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Author Topic: [MODDING] General modding questions thread  (Read 153948 times)

IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #330 on: February 24, 2020, 02:52:42 pm »

Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?

It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401

I have several secrets that add NIGHT_CREATURE_EXPERIMENTER and no experiment interaction and they amke the weird generated experiments so i think it does work. (though they may do it even without that token i havent teste dthat) so it probabbly dpes nothing lol. But it can be added via syndromes.

Toady said that it's not supposed to work that way.  It's supposed to produce the creature specified in the experiment interaction, not a random generated one.
If you have a save file with an example of a modded secret keeper that is producing random generated experiment creatures, can you post it here?  It happens very rarely for me (but at any rate, it never produces the creature it's actually supposed to, so either way it's busted.)

ZM5

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #331 on: February 25, 2020, 03:06:56 am »

Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?

It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401

I have several secrets that add NIGHT_CREATURE_EXPERIMENTER and no experiment interaction and they amke the weird generated experiments so i think it does work. (though they may do it even without that token i havent teste dthat) so it probabbly dpes nothing lol. But it can be added via syndromes.

Toady said that it's not supposed to work that way.  It's supposed to produce the creature specified in the experiment interaction, not a random generated one.
If you have a save file with an example of a modded secret keeper that is producing random generated experiment creatures, can you post it here?  It happens very rarely for me (but at any rate, it never produces the creature it's actually supposed to, so either way it's busted.)
My original question regarding experiments was mostly about the mutant freak type ones rather than ghouls - was thinking there was a specific interaction to make them. Looking through a world.dat file, it appears the mutants just pop up randomly from necromancers and the ghouls are the ones with the interactions tied to them, but then there also isn't a token marking a creature as an experiment type.

IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #332 on: February 25, 2020, 03:26:04 am »

Wait, are the creation of ghouls and resurrected undead recorded in worldgen?  Now that I think about it, in worldgen I've only seen mention of "Necromancer changed victim into a XXXX" or "Necromancer resurrected victim as a XXXX" where XXXX is a randomly generated monster species, not a condition applied to a regular species (like ghouls would be).

I haven't done a whole lot of actual in-game exploring, only searching through worldgen.  (I did once go to a tower of a modded experimenter and found no modded ghouls, but maybe that tower just didn't happen to have any).  People have reported seeing generated ghouls in-game though, right?

EDIT: No, wait, I have seen necromancers create generated ghouls in worldgen.  But I don't think they don't show up in world sites and pops exports.

EDIT2: Toady looked at the issue and maybe it does work, but with some caveats?  Going to test it.

EDIT3: Even with the fixes I still haven't seen it work, though he does say it might be rare...if anyone actually sees a modded ghoul or resurrection experiment, can you mention it?

EDIT4: Okay, finally got it to work.  It's pretty rare though - you'll need to have a lot of people learn the secret before you have a good chance of finding one that actually starts making ghouls, but once they start they tend to make quite a large number of them.

EDIT5: It looks like there is an event where a unit will "perform horrible experiments" in a location.  Once they do that, they will produce many experimental interactions.  Intriguingly, this does not appear to require a tower!  Now the real question: what determines the occurrence of this event?  If it is the unit's personality, it may be possible to increase the likelihood of this happening.  I will go on an adventure to meet these units and see if I can discover anything notable about their personalities.

Rumrusher

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #333 on: February 25, 2020, 09:09:43 am »

from what I tested with necromancerless worlds you can get experiments when a mummy resurrects anyone with that token... and the resurrected person would start doing experiments.
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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #335 on: February 25, 2020, 10:30:11 am »

Can plants be made to grow in the magma sea or hell?
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #336 on: February 25, 2020, 02:28:01 pm »

Can plants be made to grow in the magma sea or hell?
Nope. One can attempt though, by setting loads of plants to the SUBTERRANEAN_LAVA biome. That's only ten minutes of testing.
Could try an immobile plantlike creature, flying or swimming, in the lava. Made of steel?
Anyone done heat-immune tiny insects?
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #337 on: February 25, 2020, 02:35:08 pm »

Can plants be made to grow in the magma sea or hell?
Nope. One can attempt though, by setting loads of plants to the SUBTERRANEAN_LAVA biome. That's only ten minutes of testing.
Could try an immobile plantlike creature, flying or swimming, in the lava. Made of steel?
Anyone done heat-immune tiny insects?

Vanilla fire snakes already spawn in the magma sea, and I've seen mods that add vermin to the Underworld, so using vermin instead of plants should be fine.

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #338 on: February 25, 2020, 04:41:34 pm »

What if you make slade into a soil, will plants grow on that slade-soil?
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Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #339 on: February 25, 2020, 06:43:46 pm »

Does anyone know or has anyone tried making a medium blessing that gives you the knowledge of Secrets? Wither it by giving  you a random Secret Syndrome or giving you a slab with the secret on it?
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #340 on: February 25, 2020, 06:50:41 pm »

Does anyone know or has anyone tried making a medium blessing that gives you the knowledge of Secrets? Wither it by giving  you a random Secret Syndrome or giving you a slab with the secret on it?

I don't think it works - in fact when I tried it I wound up with really weird bugs, like the names of different secret holders being mixed up randomly, almost like duplicate raws but applying only to secrets.

You should be able to make a copy of the secret's syndrome and have that given by a blessing instead, though.

Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #341 on: February 25, 2020, 06:56:53 pm »

Does anyone know or has anyone tried making a medium blessing that gives you the knowledge of Secrets? Wither it by giving  you a random Secret Syndrome or giving you a slab with the secret on it?

I don't think it works - in fact when I tried it I wound up with really weird bugs, like the names of different secret holders being mixed up randomly, almost like duplicate raws but applying only to secrets.

You should be able to make a copy of the secret's syndrome and have that given by a blessing instead, though.

Do you happen to have the raw of your attempt still? Im kinda curious to see how you went at it with the interaction.
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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #342 on: February 28, 2020, 03:43:41 pm »

What biome is Hell?
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #343 on: February 28, 2020, 03:47:05 pm »

What biome is Hell?
If I remember correctly,
   [BIOME:SUBTERRANEAN_CHASM]
   [UNDERGROUND_DEPTH:5:5]
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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #344 on: February 28, 2020, 04:12:33 pm »

Thanks
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