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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 185849 times)

Jack_Caboose

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1665 on: November 07, 2019, 02:55:18 am »

Is there any way to create an "explosion" without DFHack? Some kind of magic combination of material properties (which go completely over my head)? I'd like create a MATERIAL_EMISSION interaction which fires a material that explodes on contact with a wall/creature/whatever.

If not remotely possible without DFHack, is it possible using it?

ZM5

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1666 on: November 07, 2019, 04:28:42 am »

Closest you could get is what I've done - I made a "explosive fire" inorganic mat thats deployed via LIQUID_GLOB - looks something like this:
Code: [Select]
[INORGANIC:ASRT_EXPLOSIVE_FLAME_PROJECTILE]
    [USE_MATERIAL_TEMPLATE:ZM5_EXTRACT_TEMPLATE]
    [STATE_NAME_ADJ:ALL_SOLID:flame]
    [STATE_NAME_ADJ:LIQUID:flame]
    [STATE_NAME_ADJ:GAS:flame]
    [DISPLAY_COLOR:4:0:1]
    [BUILD_COLOR:4:0:1]
    [MATERIAL_VALUE:6]
    [SPEC_HEAT:4180]
    [IGNITE_POINT:NONE]
    [MELTING_POINT:25000]
    [BOILING_POINT:20000]
    [HEATDAM_POINT:NONE]
    [COLDDAM_POINT:NONE]
    [SOLID_DENSITY:1000]
    [LIQUID_DENSITY:500]
    [MOLAR_MASS:63546]
    [SPECIAL]
    [STATE_COLOR:ALL_SOLID:RED]
    [STATE_COLOR:GAS:RED]
    [STATE_COLOR:LIQUID:RED]
It admittedly doesn't have proper explosion physics (no blowbacks or shredding apart limbs, those arent really possible without DFhack I think) but it'll cause a burst of flames on impact that still cause heat damage. Even if you don't want to cause heat damage this way and instead have a gas syndrome, you can just lower the melting and boiling points - melting point has to be higher than the boiling point though.

Jack_Caboose

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1667 on: November 07, 2019, 08:25:43 am »

Closest you could get is what I've done - I made a "explosive fire" inorganic mat thats deployed via LIQUID_GLOB - looks something like this:
Code: [Select]
[INORGANIC:ASRT_EXPLOSIVE_FLAME_PROJECTILE]
    [USE_MATERIAL_TEMPLATE:ZM5_EXTRACT_TEMPLATE]
    [STATE_NAME_ADJ:ALL_SOLID:flame]
    [STATE_NAME_ADJ:LIQUID:flame]
    [STATE_NAME_ADJ:GAS:flame]
    [DISPLAY_COLOR:4:0:1]
    [BUILD_COLOR:4:0:1]
    [MATERIAL_VALUE:6]
    [SPEC_HEAT:4180]
    [IGNITE_POINT:NONE]
    [MELTING_POINT:25000]
    [BOILING_POINT:20000]
    [HEATDAM_POINT:NONE]
    [COLDDAM_POINT:NONE]
    [SOLID_DENSITY:1000]
    [LIQUID_DENSITY:500]
    [MOLAR_MASS:63546]
    [SPECIAL]
    [STATE_COLOR:ALL_SOLID:RED]
    [STATE_COLOR:GAS:RED]
    [STATE_COLOR:LIQUID:RED]
It admittedly doesn't have proper explosion physics (no blowbacks or shredding apart limbs, those arent really possible without DFhack I think) but it'll cause a burst of flames on impact that still cause heat damage. Even if you don't want to cause heat damage this way and instead have a gas syndrome, you can just lower the melting and boiling points - melting point has to be higher than the boiling point though.

Thanks! If you used TRAILING_DUST_FLOW instead of liquid glob, would it not also cause pushback? Along with also hitting more body parts so it feels more like an explosion

ZM5

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1668 on: November 07, 2019, 08:54:04 am »

I generally avoid that since the last time I made a dust attack with a heated material to represent an explosion it caused a covering of "flames" on both the target and the user - so if neither creature is fire immune they'd more than likely die from all the heat. With FIXED_TEMP higher than the boiling point but lower than the melting point it'd probably cause a bunch of other flame bursts on the affected target and similarly cause highly severe melting damage across most of the body.

DerMeister

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1669 on: November 07, 2019, 10:06:43 am »

I generally avoid that since the last time I made a dust attack with a heated material to represent an explosion it caused a covering of "flames" on both the target and the user - so if neither creature is fire immune they'd more than likely die from all the heat. With FIXED_TEMP higher than the boiling point but lower than the melting point it'd probably cause a bunch of other flame bursts on the affected target and similarly cause highly severe melting damage across most of the body.
This may be useful for kamikadze or dragon.
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1670 on: November 07, 2019, 10:26:25 am »

What facet lowers/removes the need to fight? Violent 0:0:0 doesnt seem to remove the need to fight.

Atkana

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1671 on: November 07, 2019, 10:54:21 am »

What facet lowers/removes the need to fight? Violent 0:0:0 doesnt seem to remove the need to fight.
That's weird. Based on my research for set-need, it was only Violent that contributed to the need to fight (with levels below the neutral tier meaning no need). Maybe the way needs are assigned in fortress mode is different from adventure mode?

I take it by you mentioning them in the style of a PERSONALITY token that you're doing this on a creature token level, rather than editing a unit's personality. For the latter, needs don't actually update to reflect new personality trait values, but for the former I have no idea. Maybe try allowing a tiny amount of range and see if that effects anything?

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1672 on: November 07, 2019, 10:59:37 am »

What facet lowers/removes the need to fight? Violent 0:0:0 doesnt seem to remove the need to fight.
That's weird. Based on my research for set-need, it was only Violent that contributed to the need to fight (with levels below the neutral tier meaning no need). Maybe the way needs are assigned in fortress mode is different from adventure mode?

I take it by you mentioning them in the style of a PERSONALITY token that you're doing this on a creature token level, rather than editing a unit's personality. For the latter, needs don't actually update to reflect new personality trait values, but for the former I have no idea. Maybe try allowing a tiny amount of range and see if that effects anything?

Yeah it is at a creature level on fortress mode. One of the "dwarves" was distracted by not being able to fight but obviously didnt enjoy the fight once they were allowed to lol they became afraid by the actual combat

Eric Blank

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1673 on: November 07, 2019, 04:22:27 pm »

Have you also removed the dwarven entities reverence for martial prowess as a value? I think that leads to the need to fight too.
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1674 on: November 07, 2019, 04:24:16 pm »

Have you also removed the dwarven entities reverence for martial prowess as a value? I think that leads to the need to fight too.

I am not sure but I will check. Thanks :)

Jack_Caboose

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1675 on: November 08, 2019, 01:28:05 am »

I generally avoid that since the last time I made a dust attack with a heated material to represent an explosion it caused a covering of "flames" on both the target and the user - so if neither creature is fire immune they'd more than likely die from all the heat. With FIXED_TEMP higher than the boiling point but lower than the melting point it'd probably cause a bunch of other flame bursts on the affected target and similarly cause highly severe melting damage across most of the body.

Well, I was looking for a kamikaze-style explosion too, so at least that one should be ok with the dust, and then I'll use the liquid for the ranged one. Thanks!

TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1676 on: November 10, 2019, 07:40:30 am »

Have you also removed the dwarven entities reverence for martial prowess as a value? I think that leads to the need to fight too.
I am not sure but I will check. Thanks :)

Maybe these:    [VALUE:SELF_CONTROL:5]   [VALUE:TRANQUILITY:-30]   [VALUE:HARMONY:0]
   [VALUE:MARTIAL_PROWESS:35]   [VALUE:SACRIFICE:8]   [VALUE:PERSEVERANCE:15]   [VALUE:PEACE:-18]
and cruelty, and singleminded.
      --PERSONALITY:ANGER:0:55:100]
      --PERSONALITY:CAUTIOUSNESS:0:55:100]
      [PERSONALITY:DUTIFULNESS:0:55:100]
      --PERSONALITY:EMOTIONALITY:0:45:100]
      [PERSONALITY:EXCITEMENT_SEEKING:0:45:100]
      --PERSONALITY:SELF_DISCIPLINE:0:45:100]
More at  http://dwarffortresswiki.org/index.php/DF2014:Personality_trait
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Hiul

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1677 on: November 11, 2019, 12:42:14 am »

how to freeze water by dropping the item into river,sea,lake,etc ? i forgot how to do it, so far my test not freeze the water, i remember it have to do with [SPEC_HEAT] number or  maybe it must be in NONE to maintain the temperature of [MAT_FIXED_TEMP] to freeze the water or river, or maybe i understand it wrong.

heres mine maybe you guys can found what part thats is wrong.

also i remember i even freeze magma/lava or am i wrong ? and it actually impossible.

Code: [Select]
[MATERIAL_TEMPLATE:SCALE_DRAGON_WOOD]
[STATE_COLOR:ALL_SOLID:BLACK]
[STATE_NAME:ALL_SOLID:Dragon Wood]
[STATE_ADJ:ALL_SOLID:Dragon Wood]
[STATE_COLOR:LIQUID:GREEN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:0:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:9500]
[SOLID_DENSITY:20000]
[LIQUID_DENSITY:3300]
[MOLAR_MASS:55845]
[IMPACT_YIELD:9000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:9000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:9000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:9000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:9000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:9000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:96100000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]
        [REACTION_CLASS:WOOD]
[REACTION_CLASS:DRAGON]
« Last Edit: November 11, 2019, 12:44:33 am by Hiul »
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callisto8413

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1678 on: November 11, 2019, 11:37:26 am »

Hello,

Trying to create a wooden staff as a weapon for my metal/stone poor Town of CraftRiddle. 

So I went to the save file and put this into entity_default file:

[PERMITTED_REACTION:MAKE_WOODEN_STAFF]

Put this in the reaction_other file:


[REACTION:MAKE_WOODEN_STAFF]
      [NAME:make wooden staff]
      [BUILDING:CARPENTER:NONE]
      [REAGENT:log:1:Wood:NONE:NONE]
      [ANY_PLANT_MATERIAL]
      [PRODUCT:100:1:WEAPON:ITEM_WEAPON_STAFF:GET_MATERIAL_FROM_REAGENT:log:NONE]
      [SKILL:CARPENTRY]


And put this in the item_weapon files:




[ITEM_WEAPON:ITEM_WEAPON_STAFF]
[NAME:staff:staves]
[SIZE:400]
[SKILL:SPEAR]
[TWO_HANDED:57500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:200:10000:jab:jabs:tip:1000]
   [ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:10000:6000:strike:strikes:NO_SUB:1250]
   [ATTACK_PREPARE_AND_RECOVER:3:3]

I sense I am close to getting it right...but it still does not show up in my game.  What am I doing wrong?
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DerMeister

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1679 on: November 11, 2019, 11:41:44 am »

Hello,

Trying to create a wooden staff as a weapon for my metal/stone poor Town of CraftRiddle. 

So I went to the save file and put this into entity_default file:

[PERMITTED_REACTION:MAKE_WOODEN_STAFF]

Put this in the reaction_other file:


[REACTION:MAKE_WOODEN_STAFF]
      [NAME:make wooden staff]
      [BUILDING:CARPENTER:NONE]
      [REAGENT:log:1:Wood:NONE:NONE]
      [ANY_PLANT_MATERIAL]
      [PRODUCT:100:1:WEAPON:ITEM_WEAPON_STAFF:GET_MATERIAL_FROM_REAGENT:log:NONE]
      [SKILL:CARPENTRY]


And put this in the item_weapon files:




[ITEM_WEAPON:ITEM_WEAPON_STAFF]
[NAME:staff:staves]
[SIZE:400]
[SKILL:SPEAR]
[TWO_HANDED:57500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:200:10000:jab:jabs:tip:1000]
   [ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:10000:6000:strike:strikes:NO_SUB:1250]
   [ATTACK_PREPARE_AND_RECOVER:3:3]

I sense I am close to getting it right...but it still does not show up in my game.  What am I doing wrong?
Just add to wooden staff one token from training weapons.
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