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Author Topic: [MODDING] General modding questions thread  (Read 148751 times)

MaxTheFox

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #165 on: February 05, 2020, 06:32:46 am »

Is it possible to make different castes of a creature in a civ wear different types of clothing?

Is it also possible to have the clothing of a civ always be decorated?
« Last Edit: February 05, 2020, 06:37:11 am by MaxTheFox »
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Taras

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #166 on: February 05, 2020, 11:41:27 am »

What if remove variable positions from goblins and add to them non-variable?

What if add NIGHT_CREATURE_EXPERIMENTER not to secret, but to non-generated creature?
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #167 on: February 05, 2020, 12:15:19 pm »

Is it possible to make different castes of a creature in a civ wear different types of clothing?

Is it also possible to have the clothing of a civ always be decorated?
To the first, the only thing caste related in entities is in positions, nothing else can be different between castes.
To the second, I don't think so, but I may be wrong, especially since I haven't played to much with entities in the new update.

What if remove variable positions from goblins and add to them non-variable?

What if add NIGHT_CREATURE_EXPERIMENTER not to secret, but to non-generated creature?
No idea.

NIGHT_CREATURE_EXPERIMENTER, I believe people have told here in this thread and others what the effects are, but I myself do not know.
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Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #168 on: February 05, 2020, 02:21:06 pm »

Also on another Note with changes to Vanilla.


Has anyone noticed Megabeasts being killed a lot quicker during world generation?

44.x, both vanilla and modded, I could have a world go to 150 years, with still 80% of the megabeasts still alive in a medium world.

47.x, both vanilla and modded, 80% of the megabeasts die out before 100 years.

Curious on if anyone else has noticed this or has an idea why this is happening.
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Untrustedlife

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #169 on: February 05, 2020, 02:37:26 pm »

Also on another Note with changes to Vanilla.


Has anyone noticed Megabeasts being killed a lot quicker during world generation?

44.x, both vanilla and modded, I could have a world go to 150 years, with still 80% of the megabeasts still alive in a medium world.

47.x, both vanilla and modded, 80% of the megabeasts die out before 100 years.

Curious on if anyone else has noticed this or has an idea why this is happening.

I think its good, because previously the world rarely ever advanced past the age of myth.
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9joseph9

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #170 on: February 05, 2020, 03:36:17 pm »

I've made hobgoblins and given them a civ. They are called "hobgoblins" when looked at in adventure mode, their civs are listed as "hobgoblin" in legends mode, and their sites are listed as "hobgoblin" on the maps, but individuals are listed as "goblins" when viewed in legends mode. What am I missing here?
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Putnam

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #171 on: February 05, 2020, 03:37:36 pm »

I've made hobgoblins and given them a civ. They are called "hobgoblins" when looked at in adventure mode, their civs are listed as "hobgoblin" in legends mode, and their sites are listed as "hobgoblin" on the maps, but individuals are listed as "goblins" when viewed in legends mode. What am I missing here?

NAME vs CASTE_NAME issues, surely.

Lovechild

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #172 on: February 05, 2020, 04:19:48 pm »

Also on another Note with changes to Vanilla.


Has anyone noticed Megabeasts being killed a lot quicker during world generation?

44.x, both vanilla and modded, I could have a world go to 150 years, with still 80% of the megabeasts still alive in a medium world.

47.x, both vanilla and modded, 80% of the megabeasts die out before 100 years.

Curious on if anyone else has noticed this or has an idea why this is happening.

I noticed some megabeasts attacking dug-too-deep fortresses and getting killed by demons.
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Taras

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #173 on: February 05, 2020, 06:59:16 pm »

I remove variable positions from goblins and have one bug. Some theyre sites have demons as pets.
Code: [Select]
22: LЊlarral, "Patternsilver", fortress
Owner: The Innocent Sins, goblins
Parent Civ: The Lesser Flies, goblins
28 dwarves
96 goblins
66 humans
15 dogs
25 horses
2 ducks
2 geese
10 stick insect devils
10 black demons
10 boiling devils
10 monitor fiends
10 salt devils
10 purple taupe demons
10 steam monsters
8 human visitors
5 goblin visitors
6 dwarf visitors
1 human outcast
3 goblin outcasts
7 dwarf outcasts
3 dwarf prisoners
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Earthbound Modder

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #174 on: February 05, 2020, 11:52:43 pm »

Anyone know if a regional summoning interaction is possible? I've tried several variations but no dice just yet.
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KillerClowns

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #175 on: February 06, 2020, 12:17:59 am »

This was mostly for the wiki but might be relevant here: I genned an uncompressed world and grabbed some experiment RAWs. The only new thing I see at a glance is SOURCE_HFID -- which, it follows logically, is the ID of Historical Figure (HF) that created the experiment.
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Lovechild

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #176 on: February 06, 2020, 02:04:36 am »

I remove variable positions from goblins and have one bug. Some theyre sites have demons as pets.
Code: [Select]
22: LЊlarral, "Patternsilver", fortress
Owner: The Innocent Sins, goblins
Parent Civ: The Lesser Flies, goblins
28 dwarves
96 goblins
66 humans
15 dogs
25 horses
2 ducks
2 geese
10 stick insect devils
10 black demons
10 boiling devils
10 monitor fiends
10 salt devils
10 purple taupe demons
10 steam monsters
8 human visitors
5 goblin visitors
6 dwarf visitors
1 human outcast
3 goblin outcasts
7 dwarf outcasts
3 dwarf prisoners

Not a bug, when a goblin civ spawns as a result of dwarves digging too deep they get a bunch of pet demons.
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George_Chickens

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #177 on: February 06, 2020, 03:51:24 am »

Not sure if this goes here, but which mods use the secrets system to add magic other than necromancy? I wanna make a personal magic mod and I'd like to dissect how other people have done it, so I know I'm not screwing up.
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Atkana

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #178 on: February 06, 2020, 03:58:07 am »

Not sure if this goes here, but which mods use the secrets system to add magic other than necromancy? I wanna make a personal magic mod and I'd like to dissect how other people have done it, so I know I'm not screwing up.
Spellcrafts is the biggest magic mod that I know of, and it uses secrets as one of the methods for teaching magic.

Putnam

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #179 on: February 06, 2020, 04:29:08 am »

This was mostly for the wiki but might be relevant here: I genned an uncompressed world and grabbed some experiment RAWs. The only new thing I see at a glance is SOURCE_HFID -- which, it follows logically, is the ID of Historical Figure (HF) that created the experiment.

SOURCE_HFID has been on angels since 0.42.01
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