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Author Topic: [MODDING] General modding questions thread  (Read 153959 times)

ZM5

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #345 on: February 28, 2020, 06:26:55 pm »

Got a question - is [SYN_CONCENTRATION_ADDED:1000:0] required for healing syndromes to function at all? I'm trying to figure out some decent values for healing spells of various severities - even with relatively high severities (from 70 to 100) over 40 tics it doesnt seem that much healing is done at all - even lower severities also don't seem to do much. What would be decent sev+tics combos for this?

pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #346 on: February 28, 2020, 07:35:03 pm »

Toady just did that to make absolutely sure it would work on and absolutely heal even the biggest of beasts. Smaller creatures will still be healed with out.
Not sure what would be a good way to make lesser healing though.
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iceball3

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #347 on: February 28, 2020, 07:52:01 pm »

Wasn't there a specific tag to make syndromes care about body size, or is there a specific minimal dose implied by size in addition to that?
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ZM5

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #348 on: February 29, 2020, 04:00:43 am »

There's SIZE_DILUTES and SIZE_DELAYS, yeah, but I'm guessing both would affect the healing negatively (latter delaying when it occurs and former lessening the effects with size).

chipathingy

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #349 on: February 29, 2020, 11:47:57 pm »

Hi everyone. I'm trying to mod in a interaction that summons both a temporary creature and stealths the user:
Spoiler (click to show/hide)

Spoiler (click to show/hide)
I've tested it in both adventure mode and the testing arena, but I normally play fort mode so I don't know if it's working properly. The dog appears and then disappears but I don't know if the stealth is working properly. Have I done this right?
I gave this to dwarves to test, and they would only use it when I took control in the arena. Can I make them use it in "fort" mode?
And is there a way to make sure the dog doesn't leave a cloud of smoke when it poofs?
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #350 on: March 01, 2020, 12:34:23 am »

Hi everyone. I'm trying to mod in a interaction that summons both a temporary creature and stealths the user:
Spoiler (click to show/hide)

Spoiler (click to show/hide)
I've tested it in both adventure mode and the testing arena, but I normally play fort mode so I don't know if it's working properly. The dog appears and then disappears but I don't know if the stealth is working properly. Have I done this right?
I gave this to dwarves to test, and they would only use it when I took control in the arena. Can I make them use it in "fort" mode?
And is there a way to make sure the dog doesn't leave a cloud of smoke when it poofs?

The problem is the ATTACK hint; AI creatures will never target themselves with an ATTACK interaction. That's actually why the DEFEND hint was made, DEFEND just means "use when attacking but allow any target (or use on self if the target is SELF_ONLY).

Summoned creatures always leave smoke when vanishing using the summoning timer, but you can make a custom creature that is programmed to die after a certain amount of time through other means, for instance, giving it a FIXED_TEMP and then making its body out of a material whose heatdam point is below this temperature. It can then be given an ITEMCORPSE made of a material with a boiling point of 0. This will cause it to quickly poof when it dies instead of boiling into smoke.

iceball3

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #351 on: March 01, 2020, 06:30:40 pm »

There's SIZE_DILUTES and SIZE_DELAYS, yeah, but I'm guessing both would affect the healing negatively (latter delaying when it occurs and former lessening the effects with size).
What i mean is that i thought those tags would be necessary to make size matter.
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Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #352 on: March 02, 2020, 02:51:28 pm »

Has anyone done any research on the rarity of the MEDIUM_BLESSING occurring in Adventure Mode?



EDIT:

Also, with 47.04, I have a odd feeling something was changed with the hardcoded stuff because all my WorldGens are crashing now...

Mainly around the years 60 to 80.
« Last Edit: March 02, 2020, 03:55:11 pm by Fatace »
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #353 on: March 02, 2020, 04:27:32 pm »

Has anyone done any research on the rarity of the MEDIUM_BLESSING occurring in Adventure Mode?
Also, with 47.04, I have a odd feeling something was changed with the hardcoded stuff because all my WorldGens are crashing now...Mainly around the years 60 to 80.
I have gut feeling the medium blessing is like 1 in 10 worlds rare. Would need like 20 worlds' generated-raws dumps, looking for medium blessings.
Here's one syndrome raws dump, 3.7 MB  http://dffd.bay12games.com/file.php?id=14822

OldGenesis worldgen, "small island crash test" consistently crashes on year 32 or 33. Create-now crashes between years 14 and 120.
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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

Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #354 on: March 02, 2020, 04:31:15 pm »

Has anyone done any research on the rarity of the MEDIUM_BLESSING occurring in Adventure Mode?
Also, with 47.04, I have a odd feeling something was changed with the hardcoded stuff because all my WorldGens are crashing now...Mainly around the years 60 to 80.
I have gut feeling the medium blessing is like 1 in 10 worlds rare. Would need like 20 worlds' generated-raws dumps, looking for medium blessings.
Here's one syndrome raws dump, 3.7 MB  http://dffd.bay12games.com/file.php?id=14822

OldGenesis worldgen, "small island crash test" consistently crashes on year 32 or 33. Create-now crashes between years 14 and 120.

Yeah, my Create-Now and Advanced WG both crash around 60-80 years, with crashes in the 30s every once in a while.. not sure what changed but this issue wasn't here previously. Been trying to figure out what the issue may be.



EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?
« Last Edit: March 02, 2020, 04:42:45 pm by Fatace »
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FantasticDorf

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #355 on: March 02, 2020, 06:19:28 pm »

Has anyone done any research on the rarity of the MEDIUM_BLESSING occurring in Adventure Mode?
Also, with 47.04, I have a odd feeling something was changed with the hardcoded stuff because all my WorldGens are crashing now...Mainly around the years 60 to 80.
I have gut feeling the medium blessing is like 1 in 10 worlds rare. Would need like 20 worlds' generated-raws dumps, looking for medium blessings.
Here's one syndrome raws dump, 3.7 MB  http://dffd.bay12games.com/file.php?id=14822

OldGenesis worldgen, "small island crash test" consistently crashes on year 32 or 33. Create-now crashes between years 14 and 120.

Yeah, my Create-Now and Advanced WG both crash around 60-80 years, with crashes in the 30s every once in a while.. not sure what changed but this issue wasn't here previously. Been trying to figure out what the issue may be.



EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?

RESPONSIBILITY:RELIGION was fixed in this present version when it used to crash a lot before, though i did place it with position also called POSITION:DRUID in my work to make a dwarven religious patriarch, what purpose they fufill i have vaguely any idea about but they were offsite.

Adding this religion position seemed to reactivate the old stuff pre 47. & monks with the holy artifacts etc.
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #356 on: March 02, 2020, 07:19:40 pm »

EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?
Got LOADS of custom positions, all raws are visible in the OldGenesis uploads.
One could experiment with position/civ deletions until there's no worldgen crashes...

Gave [RESPONSIBILITY:MILITARY_STRATEGY]   [RESPONSIBILITY:ESPIONAGE][RESPONSIBILITY:ATTACK_ENEMIES] [RESPONSIBILITY:PATROL_TERRITORY]
to dwarf militia captaints.
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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

Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #357 on: March 02, 2020, 07:23:40 pm »

EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?

One could experiment with position/civ deletions until there's no worldgen crashes...



Yeah that's pretty much what Ill be doing all day or 2 for me till I fix any possible issues lol.
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iceball3

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #358 on: March 02, 2020, 08:16:25 pm »

What do you all think of a new armor piece I've been trying to work on?
Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_AKETON]
[NAME:aketon:aketon suits]
[MATERIAL_PLACEHOLDER:woven]
[ARMORLEVEL:1]
[UBSTEP:MAX]
[LBSTEP:1]
[LAYER:UNDER]
[COVERAGE:300]
[LAYER_SIZE:20]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:6]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
I've been puzzling my head around material densities and the like, but I'm using the vanilla plant_thread material definitions for now.
The general idea i've been trying to do is gambesons, but having them occupy useful layer positions and resist blows appropriately has been a real head-scratcher. if you remove STRUCTURAL_ELASTICITY_WOVEN_THREAD for example, things like hemp and cotton suddenly become immune to being punctured by most weapons, which is obviously overkill.
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Taras

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #359 on: March 02, 2020, 08:56:58 pm »

What sphere needs demon to spread surroundings with evil flora (glumprong, wormy tendrils) and fauna (harpies, ogres)?
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