Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 54 55 [56] 57 58 ... 120

Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 185322 times)

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: [MODDING] 0.44.x questions thread
« Reply #825 on: October 03, 2018, 11:19:38 am »

Nope, it'd require a full body transformation into another creature type.

Kat

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #826 on: October 03, 2018, 02:19:56 pm »

Is there an easier way to test workshops/custom reactions then making a world, embarking, and manually testing everything? Failing that, is there a comprehensive list of stuff that'll make a workshop not show up for construction?

does your civilisation have the correct "Permitted building" ?

it's the only thing I can think of.
Logged

Eктωρ

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #827 on: October 03, 2018, 03:02:15 pm »

Nope, it'd require a full body transformation into another creature type.

Damn it...
Logged
Ektor is in a constant state of internal rage

Galap

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #828 on: October 03, 2018, 04:23:47 pm »

How do I make creatures made of steam? I see that some creatures like forgotten beasts and angels can be made of steam,  but I'm not finding steam or water in any of the material raws.
Hardcoded materials are in the executable, not in the raws.
Here's them extracted, water (steam), mud, filth, grime, salt etc...
coal, ash, amber, glass, lye, vomit
http://www.dfwk.ru/Hardcoded_materials.txt

use WATER material and set a 110 C body temperature, I guess.

Thanks!
Logged

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: [MODDING] 0.44.x questions thread
« Reply #829 on: October 03, 2018, 06:43:34 pm »

Is there an easier way to test workshops/custom reactions then making a world, embarking, and manually testing everything? Failing that, is there a comprehensive list of stuff that'll make a workshop not show up for construction?

does your civilisation have the correct "Permitted building" ?

it's the only thing I can think of.

Yep, that was it, can't believe I forgot that. Guess I'm stuck regenning worlds to test reactions. Thank ya!

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] 0.44.x questions thread
« Reply #830 on: October 04, 2018, 09:00:03 am »

Yep, that was it, can't believe I forgot that. Guess I'm stuck regenning worlds to test reactions. Thank ya!
When testing, can have like five variants of the same work-in-progress reaction, see which one works. Instead of try, new world, try, new world, try.

ps. edible salt from rock salt boulders:
Spoiler (click to show/hide)
Logged
==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

Eктωρ

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #831 on: October 04, 2018, 10:02:57 am »

So, something weird has happened after I upgraded my mod to 0.44.12.

I have a custom intelligent creature which I call eone, eones happen to have purple blood.

Spoiler: Eone Raw (click to show/hide)

As you can see, it has:
 
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_EONE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

To use the special material BLOOD_EONE instead of the normal red blood. BLOOD_EONE is stored in a file called material_blood_mod.

Spoiler: material_blood_mod (click to show/hide)

This was working fine before I updated, now all eone blood shows as a grey "eone n/a". What the hell is wrong here?
« Last Edit: October 04, 2018, 04:50:23 pm by Eктωρ »
Logged
Ektor is in a constant state of internal rage

voliol

  • Bay Watcher
    • View Profile
    • Website
Re: [MODDING] 0.44.x questions thread
« Reply #832 on: October 04, 2018, 10:59:58 am »

So, something weird has happened after I upgraded my mod to 0.44.12.

I have a custom intelligent creature which I call eone, eones happen to have purple blood.

Spoiler: Eone Raw (click to show/hide)

As you can see, it has:
 
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_EONE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

To use the special material BLOOD_EONE instead of the normal red blood. BLOOD_EONE is stored in a file called material_blood_mod.

Spoiler: material_blood_mod (click to show/hide)

This was working fine before I updated, now all eone blood shows as a grey "eone n/a". What the hell is wrong here?

Is it important that it uses a different blood material (i.e. does it have any other special properties)?
Otherwise you could just do it like the game currently does for trolls and crabs, in your case:
Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:PURPLE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] 0.44.x questions thread
« Reply #833 on: October 04, 2018, 01:16:45 pm »

Maybe your blood material needs [BLOOD_MAP_DESCRIPTOR], not sure.


An "aaargh, blood everywhere!" syndrome one can add to vanilla blood, if one wants more stress in the settlement. Side effect, makes some hunters feel bad about injuring an animal.
Spoiler (click to show/hide)
Logged
==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

Eктωρ

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #834 on: October 04, 2018, 04:47:01 pm »

Is it important that it uses a different blood material (i.e. does it have any other special properties)?
Otherwise you could just do it like the game currently does for trolls and crabs, in your case:
Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:PURPLE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

I'd like to keep it separate for further modification.

Maybe your blood material needs [BLOOD_MAP_DESCRIPTOR], not sure.

It does have it. Somehow the raw got cut in half in posting, I've fixed it.

Fixed it. Created a new raw in material_template_default and it's now working properly, even if it didn't work when I copy pasted the old blood raw into material_template_default, it's working now. Can't I put material definitions in a separate file? Do I have to use material_template_default even for mod stuff? Succesfully created a separated file.
« Last Edit: October 04, 2018, 05:17:46 pm by Eктωρ »
Logged
Ektor is in a constant state of internal rage

Etc_Guy

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #835 on: October 04, 2018, 06:16:21 pm »

Since I've come back to Dwarf Fortress, I want to continue attempting to create a superpowered creature so I can explore the world without needing to worry about food, water, wounds, equipment, temperature and other stuff you normal adventurer has to prepare for. Superdurability was always a hard for me and the first I tried to create. I was hoping to make my creature out of standard materials like most mammals and just add the tag [GENERAL_MATERIAL_FORCE_MULTIPLIER:#:#] to make it indestructible with no luck. The official wiki doesn't say the tag was retired or changed as of 44.12. Making it immune to syndromes and temperature is another story I haven't bothered to focus on yet.
Logged

Galap

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #836 on: October 04, 2018, 11:34:37 pm »

the [GENERAL_MATERIAL_FORCE_MULTIPLIER] tag I believe is for determining how strong other materials are against that creature, like for making werebeasts weak to silver for example. I would make new materials that are copies of the standard materials and change their strength properties.


I also have a question myself:

I am trying to create a creature that can use flashes of light to stun its enemies. I'm trying to do it with a syndrome

So, in the creature, I have

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Dazzle with emitted light]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:TENTACLE]
[CDI:MATERIAL:INORGANIC:DEMON_MINOSHIRO_LIGHT:UNDIRECTED_GAS]
[VERB:emit:emits:emits]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:70]

Firstly, [VERB] apparently doesn't do what I thought it does, or I am somehow otherwise using it wrong. I would like the game to say that it "emits a burst of light" rather than "breathes a cloud of light", for obvious reasons.

Second, the way I have it, the 'light', is a gaseous material. Is there a better way to do this?

Third, contact with the light doesn't seem to do anything. For the material/syndrome, i have:

Code: [Select]
[INORGANIC:DEMON_MINOSHIRO_LIGHT]
[STATE_NAME:ALL:demon minoshiro light]
[STATE_COLOR:ALL:WHITE]
[TILE_COLOR:7:0:1]
[DISPLAY_COLOR:7:0:1]
[MELTING_POINT:1]
[BOILING_POINT:9000]
[SOLID_DENSITY:1]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[IGNITE_POINT:NONE]
[LIQUID_DENSITY:1]
[SPEC_HEAT:500]
[MATERIAL_VALUE:1]
[PREFIX:NONE]
[TILE:'#']
[SYNDROME]
[SYN_NAME:demon minoshiro hypnosis]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:DEMON_MINOSHIRO]
[SYN_INHALED]
[CE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:1:END:10]
[CE_DROWZINESS:SEV:100:PROB:100:START:0:PEAK:1:END:10]
[CE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:1:END:10]

I have tried both [SYN_INHALED] and [SYN_CONTACT], and neither seems to do anything.
Logged

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: [MODDING] 0.44.x questions thread
« Reply #837 on: October 04, 2018, 11:37:34 pm »

Yep, that was it, can't believe I forgot that. Guess I'm stuck regenning worlds to test reactions. Thank ya!
When testing, can have like five variants of the same work-in-progress reaction, see which one works. Instead of try, new world, try, new world, try.

ps. edible salt from rock salt boulders:
Spoiler (click to show/hide)

That's an excellent idea and just what I'm looking for, thank ya!

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #838 on: October 05, 2018, 09:15:46 am »

the [GENERAL_MATERIAL_FORCE_MULTIPLIER] tag I believe is for determining how strong other materials are against that creature, like for making werebeasts weak to silver for example. I would make new materials that are copies of the standard materials and change their strength properties.

No, MATERIAL_FORCE_MULTIPLIER is. GENERAL_MATERIAL_FORCE_MULTIPLIER makes every attack stronger, regardless of material.

For the light: you probably want a direct ADD_SYNDROME interaction.

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] 0.44.x questions thread
« Reply #839 on: October 05, 2018, 03:05:18 pm »

Since I've come back to Dwarf Fortress, I want to continue attempting to create a superpowered creature so I can explore the world
without needing to worry about food, water, wounds, equipment, temperature and other stuff you normal adventurer has to prepare for.
Superdurability was always a hard for me and the first I tried to create.

First thing that comes to mind, besides "made of metal"(see Bronze Colossus), is setting the healing/regeneration rate.
   [HEALING_RATE:2000] to 5?
   [VASCULAR:15] to 1
   [PAIN_RECEPTORS:20] to 0
in the superhero-creature's tissues. And can set [NATURAL_SKILL:<skill>:15] to all combat skills for those Moon Knight combat skills.
Need to stop the "snake's paralysis syndrome stops breathing" death, so maybe
Spoiler (click to show/hide)
Logged
==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
Pages: 1 ... 54 55 [56] 57 58 ... 120