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Author Topic: [MODDING] General modding questions thread  (Read 148882 times)

Earthbound Modder

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #270 on: February 15, 2020, 09:06:30 pm »

So the new effects are huge for healing syndromes, but if you're just thinking of slightly beneficial you could try stop bleeding, reduce pain, reduce swelling, or reduce nausea effects? Again nothing huge, but the slight benefit you might be looking for.
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Walkaboutout

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #271 on: February 15, 2020, 11:16:50 pm »

So the new effects are huge for healing syndromes, but if you're just thinking of slightly beneficial you could try stop bleeding, reduce pain, reduce swelling, or reduce nausea effects? Again nothing huge, but the slight benefit you might be looking for.

I like the sound of that. I can just pull those lines from the examples files. I might keep say, the recuperative effects to, or maybe the disease resistance, not sure. Hmm.
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #272 on: February 16, 2020, 12:10:10 pm »

So, below is an example of my modded sunberries. I wanted them to have a small effect on them (in this case healing), and on their Sunshine alchohol.
Could have boosted alcohol happiness, eg.
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

Taras

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #273 on: February 16, 2020, 02:52:05 pm »

What if I add SCOUT to goblins? Will they tame more creatures?
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Beakromancer

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #274 on: February 16, 2020, 08:06:14 pm »

How do I extract creature raws from world.dat?
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Eric Blank

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #275 on: February 16, 2020, 08:14:20 pm »

How do I extract creature raws from world.dat?

As long as you have saves set to not be compressed, they're just in there in text format. Open the file with notepad++ or another word processor that handles programming and search for "[CREATURE:" without the quotes. That should bring up the first generated creature and then call up the beginning of the definitions of each subsequent one.

What if I add SCOUT to goblins? Will they tame more creatures?
maybe, maybe not. The goblin civ is funny because it doesn't have any positions besides the demon master normally. Worth a shot, though, right?
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Random_Dragon

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #276 on: February 16, 2020, 08:31:48 pm »

As long as you have saves set to not be compressed, they're just in there in text format. Open the file with notepad++ or another word processor that handles programming and search for "[CREATURE:" without the quotes. That should bring up the first generated creature and then call up the beginning of the definitions of each subsequent one.

Nice, any idea what'd be the fastest way to find generated shrine interactions? I wanted to take a look and see what good luck actually does (though I assume it's just a skill roll boost, like the inverse of most mummy curses).
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Eric Blank

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #277 on: February 16, 2020, 09:35:16 pm »

They should all start with [INTERACTION:, I'd start there
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I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Deus_Vult

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #278 on: February 17, 2020, 01:56:35 am »

Sorry, but how does one extract raws from world.sav?
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #279 on: February 17, 2020, 09:28:59 am »

Sorry, but how does one extract raws from world.sav?
World.sav procedural raws, not the raws folder inside the save folder?
Hex editor on uncompressed save, they say. 2012 post:
Spoiler (click to show/hide)

ps. DF's hardcoded materials as a text file: http://www.dfwk.ru/Hardcoded_materials.txt
« Last Edit: February 17, 2020, 12:56:22 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

Beakromancer

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #280 on: February 17, 2020, 10:43:13 am »

How do I extract creature raws from world.dat?

As long as you have saves set to not be compressed, they're just in there in text format. Open the file with notepad++ or another word processor that handles programming and search for "[CREATURE:" without the quotes. That should bring up the first generated creature and then call up the beginning of the definitions of each subsequent one.


Thank you very much sir! Never knew it would be that simple!
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Logariter

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #281 on: February 17, 2020, 01:58:11 pm »

Do intelligent mounts work? What about mounts that are part of an entity?
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #282 on: February 18, 2020, 12:59:53 am »

Has anyone got any kind of experimenter working in worldgen?  Does anyone have the raws for the generated experimenter interactions?

TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #283 on: February 18, 2020, 05:21:20 am »

Has anyone got any kind of experimenter working in worldgen?  Does anyone have the raws for the generated experimenter interactions?
I extracted* a few syndromes from uncompressed world.sav, some mentioned i_source:experiment.
Text file is here: http://dffd.bay12games.com/file.php?id=14821

a much larger pile of generated syndromes, 3.7 MB:
http://dffd.bay12games.com/file.php?id=14822

* open in notepad++, find section by keyword, copy-paste to other program or other Notepad++ tab.
« Last Edit: February 18, 2020, 05:28:47 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

TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #284 on: February 18, 2020, 05:26:45 am »

Nice, any idea what'd be the fastest way to find generated shrine interactions? I wanted to take a look and see what good luck actually does (though I assume it's just a skill roll boost, like the inverse of most mummy curses).
keyword "good fortune" inside the world.sav file (uncompressed saves must be enabled)
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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