods do that already.

Hiul

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1609 on: March 09, 2017, 04:21:40 am »

what material token that defining stone can become muddied ?

also which one that make fat gone from body to turn them skinny when using high temperature? is it the MELTING_POINT or the HEATDAM_POINT?
« Last Edit: March 09, 2017, 04:29:09 am by Hiul »
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overseer05-15

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1610 on: March 09, 2017, 07:16:17 pm »

1) There isn't one, it's automatic.
2) Melting point.
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Hiul

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1611 on: March 12, 2017, 01:06:21 pm »

since no one reply to my post, i think i will have better chance if i ask here.

 i just found out adventurer natural skill and attribute is bugged and i dont know how to use cheat engine and such.
so i think i try using syndrome, so far in wiki about syndrome it include skill and attribute change so i know it possible to make legendary trough syndrome but i dont know how to make it work.

here is my try on the syndrome after take some example on vampire and curse:
Code: [Select]


            [INTERACTION:DRAGON_GOD]
                [I_SOURCE:CREATURE_ACTION]
                [I_TARGET:A:CREATURE]
                        [IT_LOCATION:CONTEXT_CREATURE]
                        [IT_FORBIDDEN:NOT_LIVING]
        [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
                        [IT_AFFECTED_CREATURE:DRAGON:MALE]
                        [IT_AFFECTED_CREATURE:DRAGON:FEMALE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
                [I_EFFECT:ADD_SYNDROME]
                        [IE_TARGET:A]
                        [IE_IMMEDIATE]
                        [SYNDROME]
                                 [SYN_NAME:male Dragon God Awakening]
                                 [SYN_CLASS:GOD]
                                 [IT_AFFECTED_CREATURE:DRAGON:MALE]
                                 [SYN_CONTACT]
                                 [CE_PHYS_ATT_CHANGE:STRENGTH:5000:0:AGILITY:5000:0:TOUGHNESS:5000:0:ENDURANCE:5000:0:RECUPERATION:5000:0:DISEASE_RESISTANCE:5000:0:START:0]
                                 [CE_MENT_ATT_CHANGE:WILLPOWER:5000:0:FOCUS:5000:0:MEMORY:5000:0:SPATIAL_SENSE:5000:0:KINESTHETIC_SENSE:5000:0:CREATIVITY:5000:0:LINGUISTIC_ABILITY:5000:0:INTUITION:5000:0:ANALYTICAL_ABILITY:5000:0:PATIENCE:5000:0:MUSICALITY:5000:0:EMPATHY:5000:0:SOCIAL_AWARENESS:5000:0:START:0]
                                [CE_ADD_TAG:NO_AGING:NO_PHYS_ATT_RUST:START:0]
         [CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0]                             
                        [SYNDROME]
                                [SYN_NAME:female Dragon Goddess Awakening]
                                [SYN_CLASS:GODDESS]
                                [IT_AFFECTED_CREATURE:DRAGON:FEMALE]
                                [SYN_CONTACT]
                                [CE_PHYS_ATT_CHANGE:STRENGTH:5000:0:AGILITY:5000:0:TOUGHNESS:5000:0:ENDURANCE:5000:0:RECUPERATION:5000:0:DISEASE_RESISTANCE:5000:0:START:0]
                                [CE_MENT_ATT_CHANGE:WILLPOWER:5000:0:FOCUS:5000:0:MEMORY:5000:0:SPATIAL_SENSE:5000:0:KINESTHETIC_SENSE:5000:0:CREATIVITY:5000:0:LINGUISTIC_ABILITY:5000:0:INTUITION:5000:0:ANALYTICAL_ABILITY:5000:0:PATIENCE:5000:0:MUSICALITY:5000:0:EMPATHY:5000:0:SOCIAL_AWARENESS:5000:0:START:0]
                                [CE_ADD_TAG:NO_AGING:NO_PHYS_ATT_RUST:START:0]
        [CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0]
 

now please explain to me what the PERC and PERC_ON and the number to keep it have legendary stats without rust the same with my attribute number, is it right?

 also what usage hint is better to only target self and without affecting fortress mode? so far giving torment as usage hint help me in controlling fire breathing.
 but if possible i dont want to roleplay by gaining god power trough torment.

so far in arena testing describe my creature as very muscular after using the interaction but nothing change in stats and attribute, the worst is in adventure mode testing no change even in the description......pls help
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1612 on: March 12, 2017, 02:27:35 pm »

PERC refers to what the skill roll is multiplied by, PERC_ON refers to the percentage of said multiplier being attached.

PERC:0:PERC_ON:20 means there's a 20% chance of any skill rolls automatically failing.

PERC:200:PERC_ON:100 means there's a 100% chance of any skill roll being doubled.

Hiul

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1613 on: March 12, 2017, 03:30:01 pm »

what skill roll mean for ?
also how about my attribute is the number put correctly?
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Roses

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1614 on: March 13, 2017, 02:25:22 pm »

So I am trying to limit the number of materials/products by using the trick of having a single creature with all the materials defined and then having other creatures use
Code: [Select]
[USE_MATERIAL:XXX:CREATURE_MAT:ANIMAL:XXX]Instead of
Code: [Select]
[USE_MATERIAL_TEMPLATE:XXX:XXX_TEMPLATE]
But I am wondering how this behaves with things like extracts and milkable, specifically should I be using (using milkable as an example, but the same holds true for extracts)
Code: [Select]
[USE_MATERIAL:MILK:CREATURE_MAT:ANIMAL:MILK]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]
Or
Code: [Select]
[MILKABLE:CREATURE_MAT:ANIMAL:MILK:20000]Or is it effectively the same?

Also, what happens if I do
Code: [Select]
[USE_MATERIAL:MILK:CREATURE_MAT:ANIMAL:MILK]
    [STATE_NAME_ADJ:LIQUID:cows milk]
will that effectively create a whole new material, and therefore defeat the purpose of using this system?

Sorry, I know this is something that I should be able to test, but I won't have access to DF for awhile and am spending that time writing raws.
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1615 on: March 13, 2017, 02:40:11 pm »

Using USE_MATERIAL makes an entirely new material. Using CREATURE_MAT:ANIMAL:MILK will get the generic behavior you want.

Roses

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1616 on: March 13, 2017, 03:41:27 pm »

Hmm, clearly I am remembering that trick wrong. Good to know. So for assigning a material to a creature (say skin and leather) I wouldn't use
Code: [Select]
[USE_MATERIAL:SKIN:CREATURE_MAT:ANIMAL:SKIN]
[USE_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL:LEATHER]
?
Do I instead assign the material directly to the BODY_DETAIL_PLAN?

Wait, I seem to remember needing to change the tissue templates, so that instead of having
Code: [Select]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:XXX]I use
Code: [Select]
[TISSUE_MATERIAL:CREATURE_MAT:ANIMAL:XXX]Correct?
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1617 on: March 13, 2017, 04:15:04 pm »

As long as the ANIMAL creature exists, yes.

Necro991

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1618 on: March 13, 2017, 09:20:23 pm »

Hey guys, so I'm currently trying to port an abandoned mod from 34.11 to 43.05, and I've largely succeeded. I've gotten all the new items in, fixed the changes and additions to all the materials, and gotten book writing and jobs fixed. The problem at this point is I can't seem to get instruments to generate. I've added the lines

       
Spoiler (click to show/hide)

to the end of the entity_default portion of the species I'm trying to get to work. They've proven capable of dancing, singing, and poetry, but not instruments. Any ideas for what's going on?
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Hiul

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1619 on: March 14, 2017, 04:58:50 am »

what interaction to make necromancer,were, and vampire can not using the interaction?
i mean what to put in the IT_FORBIDDEN, since giving this not prevent them to use it
    [IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
   [IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
   [IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
 and look like they still get affected by the syndrome too, so pls help me check whats wrong in my interaction?

also i still want to know is my attribute number put correctly and maybe explain to me what the number actually mean?
the same with skill roll, i assume it mean a bonus experience? or it change the skill level entirely?
 i try giving it this but nothing change nor experience become double or anything.
                       [CE_SKILL_ROLL_ADJUST:PERC:5000:PERC_ON:100:START:0]
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