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Author Topic: [MODDING] General modding questions thread  (Read 153656 times)

ZM5

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Is it possible for a summon interaction to target a creature or location other than the caster? In my testing the summoned creature just spawned by the caster (maybe this is why regional summon interactions don't work).
Tried "RANDOM_NEARBY_LOCATION - Used with LOCATION." and
"SUMMON_UNIT - Creates a new unit at the target" combo?
https://dwarffortresswiki.org/index.php/DF2014:Interaction_token
From the testing I've done only RANDOM_NEARBY_LOCATION seems to work as an argument - no success with using CONTEXT_LOCATION or similar tokens for it, they just cause the summon to appear at the caster's tile.

Interaction examples folder has the setup for a summon in the interaction_secret file.

AshTheTiefling

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #526 on: June 03, 2020, 02:43:50 am »

Hey, I'm modding in cobalt, and one of my old forts had access to cobaltite, so I thought I'd try it out there. Eveything was fine except for the fact that the d -> a automine feature didn't work...

Anyone know how to make it function? I've messed about in the raws, changed a million things and still can't figure it out.
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You know what was happening? The terrifying master, nearly maxed all combat skills, was hitting me with some copper earring. Over and over. It took it few days, but he managed to beat me with copper earring.
Welcome to... Megabeast Park! *Raaawr!*

TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #527 on: June 03, 2020, 08:32:20 am »

Hey, I'm modding in cobalt, and one of my old forts had access to cobaltite, so I thought I'd try it out there. Eveything was fine except for the fact that the d -> a automine feature didn't work...

Anyone know how to make it function? I've messed about in the raws, changed a million things and still can't figure it out.
Borrow these:
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

Mim

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #528 on: June 03, 2020, 07:38:50 pm »

Okay I have got a few questions. In Middle-earth, according to Tolkien, dwarves do not grow their own food. They trade for it. Would it destroy the balance of the game if I removed the ability of dwarves to grow all crops? (They would still be able to keep animals, however).

I also plan to remove mushroom trees from caverns, since they do not at all belong in Middle-earth.

Also, according to Tolkien, dwarves did not have low-light vision, only orcs. Would removing low-light vision from dwarves mess anything up? Similarly, what if I removed cave adaption?
« Last Edit: June 03, 2020, 07:44:13 pm by Mim »
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #529 on: June 03, 2020, 08:38:53 pm »

Okay I have got a few questions. In Middle-earth, according to Tolkien, dwarves do not grow their own food. They trade for it. Would it destroy the balance of the game if I removed the ability of dwarves to grow all crops? (They would still be able to keep animals, however).
"They had a knack for starting a fire almost anywhere out of almost anything. Although they knew how, Dwarves did not farm or herd often, as they preferred to spend their time underground mining and crafting. They rather traded crafted items with men and elves in exchange for food."

- I'd say herb picking and fishing and cave snake smacking keeps dwarves fed. Put GROWDUR of all food plants to impossibly high? GROWDUR, daughter of GLOWLONG.
- add Warlord255's bonfire mod, so dwarves can "smoke out" cave beasts by starting a grassfire. http://www.bay12forums.com/smf/index.php?topic=58806.0

- make skill learning rate of cooking, farming, butchery, herbalism super low, like 2%.
Spoiler (click to show/hide)
« Last Edit: June 03, 2020, 08:40:24 pm 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

GOTOTOTOE

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #530 on: June 12, 2020, 11:47:28 am »

okay, so, a bit of background here. i decided that it would be pretty cool if i were to have intelligent troll pets that would eventually become citizens so they could serve in my military. this all went well and i eventually caught two trolls that i tamed thru dfhack and they both became citizens of the fortress. i added them to their own squad and they guarded my fortress pretty well, up until the point that i placed one of them into one of our actual military squads and sent them out on a raid. it had been around a month ingame when i began to wonder where the hell they had been so i checked the military page with all my soldiers there and travelling except that one troll, who was outright gone which led me to the squad page with all of my soldiers gone except for the troll which was listed as travelling, implying that although the troll wasn't anywhere on the map. so basically all my soldiers (most of which are very important dwarves) are basically stuck in limbo waiting for a troll that is both inside and outside of the map (so i can't remove it from the squad via dfhack) i don't have any saves before the troll squad thing and i have no idea how i would solve this issue other than permanently removing the existence and associations of that troll from within the files, which i don't know how to do. any ideas?
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kiwiphoenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #531 on: June 22, 2020, 03:51:15 pm »

Something caught my eye on the OP and I haven't found any more followup info:

Making new thread because there's a whole lot of new toys to play with, more than we've gotten in any update since 0.34.01.

Creating items and creatures with interactions. Proper healing syndromes. Reactions that can have their skill requirements adjusted. Randomized transformations. A DEFEND USAGE_HINT so that creatures can use interactions when they're starting combat instead of when they're fleeing or, even worse, on their enemies. The future is now.

(...)

So... apologies if I skimmed past something, but is there any more detail on this? On setting skill requirement or requirements / minimum skill level for a reaction or reactions?
Because it would be amazing if advanced reactions could be restricted to experts.
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Iä! RIAKTOR!

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #532 on: June 22, 2020, 05:13:25 pm »

How make material testable in Arena Mode? I want to test obsidian weapons and some other types.
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Eric Blank

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #533 on: June 22, 2020, 05:16:38 pm »

Something caught my eye on the OP and I haven't found any more followup info:

Making new thread because there's a whole lot of new toys to play with, more than we've gotten in any update since 0.34.01.

Creating items and creatures with interactions. Proper healing syndromes. Reactions that can have their skill requirements adjusted. Randomized transformations. A DEFEND USAGE_HINT so that creatures can use interactions when they're starting combat instead of when they're fleeing or, even worse, on their enemies. The future is now.

(...)

So... apologies if I skimmed past something, but is there any more detail on this? On setting skill requirement or requirements / minimum skill level for a reaction or reactions?
Because it would be amazing if advanced reactions could be restricted to experts.

I don't think that's possible, no, I wonder if he meant the skill token required to perform the reaction.

How make material testable in Arena Mode? I want to test obsidian weapons and some other types.

I think it has to have IS_METAL or be a type of wood in order to show up in the arena menus, so you'd have to modify it temporarily to do that. You can also make a adventure reaction and produce the desired item and material types for free for testing purposes
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Borzoi

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #534 on: June 22, 2020, 06:19:21 pm »

Would a reaction that applies poison to a weapon be possible? I can't imagine any current vanilla reaction that could be frankenstein'd for it.
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #535 on: June 23, 2020, 05:21:01 am »

Would a reaction that applies poison to a weapon be possible? I can't imagine any current vanilla reaction that could be frankenstein'd for it.
DFhack users can: spatter-add to coat weapon, or itemsyndrome, they say.
Or dump weapons to a pool of poison -- ungood.

topic: http://www.bay12forums.com/smf/index.php?topic=147236.0
topic: http://www.bay12forums.com/smf/index.php?topic=149989.0
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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

Putnam

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #536 on: June 23, 2020, 06:22:16 pm »

Something caught my eye on the OP and I haven't found any more followup info:

Making new thread because there's a whole lot of new toys to play with, more than we've gotten in any update since 0.34.01.

Creating items and creatures with interactions. Proper healing syndromes. Reactions that can have their skill requirements adjusted. Randomized transformations. A DEFEND USAGE_HINT so that creatures can use interactions when they're starting combat instead of when they're fleeing or, even worse, on their enemies. The future is now.

(...)

So... apologies if I skimmed past something, but is there any more detail on this? On setting skill requirement or requirements / minimum skill level for a reaction or reactions?
Because it would be amazing if advanced reactions could be restricted to experts.

I don't think that's possible, no, I wonder if he meant the skill token required to perform the reaction.

I was referring to these:

Code: [Select]
new reaction tags:
[SKILL_ROLL_RANGE:<basic range>:<multiplier>]
The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
random(x) returns a number between 0 and x-1, so basic range is always 1 or more.  The default is 11.
The default multiplier is 5.
[SKILL_IP:<integer>]  Default is 30.
[ATTRIBUTE_IP:<integer>]  Default is 10.

Also, not "he".

kiwiphoenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #537 on: June 25, 2020, 04:18:54 am »

(...)

I don't think that's possible, no, I wonder if he meant the skill token required to perform the reaction.

I was referring to these:

Code: [Select]
new reaction tags:
[SKILL_ROLL_RANGE:<basic range>:<multiplier>]
The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
random(x) returns a number between 0 and x-1, so basic range is always 1 or more.  The default is 11.
The default multiplier is 5.
[SKILL_IP:<integer>]  Default is 30.
[ATTRIBUTE_IP:<integer>]  Default is 10.

Also, not "he".

Aha, wishful thinking, I guess. Sorry for the confusion and thanks for clarifying.
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Iä! RIAKTOR!

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #538 on: June 25, 2020, 09:10:11 pm »

If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?

Also I don't know how PLAYER_FORTRESS hillocks look in fortress or adventure mode, my computer became overloaded, so I suggest a testing from player with better computer.
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #539 on: June 26, 2020, 01:56:04 pm »

If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?
"Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#).
Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work.

FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of certain other structures. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
[DEFAULT_SITE_TYPE:CAVE_DETAILED] "

https://dwarffortresswiki.org/index.php/DF2014:Entity_token
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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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