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Author Topic: [MODDING] General modding questions thread  (Read 153899 times)

FantasticDorf

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #405 on: March 08, 2020, 12:29:31 pm »

The new version seems to have added a noble called a "high treasurer" who is in charge of negotiating trade deals for craft guilds in fort mode. Seems like a nice feature for ordering materials your home civ doesn't have, but my problem is when the high treasurer is from my home civ. I don't think the guild has anything that I can't order from the liaison, and I can't tell which of the trade agreements gets honored; it looks like one of them may be ignored sometimes. Does anyone know a way to control the high treasurer position in the raws? I'm playing a modded civ, so I'm wondering if it's happening to everyone or just me.

Its under the [POSITION:CUSTOM_OFFICIAL<num>] raws, though i am unsure exactly how to express the numerical part (i assume its no-space just a straight number or a deliberate #) or whether defining your own with the intent to jump in would work rather than define doubles. Toady's official respose is that there's a fixed pool of 10 and 3 additional just flavorful administrative ones.

Fast HTML to Vordak referencing toady

Alternatively though all the custom official does is the [RESPONSIBILITY:TRADE] action as far as we know and you can express that though a custom postion that isn't specifically linked.
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Atkana

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #406 on: March 09, 2020, 06:17:39 am »

Does anyone know how to change the two weeks before adventure start in like, 10 years ? Would be interesting for fast forwarding
Provided it still works in the current version, this dfhack script can be used to edit how long the updating world screen progresses. The fast forwarding isn't exactly fast, however (especially not if you're planning on letting it go for 10 years) :P

LadyCookie

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #407 on: March 09, 2020, 10:48:42 am »

Hey, I have a question!

What is the difference between garden plants and crop plants? They're both in different raw files, and entity tokens like [OUTDOOR_FARMING] and [OUTDOOR_GARDENS] seem to refer them. The DF Wiki says that "garden plants produce growths", but so does the plants in the crop file (leaves and flowers), and that is confusing me a little.

EDIT: I also noticed when your herbalists pick up vegetables and put them in barrels, the barrel sometimes will be named "Spice Barrel". Why are some plants named spices and others not?
« Last Edit: March 09, 2020, 12:03:33 pm by LadyCookie »
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Eric Blank

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #408 on: March 09, 2020, 12:55:45 pm »

as far as ive seen, spice barrels contain plant growths, otherwise its a plant barrel.

the garden/crop thing only seems to come up in non-player sites, where crops will be grown out in the fields and garden plants will be grown on top of mounds in hillocks or around houses in hamlets. in fort mode you can grow both in crop plots.
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Taras

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #409 on: March 09, 2020, 02:05:26 pm »

In what version dead sentients was butcherable in fort mode if goblin ethics?
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Shonai_Dweller

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #410 on: March 09, 2020, 04:48:07 pm »

In what version dead sentients was butcherable in fort mode if goblin ethics?
Possibly you could still do it in 40.24?
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Morning_Oak

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #411 on: March 09, 2020, 05:34:51 pm »

Is it possible to add "Jewelcrafts" (rock crafts/weapons but made directly out of gemstones) to a jeweler's workshop? I can't find a tag for the jeweler's workshop to even add a reaction for it, and I've been trying to create gemstone warhammers.
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #412 on: March 09, 2020, 05:40:19 pm »

Is it possible to add "Jewelcrafts" (rock crafts/weapons but made directly out of gemstones) to a jeweler's workshop? I can't find a tag for the jeweler's workshop to even add a reaction for it, and I've been trying to create gemstone warhammers.

The jeweler's workshop is still not moddable.  You can add them to the craftman, mason, kiln, or any custom workshop or furnace.

faloxx

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #413 on: March 09, 2020, 10:24:12 pm »

Is there any RAW validating/debugging utility out there? I checked the community tools thread and the wiki page but I couldn't find something alike, unless I missed something. I have a RAW file with 200+ new materials and it's causing some weird glitches on the embark screen; specifically some items only existing in one (new) material and items with new materials costing 0 embark points. The vanilla error log neither DF-Hack's error log spit anything out either.
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #414 on: March 10, 2020, 08:05:51 am »

Is there any RAW validating/debugging utility out there? I checked the community tools thread and the wiki page but I couldn't find something alike, unless I missed something. I have a RAW file with 200+ new materials and it's causing some weird glitches on the embark screen; specifically some items only existing in one (new) material and items with new materials costing 0 embark points. The vanilla error log neither DF-Hack's error log spit anything out either.
Nope, no RAWs parsers as far as I know. Rare materials may be affected by the GOOD/EVIL locations of civs.

Use a coder's text editor like Notepad++/CrimsonEditor/EmeraldEditor to regex-find "[MATERIAL_VALUE:.*]
in your 200-materials file, if materials count doesn't match found mat_value count then some mat_value commands are missing.

Can use WinMerge or other code comparison tool to compare N weeks ago own modded raws to current modded raws.
« Last Edit: March 10, 2020, 08:08:21 am by TomiTapio »
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MaxTheFox

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #415 on: March 10, 2020, 08:28:43 am »

You can use dfhack to make dead sentients butcherable. It's a bug anyways and as such it's not cheating IMO.
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faloxx

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #416 on: March 10, 2020, 11:14:50 am »

Nope, no RAWs parsers as far as I know. Rare materials may be affected by the GOOD/EVIL locations of civs.

Use a coder's text editor like Notepad++/CrimsonEditor/EmeraldEditor to regex-find "[MATERIAL_VALUE:.*]
in your 200-materials file, if materials count doesn't match found mat_value count then some mat_value commands are missing.

Can use WinMerge or other code comparison tool to compare N weeks ago own modded raws to current modded raws.

Found the culprit by going through the material values, turns out in my tiredness I copied a solid colour to the MATERIAL_VALUE field instead of the value it should've been. Oops! Thanks a lot though!
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chipathingy

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #417 on: March 10, 2020, 05:26:33 pm »

Nope, no RAWs parsers as far as I know. Rare materials may be affected by the GOOD/EVIL locations of civs.

Use a coder's text editor like Notepad++/CrimsonEditor/EmeraldEditor to regex-find "[MATERIAL_VALUE:.*]
in your 200-materials file, if materials count doesn't match found mat_value count then some mat_value commands are missing.

Can use WinMerge or other code comparison tool to compare N weeks ago own modded raws to current modded raws.

Found the culprit by going through the material values, turns out in my tiredness I copied a solid colour to the MATERIAL_VALUE field instead of the value it should've been. Oops! Thanks a lot though!
What I've been doing is just making a test DF install. Paste all my modded raws in then run arena mode. The errorlog.txt file should find your errors for you
It definitely works with creatures and materials, no idea about plants or entities or anything else
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Morning_Oak

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #418 on: March 10, 2020, 09:04:04 pm »

Is it possible to add "Jewelcrafts" (rock crafts/weapons but made directly out of gemstones) to a jeweler's workshop? I can't find a tag for the jeweler's workshop to even add a reaction for it, and I've been trying to create gemstone warhammers.

The jeweler's workshop is still not moddable.  You can add them to the craftman, mason, kiln, or any custom workshop or furnace.

In the interest of doing what you've suggested, but still keeping my gemstone aspect - is it possible to make a tag for [CAN_GEM], similar to the [CAN_STONE] tag so that they will use only cut gems to make those items? I'd like to avoid a gabbro gemstone warhammer being made in the craftsdwarf workshop or showing up as a random artifact in world gen. Or if you know of a more straight forward workaround to establish the same effect, creating a warhammer made out of (6) cut gems that can be made in a specified workshop? Thanks for the help btw.
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #419 on: March 11, 2020, 05:25:28 am »

Is it possible to add "Jewelcrafts" (rock crafts/weapons but made directly out of gemstones) to a jeweler's workshop? I can't find a tag for the jeweler's workshop to even add a reaction for it, and I've been trying to create gemstone warhammers.

The jeweler's workshop is still not moddable.  You can add them to the craftman, mason, kiln, or any custom workshop or furnace.

In the interest of doing what you've suggested, but still keeping my gemstone aspect - is it possible to make a tag for [CAN_GEM], similar to the [CAN_STONE] tag so that they will use only cut gems to make those items? I'd like to avoid a gabbro gemstone warhammer being made in the craftsdwarf workshop or showing up as a random artifact in world gen. Or if you know of a more straight forward workaround to establish the same effect, creating a warhammer made out of (6) cut gems that can be made in a specified workshop? Thanks for the help btw.

Most custom reactions for making specific items will not be respected in worldgen anyway, the game only really recognizes hardcoded material tags when it comes to determining which items can be made of what.  If you add the weapon under the entity's WEAPON list it will show up made of weapon metals, if not it won't show up at all, except as an artifact, in which case it can be made out of any metal, I believe.  Production of gem items will happen exclusively in fort mode (or adventure mode if you add an adventure reaction).
You can make a warhammer reaction that requires a large gem and creates a warhammer out of that gem's material.  There is no simple way as far as I know of making a reaction that forces you to use multiple copies of the same gem, apart from making a unique reaction for each gem type.
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