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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 185630 times)

Hugo_The_Dwarf

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1365 on: August 14, 2019, 01:27:36 pm »

Thanks for taking a look at this.

I'm not sure what you mean by this. Should I move this tag into another material like this:

[SELECT_MATERIAL:FAT]
[MATERIAL_REACTION_PRODUCT:fe_FISH_CHEESE:LOCAL_CREATURE_MAT:fe_FISH_CHEESE]


Vanilla Example:
Spoiler: skin template (click to show/hide)

You will notice that these material reaction products for leather and parchment are not ON the leather and parchment materials but ON the skin material. Your posted material raws is basically saying the MATERIAL fe_FISH_CHEESE is classed as fe_FISH_CHEESE and can be turned into fe_FISH_CHEESE (you created a loop)

So yes putting it on something like [SELECT_MATERIAL:FAT] would be fine.

I don't think the reaction needs to change because the FISH should be made from FAT and thus be included in the class catch.
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Kiloku

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1366 on: August 16, 2019, 06:34:34 am »

Can I modify the properties of Divine Metals somehow (no matter how, raws, dfhack, whatever)?

For example, I got myself some "Frosty Metal", and just for RP reasons I want to make it permanently cold (I have iron bars that are colder than the Frosty Metal bars) and blue-ish colored.
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Eric Blank

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1367 on: August 16, 2019, 02:04:09 pm »

Maybe with dfhack, but not normally. They're procedurally generated and not modifiable.
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Atkana

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1368 on: August 17, 2019, 04:22:02 am »

Can I modify the properties of Divine Metals somehow (no matter how, raws, dfhack, whatever)?

For example, I got myself some "Frosty Metal", and just for RP reasons I want to make it permanently cold (I have iron bars that are colder than the Frosty Metal bars) and blue-ish colored.
I've used dfhack to change the raws for generated creatures before, but it looks like changes to generated materials don't stick, which is a shame :/
You might still be able to edit generated materials with a save editor, but I know nothing about them.

Kat

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1369 on: August 18, 2019, 09:56:15 am »

I've been thinking about food in dwarf fortress recently.

With flour and tallow, dwarves should be able to make pastry and breads. And you can put things in pastry to make a pie.

But how would you do this in DF ? and how would it satisfy a dwarfs preferences ? Can you make an item that is edible ?
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Shophaune

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1370 on: August 18, 2019, 12:02:56 pm »

Is it possible to pass a material down through a CAN_DO_INTERACTION, into a syndrome that has a CE_CAN_DO_INTERACTION? So like, I want a set of elemental "bomb" syndromes where one can be placed on an enemy through an interaction, which then gains the ability to do an UNDIRECTED_DUST breath attack of a specific material. Is it possible to pass this material down from the interaction that places the bomb initially, or do I need a seperate syndrome for each kind of bomb?

e.g. Can I do something like
Code: [Select]
[CAN_DO_INTERACTION:BOMB]
...
   [CDI:MATERIAL:<whatever>:UNDIRECTED_DUST]
   [CDI:TARGET:B:LINE_OF_SIGHT]

[INTERACTION:BOMB]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:MATERIAL]
   [IT_MATERIAL:CONTEXT_MATERIAL]
[I_TARGET:B:CREATURE]
   [IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
   [IE_TARGET:C]
   [SYNDROME]
      [SYN_NAME:Bombed]
      [CE_CAN_DO_INTERACTION:START:100:END:200]
         [CDI:INTERACTION:BOMB_EXPLODE]
         [CDI:USAGE_HINT:GREETING]
         [CDI:MATERIAL:A:UNDIRECTED_DUST]
         [CDI:TARGET:C:LINE_OF_SIGHT]
         [CDI:TARGET_RANGE:3]
         [CDI:WAIT_PERIOD:100]

[INTERACTION:BOMB_EXPLODE]
        [I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:CONTEXT_MATERIAL]
[I_TARGET:B:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:C:LOCATION]
[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]
[IT_MANUAL_INPUT:target]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_TARGET:C]
[IE_IMMEDIATE]

And have the <whatever> material be released as undirected dust by the targeted enemy 100-200 ticks later?
« Last Edit: August 18, 2019, 12:57:51 pm by Shophaune »
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TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1371 on: August 19, 2019, 05:03:56 am »

With flour and tallow, dwarves should be able to make pastry and breads. And you can put things in pastry to make a pie.
Bread and candy, they can be plant cheeses.
I guess one could have three plant cheese materials inside a flour-type plant: bread, pastry, animalcheese pastry.
Also could do, nether-cap magically cold logs plus animal milk, into ice cream(2nd type of cow cheese), logs not destroyed.

Code: [Select]
[REACTION:BAKE_BREAD]
   [NAME:bake bread]
   [BUILDING:KITCHEN:CUSTOM_SHIFT_B]
   [REAGENT:flour:150:POWDER_MISC:NONE:NONE:NONE]
      [UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:BREAD_MAT] corn, cave wheat, longlang grass, whip vine, stone root.  April 2018 added: rye, soft wheat, hard wheat
   [REAGENT:flour container:1:BOX:NONE:NONE:NONE]
      [BAG]
      [CONTAINS:flour]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:CHEESE:NONE:GET_MATERIAL_FROM_REAGENT:flour:BREAD_MAT]
   [SKILL:COOK]
   
[REACTION:MAKE_CANDY]
   [NAME:make candy]
   [BUILDING:KITCHEN:CUSTOM_SHIFT_C]
   [REAGENT:sugar:150:POWDER_MISC:NONE:NONE:NONE]
      [UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:CANDY_MAT]
   [REAGENT:sugar container:1:BOX:NONE:NONE:NONE]
      [BAG]
      [CONTAINS:sugar]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:CHEESE:NONE:GET_MATERIAL_FROM_REAGENT:sugar:CANDY_MAT]
   [SKILL:COOK]

--------------
[PLANT:VINE_WHIP]
[NAME:whip vine][NAME_PLURAL:whip vines][ADJ:whip vine]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:161][PICKED_COLOR:2:0:1]
[DRY][SAVAGE][BIOME:NOT_FREEZING]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:BREAD:BREAD_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:whip vine bread]
[MATERIAL_VALUE:9]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen whip wine]
[STATE_NAME_ADJ:LIQUID:whip wine]
[STATE_NAME_ADJ:GAS:boiling whip wine]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:3:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:whip vine flour]
[STATE_COLOR:ALL_SOLID:AZURE]
[DISPLAY_COLOR:3:0:1]
[MATERIAL_VALUE:10]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MATERIAL_REACTION_PRODUCT:BREAD_MAT:LOCAL_PLANT_MAT:BREAD]
[MILL:LOCAL_PLANT_MAT:MILL]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:length]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:whip vine seed:whip vine seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[SHRUB_TILE:21]
[DEAD_SHRUB_TILE:21]
[SHRUB_COLOR:2:0:0]
[DEAD_SHRUB_COLOR:7:0:0]
------------------

[MATERIAL_TEMPLATE:BREAD_TEMPLATE]
   [STATE_COLOR:ALL_SOLID:BROWN]
   [STATE_NAME:ALL_SOLID:bread]
   [STATE_ADJ:ALL_SOLID:breaded]
   [STATE_COLOR:LIQUID:BROWN]
   [STATE_NAME:LIQUID:molten bread]
   [STATE_ADJ:LIQUID:molten breaded]
   [STATE_COLOR:GAS:BROWN]
   [STATE_NAME:GAS:bread smoke]
   [STATE_ADJ:GAS:bread smoked]
   [DISPLAY_COLOR:6:0:0]
   [MATERIAL_VALUE:1]
   [SPEC_HEAT:4181]
   [IGNITE_POINT:10540]
   [MELTING_POINT:10600]
   [BOILING_POINT:10601]
   [HEATDAM_POINT:10400]
   [COLDDAM_POINT:9000]
   [MAT_FIXED_TEMP:NONE]
   [SOLID_DENSITY:1200]
   [LIQUID_DENSITY:1200]
   [MOLAR_MASS:NONE]
   [IMPACT_YIELD:10000]
   [IMPACT_FRACTURE:10000]
   [IMPACT_STRAIN_AT_YIELD:50000]
   [COMPRESSIVE_YIELD:10000]
   [COMPRESSIVE_FRACTURE:10000]
   [COMPRESSIVE_STRAIN_AT_YIELD:50000]
   [TENSILE_YIELD:10000]
   [TENSILE_FRACTURE:10000]
   [TENSILE_STRAIN_AT_YIELD:50000]
   [TORSION_YIELD:10000]
   [TORSION_FRACTURE:10000]
   [TORSION_STRAIN_AT_YIELD:50000]
   [SHEAR_YIELD:10000]
   [SHEAR_FRACTURE:10000]
   [SHEAR_STRAIN_AT_YIELD:50000]
   [BENDING_YIELD:10000]
   [BENDING_FRACTURE:10000]
   [BENDING_STRAIN_AT_YIELD:50000]
   [MAX_EDGE:0]
   [ABSORPTION:100]
   [CHEESE_PLANT]
   [EDIBLE_VERMIN]
   [EDIBLE_RAW]
   [EDIBLE_COOKED]
   [ROTS]
« Last Edit: August 19, 2019, 05:42:09 am by TomiTapio »
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==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

Emperor Sheev

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1372 on: August 19, 2019, 07:45:07 pm »

So I've finally decided to actually work on my genie mod, but the lamps won't transform into dwarves when they bleed (as a placeholder until I make genies). Nothing shows in the error log. It also wouldn't do it even when I had a proper start time. Are transformations required to end at some point?
Code: [Select]
creature_lamp
[OBJECT:CREATURE]
[CREATURE:MAGIC_LAMP]
[DESCRIPTION: A lamp that hobbles around. Should you break it, a genie will be released!]
[NAME:magic lamp:magic lamps]
[CASTE_NAME:magic lamp:magic lamps:magic lamp]
[BODY:BASIC_1PARTBODY]
[NOEXERT]
[NOCTURNAL]
[NOPAIN]
[NO_SLEEP]
[NO_EAT]
[NO_DRINK]
[NOBREATHE]
[EXTRAVISION]
[NOTHOUGHT]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[FLEEQUICK]
[CREATURE_TILE:11][COLOR:6:0:1]
[INTELLIGENT]
[TISSUE:LAMP]
[TISSUE_NAME:bronze:bronze]
    [TISSUE_MATERIAL:INORGANIC:BRONZE]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
[VASCULAR:5]
    [RELATIVE_THICKNESS:3]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:LAMP]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[SYNDROME]
[SYN_NAME:genie transformation]
[SYN_AFFECTED_CREATURE:MAGIC_LAMP:ALL]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START]
[CE:CREATURE:DWARF:MALE]

[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:850:561:471:243:1900:2900]
[BODY_SIZE:1:1:200]
[ATTACK:RAM:BODYPART:BY_CATEGORY:BODY]
[ATTACK_SKILL:WRESTLING]
[ATTACK_VERB:rattle and bonk:rattles and bonks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_PREPARE_AND_RECOVER:1:1]




« Last Edit: August 19, 2019, 07:47:27 pm by Emperor Sheev »
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1373 on: August 19, 2019, 08:08:19 pm »

Are you sure that you have actually made it bleed while testing? If not, have you tried giving the lamp tissue [MAJOR_ARTERIES]?

Wiki says end time is optional. Try changing it to START:0

Are you concerned that the blood might get on something besides the lamp and convert that too?

Emperor Sheev

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1374 on: August 19, 2019, 08:12:42 pm »

Are you sure that you have actually made it bleed while testing? If not, have you tried giving the lamp tissue [MAJOR_ARTERIES]?

Wiki says end time is optional. Try changing it to START:0

Are you concerned that the blood might get on something besides the lamp and convert that too?

Yes, since the lamp tissue is vascular it bleeds. I'll try the START thing tomorrow but I suspect it is some other issue.

Edit: After some testing it turned out the syndrome worked, but the lamps only bleed when they skid across the ground or get cut in half, which insta-kills them anyway. Maybe adding more layers will fix this. 
« Last Edit: August 21, 2019, 07:38:03 pm by Emperor Sheev »
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1375 on: August 22, 2019, 06:50:43 am »

You can try giving it a CDI that causes CE_BLEEDING on self and have it trigger on attack or something.

MachoNacho

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1376 on: August 27, 2019, 11:24:18 am »

How do I make a building material (as opposed to a weapon/armor material)?
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Thundercraft

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1377 on: August 27, 2019, 11:41:34 pm »

Could someone give me some hints on how to alter tower-caps and nether-caps such that they would no longer count towards Elven tree quotas without doing away with tree quotas entirely and while still allowing tower-caps and nether-caps to be chopped down for their respective wood types?

Or, is what I'm asking for likely impossible (outside of DFHack) due to being hard-coded somewhere?
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TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1378 on: August 28, 2019, 03:58:03 am »

How do I make a building material (as opposed to a weapon/armor material)?
Choose between IS_STONE and WOOD tags in the material. SOIL might work too, as some clays can be building materials.
Optional:    [ITEMS_HARD]   [ITEMS_WEAPON]   [ITEMS_WEAPON_RANGED]   [ITEMS_AMMO]   [ITEMS_ARMOR]   [ITEMS_SIEGE_ENGINE]

Spoiler (click to show/hide)
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==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

TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1379 on: August 28, 2019, 04:03:06 am »

Could someone give me some hints on how to alter tower-caps and nether-caps such that they would no longer count towards Elven tree quotas without doing away with tree quotas entirely and while still allowing tower-caps and nether-caps to be chopped down for their respective wood types?
Or, is what I'm asking for likely impossible (outside of DFHack) due to being hard-coded somewhere?
I guess WOOD_TEMPLATE's WOOD tag makes the mushroom trees count as logging. I would try setting those trees to STONE_TEMPLATE material.
Or if it is the TREE tag, then I think the issue can't be helped.

Spoiler (click to show/hide)
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==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
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