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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 188423 times)

bloop_bleep

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Re: [MODDING] 0.44.x questions thread
« Reply #975 on: January 13, 2019, 10:15:44 pm »

Actually, I think a simple reaction-trigger command used with create-unit in dfhack.init would work. You could find out how to use it (and other commands) here.
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Re: [MODDING] 0.44.x questions thread
« Reply #976 on: January 14, 2019, 02:23:19 am »

Theres a non-dfhack option, though it isnt reliable; make a stone that boils on creation with an inhaleable syndrome that transforms the dwarf in the workshop into a [crazed] whatever you need. The unreliable part is the dwarf inhaling the vapors. The stone spawning chance should probably be more like 5%, as it only succeeds maybe 20% of the time.

You can also create vermin, which will wander around. If they have a verminbite tag they can inject a venom that transforms the victim into the monster. Cats could eat them, though
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I make Spellcrafts!
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SQman

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Re: [MODDING] 0.44.x questions thread
« Reply #977 on: January 15, 2019, 02:06:42 pm »

So I've managed to make scale and chitin into tannable glob. Everything that can be made out of leather can be made from scale and chitin too, with one tiny babby problem - bags are called chests. They appear in all menus where bags would normally be, and they probably can be used as bags, but the name still bothers me. Is there a way to make scale and chitin bags appear as, well, bags? Any special token?
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FantasticDorf

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Re: [MODDING] 0.44.x questions thread
« Reply #978 on: January 15, 2019, 02:46:48 pm »

So I've managed to make scale and chitin into tannable glob. Everything that can be made out of leather can be made from scale and chitin too, with one tiny babby problem - bags are called chests. They appear in all menus where bags would normally be, and they probably can be used as bags, but the name still bothers me. Is there a way to make scale and chitin bags appear as, well, bags? Any special token?

Its materially set because chitin is not recognised as flexibly fibrious (you can see the tags on [ITEM_ARMOR] determining objects like coats restriction to leather and socks to cloth), maybe you could work around it and add a chitin working reactions to the craftshop alternatively, treating it like shell or bone instead. Good work so far though, i've heard of people tanning entire scales into leather though without a blob workaround or just converting it directly into leather armor as is.
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SQman

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Re: [MODDING] 0.44.x questions thread
« Reply #979 on: January 15, 2019, 03:29:38 pm »

That glob thing isn't a workaround. I wanted to make it work like More Leather Mod where larger creatures give more leather.

Edit :
Huh, looks like I fixed my chest problem. Added [LEATHER] and [ITEMS_LEATHER] under chitin and scales and everything is dandy.
« Last Edit: January 15, 2019, 03:49:57 pm by SQman »
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Dunmeris

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Re: [MODDING] 0.44.x questions thread
« Reply #980 on: January 16, 2019, 07:58:50 pm »

Working on big update because there were still bugs, there were apparently some missing tools, and just in general there were a lot of things left to improve. Would ask this on the Utilities Board since this would obviously require DFHack, but there's no dedicated thread for questions like this.

Is there a way to make functional torches/lamps? Because the only thing I can think of would be making a separate version of every sapient/playable creature that is identical to the original save for having either LIGHT_GEN or high LOW_LIGHT_VISION and using item-trigger to transform the carrier into said better-seeing version whenever they equip a torch/lantern, and then to turn them back when they unequip it.

Is there a better way? Because that really seems way too ridiculous and over the top to be the only way.
« Last Edit: January 16, 2019, 08:01:03 pm by Dunmeris »
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thefriendlyhacker

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Re: [MODDING] 0.44.x questions thread
« Reply #981 on: January 16, 2019, 10:08:08 pm »

You might be able to change map tile properties from dark to light with dfhack and then back again to simulate light sources.  Dunno if that would cause other problems, though.
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Dunmeris

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Re: [MODDING] 0.44.x questions thread
« Reply #982 on: January 16, 2019, 11:19:05 pm »

I see, so it's a lot harder than I thought it would be.

Hmm, I might just end up settling for having it prevent the fear of darkness I have implemented for surface-dwellers (i.e. every playable civ in the mod).
« Last Edit: January 16, 2019, 11:39:57 pm by Dunmeris »
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YomToxic

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Re: [MODDING] 0.44.x questions thread
« Reply #983 on: January 21, 2019, 12:59:28 am »


I was going for a non DFhack solution, but I might use this in case all my other options fail. Thanks!


Hm, then if vermin are creatable from workshops... how would I do that?

Also, what are the mechanics of creating water by reactions in a way they flood the room when used? I've got the 'purify booze' trick down, just need something to start up water wheels.
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bloop_bleep

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Re: [MODDING] 0.44.x questions thread
« Reply #984 on: January 21, 2019, 02:01:30 am »

Hm, then if vermin are creatable from workshops... how would I do that?

Replace the material of the product with creature name:caste name. Although, IIRC, there is a bug where the game may ignore the caste argument and just create a vermin of the first caste it comes across.

Quote
Also, what are the mechanics of creating water by reactions in a way they flood the room when used? I've got the 'purify booze' trick down, just need something to start up water wheels.

Real water that flows (as opposed to contaminant water that just stays in the workshop, unable to be used) is currently impossible to create using reactions with pure RAWs. Not even sure if reaction-trigger supports it.
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thefriendlyhacker

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Re: [MODDING] 0.44.x questions thread
« Reply #985 on: January 21, 2019, 03:06:50 am »

...
Real water that flows (as opposed to contaminant water that just stays in the workshop, unable to be used) is currently impossible to create using reactions with pure RAWs. Not even sure if reaction-trigger supports it.
When I tried to implement something similar, I had to write my own liquid spawning script to call with reaction-trigger.  To the best of my knowledge, DFHack currently has no scripts that can spawn liquids in a useful manner purely through the console.

Of course, YomToxic is welcome to pilfer my liquid script if they would find it helpful.
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Eric Blank

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Re: [MODDING] 0.44.x questions thread
« Reply #986 on: January 21, 2019, 03:01:08 pm »

If you create the water in a bucket, where its already an item, would dwarves use that bucketful of water when tasked with pond filling? Im pretty sure they only use empty buckets and pull from an existing source, but i figure its worth a shot
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

The Condor

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Re: [MODDING] 0.44.x questions thread
« Reply #987 on: January 23, 2019, 08:02:10 am »

Anyone know of a way to lower the base value of prepared meals? 

If it works like the wiki says it does, changing the base value from 10 to 1 would really go along way towards lowering the absurd values they can have.
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #988 on: January 24, 2019, 03:48:45 am »

Tried looking this up to see if there was anyone else asking or an answer in general.. but found nothing...


If I were to create a reaction that uses skills such as military tactics/geography/astronomy ect as the skill to be trained.. how would it work? Would a random person be picked since its not listed as a job.. or only those who have had experience in the skill train it?
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FantasticDorf

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Re: [MODDING] 0.44.x questions thread
« Reply #989 on: January 24, 2019, 04:54:55 am »

Tried looking this up to see if there was anyone else asking or an answer in general.. but found nothing...


If I were to create a reaction that uses skills such as military tactics/geography/astronomy ect as the skill to be trained.. how would it work? Would a random person be picked since its not listed as a job.. or only those who have had experience in the skill train it?

You can specialise the assigned person with manager profile (vanilla) by shift P when q'ing over the workshop and a manager present with a functioning office, however the rate of gain is only 25 xp so you'd need quite a few slow tries at it. I've tried this myself and its very slow, but works.

The math is that its somewhere between 15 and 30 attempts to level up one skill from dabbling to novice, so you should probably input a order rather than a 'repeat job' so that they aren't bogged down with doing it constantly interrupting things like sleeping etc since you have a manager present.
« Last Edit: January 24, 2019, 04:57:12 am by FantasticDorf »
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