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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204626 times)

pikachu17

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1935 on: October 11, 2017, 01:57:15 pm »

Quailman, you can give rabbits an item-corpse of meat.
I think this works.
Code: [Select]
[ITEMCORPSE:MEAT:NONE:CREATURE_MAT:RABBIT:MUSCLE]
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1936 on: October 11, 2017, 08:06:42 pm »

@Dunamisdeos: adolescent aka recently-turned adult cats aren't big enough to always drop meat, and they're on average 2k in size (±23% for creature variation, I guess.) I think the minimum size for 2 meat is somewhere around 1700-1800 range.

Weasels are size 200 on average, and wiki says they can't be butchered for meat, so I have to wonder if the weasel you butchered was exceptional (*1,3) trained (*2) from early age (*2) and then necro-baconed (*3?) for total of 3120 body size or something.

Dunamisdeos

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1937 on: October 11, 2017, 08:34:07 pm »

Maybe it was a giant weasel? I don't know to be honest.
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1938 on: October 11, 2017, 11:05:41 pm »

All giant creatures are the size of a black bear at minimum, so you'd only get 3 meat if you butchered merely a slice.

Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1939 on: October 12, 2017, 12:57:29 am »

Ive tried rabbit farming in fort mode and had no luck there, either. They only drop a skull.

A reaction to produce meat from a small body part/animal corpse would be reasonably simple, but i dont know of any already made or anything.
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Thundercraft

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1940 on: October 13, 2017, 10:35:36 am »

Ive tried rabbit farming in fort mode and had no luck there, either. They only drop a skull.

If modding is going to be required, anyway, why not just make a rabbit large enough to reliably produce at least 1 meat upon adulthood? Maybe add a larger rabbit as a separate creature? That's what I plan to do.

It's not like large rabbits or members of the family Leporidae don't exist. Female white-tailed jackrabbits often reach over 8 lbs. The scrub hare can reach up to 10 lbs. And the arctic hare can reach 15 lbs. Then there are special breeds, such as the Flemish Giant Rabbit, which is 15 lbs on average, reaching as much as 22 lbs. You might also try search for "German giant rabbit" or "Russian giant rabbit". The world record holder is over 4 feet long.

Like others, I'm confused why the rabbit in DF isn't treated as vermin, considering that it's not large enough to produce resources of note.
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Thundercraft

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1941 on: October 13, 2017, 11:20:24 am »

For a long while now, I've been thinking about trying to mod my own civilization that is entirely female. And I wanted their society to be inspired by the amazons, fae and faeries of myth and fantasy. I don't want them to be inherently evil, though. They'd be hostile towards goblins and have similar ethics to dwarves and humans.

Obviously, a female-only civ would have the complication of how they would have children. I've been inspired by Scandinavian folklore about elves which describe them as kidnapping humans to use them. I was also inspired by erotic fairy fantasy books in which they bite humans with their fangs, injecting them with a magical venom that can transform them into their own kind.

Basically, I want my civ to be a type of night creature. To this end, I was reading the wiki about creature tokens. But, on reading about the CONVERTED_SPOUSE token, some questions arose:
Quote
Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.

(1) If I play in Fort Mode as my civ and I have peaceful visitors from other civs come to my tavern or tradepost, will members of my civ occasionally grab one them to convert into a spouse?
(2) If a converted spouse is either exposed to a syndrome or suffers a curse that transforms them (say, by becoming a werecreature), would said spouse revert back to their non-spouse existence after transforming back?
(3) Is there a way in which I could have my night civ first convert a spouse and then, at some later point, transform them into one of my night civ race via a custom syndrome or curse... without requiring DFhack?

Can someone point me to any mods which have a night creature-type civilization? Are Masterwork's succubi like that?

Also, I'm not sure what I would call them. I thought of "Faekyrie" - faey valkyrie, but that's not quite right. Succufaey? Night Maidens? Faebi? Perhaps "Venefay", derived from venery, which means chase, pursuit or hunting? How about, "Shikari", meaning chase, pursuit or big game hunter?
« Last Edit: October 13, 2017, 12:02:20 pm by Thundercraft »
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Dunmeris

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1942 on: October 13, 2017, 12:50:46 pm »

For a long while now, I've been thinking about trying to mod my own civilization that is entirely female. And I wanted their society to be inspired by the amazons, fae and faeries of myth and fantasy. I don't want them to be inherently evil, though. They'd be hostile towards goblins and have similar ethics to dwarves and humans.

Obviously, a female-only civ would have the complication of how they would have children. I've been inspired by Scandinavian folklore about elves which describe them as kidnapping humans to use them. I was also inspired by erotic fairy fantasy books in which they bite humans with their fangs, injecting them with a magical venom that can transform them into their own kind.

Basically, I want my civ to be a type of night creature. To this end, I was reading the wiki about creature tokens. But, on reading about the CONVERTED_SPOUSE token, some questions arose:
Quote
Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.

(1) If I play in Fort Mode as my civ and I have peaceful visitors from other civs come to my tavern or tradepost, will members of my civ occasionally grab one them to convert into a spouse?
(2) If a converted spouse is either exposed to a syndrome or suffers a curse that transforms them (say, by becoming a werecreature), would said spouse revert back to their non-spouse existence after transforming back?
(3) Is there a way in which I could have my night civ first convert a spouse and then, at some later point, transform them into one of my night civ race via a custom syndrome or curse... without requiring DFhack?

Can someone point me to any mods which have a night creature-type civilization? Are Masterwork's succubi like that?

Also, I'm not sure what I would call them. I thought of "Faekyrie" - faey valkyrie, but that's not quite right. Succufaey? Night Maidens? Faebi? Perhaps "Venefay", derived from venery, which means chase, pursuit or hunting? How about, "Shikari", meaning chase, pursuit or big game hunter?

Why would dwarves or humans or really anyone want to associate with creatures that reproduce by hunting, kidnapping, and transforming them?
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Thundercraft

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1943 on: October 13, 2017, 01:13:03 pm »

Why would dwarves or humans or really anyone want to associate with creatures that reproduce by hunting, kidnapping, and transforming them?

That's a good question. I'm only even considering the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens because it's close to what I want, but not exact. (That is, they can mate with and have a spouse from another race.) The way I picture them, they would not kidnap. Rather, they would tend to do that to those they war with, particularly those whom they've managed to capture. Though, I suppose they could bite them in combat. At other times, though, they would act civilized. While some of them might try seduction, they do not force anything.

Now that I think about it, though, perhaps it would be more appropriate to make my civ concept work with custom syndromes.
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Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1944 on: October 13, 2017, 01:41:11 pm »

The spouse converter option wont work, no, because spouse conversion doesnt happen in play. You can use transformation syndromes definitely. Youd want to transform them into a male caste that is unintelligent but has such a low pop ratio compared to the norm it would almost never show up naturally. Intelligent people will still mate with unintelligent species members, even if they arent married.
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1945 on: October 14, 2017, 02:31:37 pm »

I was looking through the raws and, while looking at the MULE, I wondered about something: The mule is a sterile hybrid, not really a species or breed. So, how does DF handle mule populations and reproduction?

Examining it, I noticed that, while it does have the [MALE] token, it does not have separate male and female castes. This begs the question: How does DF maintain a population of mules in the world, potentially for players to buy and embark with? In the real world, donkeys and horses are made to mate.

So... how does DF do it? Is it hard-coded to introduce more mules, out of thin air, to maintain a set population as the older mules die off from raids, predators and old age? Or, is there actually a mechanism which randomly (rarely) allows a horse and a donkey to mate?

The reason this concerns me is that I've been thinking about civilizations that only have one sex and how one could make sure that their population continues to grow instead of die off.

The spouse converter option wont work, no, because spouse conversion doesnt happen in play. You can use transformation syndromes definitely. Youd want to transform them into a male caste that is unintelligent but has such a low pop ratio compared to the norm it would almost never show up naturally. Intelligent people will still mate with unintelligent species members, even if they arent married.

Thanks! This helps.
« Last Edit: October 14, 2017, 02:42:32 pm by Thundercraft »
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Hugo_The_Dwarf

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1946 on: October 14, 2017, 04:15:02 pm »

For Mules I believe it's the COMMON_DOMESTIC tag, it allows them to be magically populated when needed. You will also notice most COMMON_DOMESTIC pets don't have biomes, and that is where population matters (how many are living in said region/biome)
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newoldbroccoli

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1947 on: October 14, 2017, 09:19:23 pm »

So i have a question is there any way to apply a interaction to a creature at a workshop? like could i turn one creature into another at a workshop or could i turn a item into a creature?
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Hugo_The_Dwarf

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1948 on: October 14, 2017, 09:41:46 pm »

So i have a question is there any way to apply a interaction to a creature at a workshop? like could i turn one creature into another at a workshop or could i turn a item into a creature?

Item to Creature, No.

Apply a Interaction to a Creature at a workshop, Yes; you must create a material that boils at room temp (or a drink) and attach a syndrome that is inhaled or consumed that will give your desired interaction to the creature.

Same above goes for transformations
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ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1949 on: October 15, 2017, 07:39:33 am »

Question regarding reactions - how would I make a reaction that creates a drinkable elixir of some kind and automatically puts it into a waterskin/barrel?

I have a basic idea, I just dont know how to actually make it without having the drink splatter onto the floor when the reaction is done.
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