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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204730 times)

Gigabytebob

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1830 on: June 16, 2017, 06:06:35 am »

i need a playable boogeymen mod
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Dunamisdeos

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1831 on: June 16, 2017, 06:45:27 pm »

i need a playable boogeymen mod

Aren't they randomly generated? Also, I recall that if you give the tags that relate to boogeymen in a playable creature you will evaporate in the sun.
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Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1832 on: June 17, 2017, 09:05:50 pm »

Vanilla bogeymen are randomly generated and those that spawn around an adventurer will disappear at dawn, but the creature themselves, if its not spawned to harass a lone adventurer, isnt going to evaporate in sunlight. Witchlights in my spellcrafts mod spawn as bogeymen as well as in caverns and wetlands and have no such issues; they're just intentionally very fragile. A creature that isnt spawned as a bogeyman also isnt necessarily going to be hostile if its raws dont specify it as opposed to life or crazed or something.

Oh, to answer the actual question, I dont actually know of any mod where you can specifically play as any sort of bogeyman
« Last Edit: June 17, 2017, 09:25:51 pm by Eric Blank »
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Gigabytebob

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1833 on: June 18, 2017, 10:14:49 am »

well what about any night creature
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scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1834 on: June 18, 2017, 10:26:53 am »

also randomly generated
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Gigabytebob

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1835 on: June 18, 2017, 10:31:30 am »

but i remember masterwork letting you be a night creature in adventure mode
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Hugo_The_Dwarf

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1836 on: June 18, 2017, 11:41:31 am »

@masterwork as quite a few people reference it, and hold other "Mods" up to its standards.
I'm fairly certain this Night Creature is most likely the same setup or broken up into castes that is outsider only adventure mode of some of the various randomly generated night creatures that DF can generate. But they are not generated per world, if you turn compressed saves off you can open up the save folder and browse the generated creatures and more or less "imitate" that generated critter as a normal creature that players are able to use. Pair with some interactions and you can make a semi believable playstyle of being a night creature, or boogeyman or what have you.

Remember Masterwork still has to adhere to what other modders can do, it has a heavy use of DFHack to make some more impossible scenarios possible but that even has its own limits.
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Gigabytebob

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1837 on: June 18, 2017, 01:19:22 pm »

is it possible to port the the playable night creature mod from masterwork into df 43.05 with dfhack
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Turn those goblinoid uglybolds into adorable cutebolds

Hugo_The_Dwarf

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1838 on: June 18, 2017, 06:20:43 pm »

AS easy as it would be to make it from scratch yourself.
Up to you

Really now with 43.05 you might just need a custom CREATURE, and conversion interactions (interaction) then play as outsider.
Likewise if going from scratch just set your .ini files to say uncompressed saves, gen a quick world, then dig through the I think world data? been awhile but there is a file that contains all the generated objects like forgotten_beast1, demon13, etc etc. Then you can just copy paste a night creature you like, tweak it to work then you have your own night creature. of course now it will be consistent between worlds but you'll have a night creature.
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1839 on: June 18, 2017, 06:47:14 pm »

but i remember masterwork letting you be a night creature in adventure mode

Not possible anymore, since OUTSIDER_CONTROLLABLE is a creature-level token that replaced INDIV_CONTROLLABLE

StagnantSoul

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1840 on: June 18, 2017, 07:29:16 pm »

[REACTION:DECORATE_ITEM_WITH_GEM]
   [NAME:encrust item with gem]
   [REAGENT:A:1:SMALLGEM:NONE:NONE:NONE]
   [REAGENT:B:1:WEAPON:NONE:NONE:NONE][PRESERVE_REAGENT]
   [IMPROVEMENT:100:B:COVERED:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:ENCRUSTGEM]

This'll let me encrust a weapon and keep it it's normal self, like encrusting a bracelet does, right?
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1841 on: June 18, 2017, 10:55:35 pm »

What gives doors their adjascent wall requirement?
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1842 on: June 18, 2017, 11:58:20 pm »

Furniture in general are not in the raws in any way, shape or form, excepting instruments that can be placed.

scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1843 on: June 19, 2017, 12:08:54 am »

What gives doors their adjascent wall requirement?

When building? Walls. After construction, though, doors connected to other doors will keep each other standing as if they were wall tiles, even if all proper walls get dug out or pulled down around them.
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1844 on: June 19, 2017, 06:37:31 am »

When building? Walls. After construction, though, doors connected to other doors will keep each other standing as if they were wall tiles, even if all proper walls get dug out or pulled down around them.
No. What coding gives doors that property.
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