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Author Topic: [MODDING] General modding questions thread  (Read 153895 times)

Roses

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #390 on: March 06, 2020, 03:43:13 pm »

Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders

There isn't.  There should be.  There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating.  A wiki page could get around this.

That's the layout I would vote for, but since you are the one taking the initiative, I think you get to decide how you want to do it
In that case I might see about getting it on the wiki today. Should it just be a couple mega pages with template examples split into categories (interaction, creature, syndrome, entity etc.)?
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Earthbound Modder

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #391 on: March 06, 2020, 05:11:39 pm »

Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders

There isn't.  There should be.  There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating.  A wiki page could get around this.

That's the layout I would vote for, but since you are the one taking the initiative, I think you get to decide how you want to do it
In that case I might see about getting it on the wiki today. Should it just be a couple mega pages with template examples split into categories (interaction, creature, syndrome, entity etc.)?

Ok, I just got an interaction examples page up! For any of those experienced with wiki writing, please feel free to reformat as you feel is appropriate for the space. The link is here https://dwarffortresswiki.org/index.php/DF2014:Interaction_examples and it can be found at the bottom of the interactions page on the wiki as well.

It's fairly sparsely populated for now, but I'm planning to add more daily as I continue working on my own mod. Since I know that some of the most experienced DF modders occupy this thread, please don't feel afraid to contribute your ideas! I've been on for a while and I'm constantly astounded by what you all know and come up with. The contributions you all make will be invaluable to the development of a more comprehensive knowledge base about DF modding.
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chipathingy

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #392 on: March 06, 2020, 05:25:35 pm »

Can [CE_CAN_DO_INTERACTION] in syndromes be given a probability to occur?
If no, is there any way an interaction can be made to fire a certain percentage of the time the trigger is met? I have an interaction with a double-transformation and a summon that I only want to occur around 5% of the time.
Edit: and does [IE_TIME_RANGE:X] work as a delayed permanent summon?
« Last Edit: March 06, 2020, 05:58:51 pm by chipathingy »
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #393 on: March 06, 2020, 06:25:12 pm »

Can [CE_CAN_DO_INTERACTION] in syndromes be given a probability to occur?
If no, is there any way an interaction can be made to fire a certain percentage of the time the trigger is met? I have an interaction with a double-transformation and a summon that I only want to occur around 5% of the time.
Edit: and does [IE_TIME_RANGE:X] work as a delayed permanent summon?
Yes, they can be given a probability.

IE_TIME_RANGE makes a summon temporary, and tells the game the minimum and maximum for the random amount of time the summon will stay.
A temporary summon will also disappear if moved far enough away from its master.
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Prismatic

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #394 on: March 07, 2020, 03:02:26 am »

A temporary summon will also disappear if moved far enough away from its master.

How was this determined? I can't replicate it in arena mode.
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Silverwing235

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #395 on: March 07, 2020, 04:56:31 am »

EDIT: Wrongish thread.
« Last Edit: March 07, 2020, 06:45:43 am by Silverwing235 »
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #396 on: March 07, 2020, 11:38:41 am »

How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.

TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #397 on: March 07, 2020, 12:33:19 pm »

How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.
There's no syndrome token page, that redirects to https://dwarffortresswiki.org/index.php/DF2014:Syndrome#The_anatomy_of_a_syndrome

Got Creature page: https://dwarffortresswiki.org/index.php/DF2014:Creature
Creature Token: https://dwarffortresswiki.org/index.php/DF2014:Creature_token
Entity redirects to Entity Token: https://dwarffortresswiki.org/index.php/DF2014:Entity_token
Civilization page explains the vanilla DF entities: https://dwarffortresswiki.org/index.php/DF2014:Civilization
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #398 on: March 07, 2020, 12:43:24 pm »

How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.
There's no syndrome token page, that redirects to https://dwarffortresswiki.org/index.php/DF2014:Syndrome#The_anatomy_of_a_syndrome

Got Creature page: https://dwarffortresswiki.org/index.php/DF2014:Creature
Creature Token: https://dwarffortresswiki.org/index.php/DF2014:Creature_token
Entity redirects to Entity Token: https://dwarffortresswiki.org/index.php/DF2014:Entity_token
Civilization page explains the vanilla DF entities: https://dwarffortresswiki.org/index.php/DF2014:Civilization
I meant, to post examples.  Like the Spellbook, but on the wiki so it doesn't get forgotten and buried.

Silverwing235

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #399 on: March 07, 2020, 02:42:20 pm »

How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.

You mean, like this? (Search whatever term you feel appropriate, which usually produces a red link of that term - click on it and start typing is what I just did.)
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #400 on: March 07, 2020, 03:34:38 pm »

How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.

You mean, like this? (Search whatever term you feel appropriate, which usually produces a red link of that term - click on it and start typing is what I just did.)
Ok, but it looks like it considers itself to be for an older version of DF.

Silverwing235

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #401 on: March 07, 2020, 05:18:58 pm »

How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.

You mean, like this? (Search whatever term you feel appropriate, which usually produces a red link of that term - click on it and start typing is what I just did.)
Ok, but it looks like it considers itself to be for an older version of DF.
I'd say that's just an unfortunate side-effect at this point. Coding - in any language save BASIC, and that under supervision at the time - isn't really one of my strong suits, as such. Let's just say that the coding language (EDIT: involved in DF modding, not specifically MediaWiki syntax, although that could apply as well)  currently reeks too much of Javascript and associates, for someone more familiar with GOSUB and GOTO. 
« Last Edit: March 08, 2020, 01:46:45 am by Silverwing235 »
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #402 on: March 07, 2020, 06:09:58 pm »

Ah, now I understand - you just have to name it 2014:Whatever.  This automatically uses the updated template.

So now there are 2 pages:

https://dwarffortresswiki.org/index.php/DF2014:Creature_examples
https://dwarffortresswiki.org/index.php/DF2014:Interaction_examples

lyraluthuin

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #403 on: March 07, 2020, 11:44:31 pm »

The new version seems to have added a noble called a "high treasurer" who is in charge of negotiating trade deals for craft guilds in fort mode. Seems like a nice feature for ordering materials your home civ doesn't have, but my problem is when the high treasurer is from my home civ. I don't think the guild has anything that I can't order from the liaison, and I can't tell which of the trade agreements gets honored; it looks like one of them may be ignored sometimes. Does anyone know a way to control the high treasurer position in the raws? I'm playing a modded civ, so I'm wondering if it's happening to everyone or just me.
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Evilguards

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #404 on: March 08, 2020, 09:43:50 am »

Does anyone know how to change the two weeks before adventure start in like, 10 years ? Would be interesting for fast forwarding
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