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Author Topic: [MODDING] General modding questions thread  (Read 153849 times)

CohentheBarbarian

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #435 on: March 17, 2020, 12:51:57 am »

Thanks mate,
My sunshine brings all the dorfs to the yard..
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Deon

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #436 on: March 21, 2020, 09:19:16 pm »

This is not worthy of its own thread, so I wanted to ask it here.

Every time I try to make a DF tileset, the biggest challenge for me is a good-looking snow/sand.
I wanted to hear an honest opinion on this kind of snow/ice tileset. Would it be fine for your eyes?

I was fighting with it for some time, but can't make it nicer than this for now.

P.S. It is a 16x16 tileset, so my options are limited.

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Eric Blank

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #437 on: March 22, 2020, 06:01:35 am »

Maybe make tiny snow drifts with wavy lines and shading on one side of them. The snowflakes look ok, it's just the blank white background standing out, it's very bright indeed. The ice, maybe reduce the diagonal lines, make them less noticeable, a background effect. I'd make it a paler, closer-to-white color and maybe add an either long linear or radiating cracked bit to it, also not as obvious as the current diagonal sheen effect, but to give it a little depth.

I've never made or used tilesets personally, just some observations

The twigs sticking out of the snow look great tbh
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I make Spellcrafts!
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.

TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #438 on: March 22, 2020, 06:54:23 am »

At first I didn't see the blue dots on snow tiles, due to LCD monitor up/down angle. Maybe too subtle.
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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

Deon

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #439 on: March 22, 2020, 07:59:42 am »

 The blue dots are animated, they are supposed to be flickering and subtle. I have heard the suggestions, Eric, thank you, I will try to see if I manage to make it better :).
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Vorox

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #440 on: March 22, 2020, 02:22:02 pm »

Is there a way to make an Interaction be usable only once per creature, other than setting WAIT_PERIOD to a ridiculously high value?
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mtboaty

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #441 on: March 22, 2020, 03:03:15 pm »

Hiho,
my custom reactions that create weapons from a "metal" that has a custom material class just create not one piece but like 150 pieces of it.
Could someone explain me what I am doing wrong?


[REACTION:MAKE_CERAMIC_LONG_SWORD]
   [NAME:make ceramic long sword]
   [BUILDING:KILN:NONE]
   [REAGENT:clay:1:NONE:NONE:NONE:NONE][REACTION_CLASS:MILITARY_CERAMICS]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_LONG:GET_MATERIAL_FROM_REAGENT:clay:NONE]
   [SKILL:POTTERY]
   [FUEL]
   [CATEGORY:CERAMIC_WEAPONS]

i know the material should be some kind of clay, but when i defined the mat like clay (say a soil tag in the mat)
the reaction just creates nothing, if the material is a metal (IS_METAL) weapons and armor can be made -.-

Thanks already for your help, tell me if you need more info!
Thank you!!!
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Deon

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #442 on: March 23, 2020, 12:37:11 am »

Is the material a boulder, or a bag of sand? If it's a bag of sand, there may be 150 material in that bag -> 150 items.
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #443 on: March 23, 2020, 03:53:35 am »

Is there a way to make an Interaction be usable only once per creature, other than setting WAIT_PERIOD to a ridiculously high value?

There are a number of tricks to do this, but they depend very heavily on exactly what you are trying to do.

TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #444 on: March 23, 2020, 07:22:33 am »

Is the material a boulder, or a bag of sand? If it's a bag of sand, there may be 150 material in that bag -> 150 items.
Bag use example code: preserve bag.
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

bloop_bleep

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #445 on: March 23, 2020, 02:57:37 pm »

How's the state of greeting interactions? Or any creature interactions, not used in combat? Any change in 0.47.xx?

How's it like for non-sapients specifically?
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Toxicshadow

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #446 on: March 23, 2020, 04:01:21 pm »

Can anyone help me diagnose why my creature is suffocating? I'm a bit puzzled. Each time I spawn one in the arena, they're immediately flashing wounded. My first guess is that there's a connection problem. I'm just not sure how because they have the 2LUNGS body detail plan, as well as QUADRUPED, giving them an upper body for it to connect to. They also have the AMPHIBIOUS token. There is no errorlog, so I doubt there's any broken tokens. I've been using Dwarf Portrait and I made sure everything was where it should be. Sure enough, the lungs are indeed in the upper body. Is there a mouth problem...?
Spoiler (click to show/hide)
I am very puzzled as to how this could be happening honestly.
Edit: it was a lack of a brain. Whoops.
« Last Edit: March 23, 2020, 04:15:56 pm by Toxicshadow »
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CohentheBarbarian

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #447 on: March 24, 2020, 04:28:35 am »

Is it possible to make dwarfs geldable in fort mode?
If not.
Any ideas on how to target a select group with a syndrome?
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Eric Blank

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #448 on: March 24, 2020, 04:38:22 am »

Making them geldable, no. The easiest way to select only certain dwarves is probably to use a workshop interaction to produce a boulder of an inorganic that boils at room temperature that delivers a syndrome when inhaled. The only issue is that the dwarf in question might not inhale the gas while its in the air, and so you will probably have to run the reaction on repeat until the syndrome shows up
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I make Spellcrafts!
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.

TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #449 on: March 24, 2020, 07:33:02 am »

Is it possible to make dwarfs geldable in fort mode?
If not.
Any ideas on how to target a select group with a syndrome?
Could put the syndrome on the alcohol that dwarves drink, I suppose. "burrows 2 has the Special Drink, one that changes you!"
Syndrome can target a caste:  [SYN_AFFECTED_CREATURE:DWARF:FEMALE_BLUEBLOOD]

Edit: We have lots of dwarf castes in OldGenesis, like pyrokinesis-smith, depressed-paranoid gloomy, learning disability Domple...
Spoiler (click to show/hide)
« Last Edit: March 25, 2020, 06:02:07 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
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