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Author Topic: [MODDING] General modding questions thread  (Read 153868 times)

Vorox

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #480 on: April 12, 2020, 06:24:57 am »

Is there any way to make soldiers carry less than 25 units of ammo? I made a "throwing spear" type weapon and set it's size to be five times larger than a bolt, hoping that this would make quivers only carry 5 of these. I also assigned 50 ammo to the squad (so each of ten members would have 5).

However, none of this seems to have the desired effect and the ammo just ends up slowing them down to a crawl, due to it's weight.
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ZM5

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #481 on: April 12, 2020, 07:10:12 am »

For "throwing" weapons I've used the blowgun skill and just renamed the blowgunners of every sentient and semi-sentient creature to slinger/elite slinger. NPC blowgunners never use quivers and only carry around 4-8 units of ammo in their off-hand.

Vorox

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #482 on: April 12, 2020, 07:38:20 am »

That's actually a pretty smart workaround. However, what I was trying to achieve is a roman legionary style weapon, so a gladius which would also "shoot" pila and allow a shield in the other hand. Guess I'll have to settle for war darts instead.
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Lurksquatch

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #483 on: April 14, 2020, 05:33:46 pm »

On an unrelated note, does anyone know how to edit/add text for merchants, sieges, etc? I found a bunch of files that sound like what I want in the folder data->dipscript->text, but I can't open them. Is there a certain program or method I need to use? Is it possible to edit these files at all?

Thanks!
Here you go:
http://dffd.bay12games.com/file.php?id=4175

Thank you...but how does it work?

I downloaded the file, opened it, uncompressed it, but I can't get either of the two applications inside to do anything. They don't start, they don't run, I can't install them, I can't use them to open anything, I can't use them to turn text files into whatever files they are in dwarf fortress. I don't know if I'm doing something wrong, but I can't get this to do anything for me. Help?
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Nahere

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #484 on: April 14, 2020, 07:53:23 pm »

You need to use the command prompt to run the files. If you're on windows, you can do that by pressing Win+r, typing cmd, and hitting enter. The command you want to enter will be of this format:
Code: [Select]
<filepath to the folder you have the tools in>\wtf2txt.exe <filepath to the announcements folder>\<the file you want decoded> <filepath to where you want the decoded file to end up>\<the name you want the file to have>You can paste text into the command prompt by right clicking the title bar and selecting edit>paste.
Here's an example:
Code: [Select]
C:\Users\User\DF\wtftools-r2\wtf2txt.exe C:\Users\User\DF\df_47_04_win\data\announcement\kingarrival C:\Users\User\DF\wtftools-r2\announcements\normalkingarrival.txtRe-encoding the files works the same way, check the included readme for the format.
You might want to keep a txt file with some template commands in it.
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Lurksquatch

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #485 on: April 15, 2020, 12:21:50 am »

You need to use the command prompt to run the files. If you're on windows, you can do that by pressing Win+r, typing cmd, and hitting enter. The command you want to enter will be of this format:
Code: [Select]
<filepath to the folder you have the tools in>\wtf2txt.exe <filepath to the announcements folder>\<the file you want decoded> <filepath to where you want the decoded file to end up>\<the name you want the file to have>You can paste text into the command prompt by right clicking the title bar and selecting edit>paste.
Here's an example:
Code: [Select]
C:\Users\User\DF\wtftools-r2\wtf2txt.exe C:\Users\User\DF\df_47_04_win\data\announcement\kingarrival C:\Users\User\DF\wtftools-r2\announcements\normalkingarrival.txtRe-encoding the files works the same way, check the included readme for the format.
You might want to keep a txt file with some template commands in it.

Ah. I see.

That's probably more work than I want to put into my project, honestly lol. I have phenomenally bad luck when it comes to computers, so I'd probably find some way to blow my computer up if I start messing with that stuff lol. I'll just leave the default messages in for now.

Thanks, anyway!

EDIT: I had another question, but didn't want to double post lol.

If I were to make a custom workshop with more than one [WORK_LOCATION], will that allow multiple dwarves to work in the same workshop? Or will it just crash the game?
« Last Edit: April 15, 2020, 09:36:41 am by Lurksquatch »
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Distman

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #486 on: April 15, 2020, 05:54:35 pm »

So I got my varkid transformations working... sort of.
In the creature file:
Spoiler (click to show/hide)

It's applied via continuous secretion.

In the interaction file:
Spoiler (click to show/hide)

I'm having a couple of issues. The first step is only meant to have a percentage chance to transform, but in the arena every single one I spawn transforms into a pod immediately. The same thing happens with each step, every single one transforms, the PROB in the first section is not working.

The second is the timing. I've tried to add some delays in between each step but in the arena they immediately transform into varkid pods. The summoned unit immediately transforms into a pod so I have a chain of pods until the final form. I've tried to use the JUST_HATCHED class to add a 1200 tick gap between transformations, but it isn't working. I know I could change the times in the transformation but that won't quite work for what I want.

Any suggestions? I haven't tested it in fort mode yet

You should really try this in fort mode. Arena mode simplifies a lot of things. Was having major problems troubleshooting my two-stage "real infectious zombies"-syndrome, couldn't get it to work in Arena mode whatever I did.

My suggestion is adding a CAN_USE_INTERACTION on dwarfs, applying the interaction you want to test.
Something like this:
Code: [Select]
[CAN_DO_INTERACTION:YOUR_INTERACTION]
[CDI:ADV_NAME:Do interaction stuff]
[CDI:USAGE_HINT:GREETING]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:WAIT_PERIOD:50]

They should be "infecting" each other in no time.
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Lurksquatch

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #487 on: April 16, 2020, 06:09:48 pm »

Another question lol.

I'm trying to create an easier way to farm silk with a custom creature, silk worms, and a custom reaction, harvest silk worm. I've already made both, and added the reaction to the dwarf entity, but when I tried it in fortress mode, it didn't show up in the manager menu or farmer's workshop (where I want it to be preformed). The errorlog just says it doesn't recognize the reaction, which doesn't really help me figure out what's wrong lol.

Spoiler: The reaction (click to show/hide)

Spoiler: Silk Worms (click to show/hide)

Any ideas? It all looks right to me, but I'm still pretty new at this, so that doesn't really mean anything lol.

Thanks!
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AshTheTiefling

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #488 on: April 18, 2020, 06:46:59 am »

So, quick question, I was looking to add some new vocab to the name selector, and I keep getting these errors that read UNRECOGNIZED WORD TOKEN... I don't know why this is happening. I put all the necessary information in the language text docs, and triple checked the syntax, I even got my word to appear in the name selector! But somehow that error is still showing up, anyone know why?
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Logariter

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #489 on: April 18, 2020, 02:44:50 pm »

Will plants with SHRUB_DROWN_LEVEL of 8 or higher grow underwater?
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #490 on: April 18, 2020, 07:39:37 pm »

Will plants with SHRUB_DROWN_LEVEL of 8 or higher grow underwater?
I don't think so. Kelp farming collecting would be cool though. Cave trees are allowed to start in 7/7 water tiles, I guess.
https://dwarffortresswiki.org/index.php/DF2014:Plant_token
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Germanicus

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #491 on: April 27, 2020, 06:21:58 pm »

Hey, sorry for this dumb question, but how would I go about using Dwarven Sugar in a reaction? I can't figure out which material token to use for that.

[REACTION:MAKE_GUNPOWDER_SUGAR_SALTPETER]
   [NAME:make saltpeter/sugar gunpowder]
   [BUILDING:QUERN:NONE]
   [BUILDING:MILLSTONE:NONE]
   [REAGENT:A:150:BAR:NONE:COAL:NO_MATGLOSS]
   [REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][CONTAINS:D][BAG][PRESERVE_REAGENT]
   [REAGENT:D:10:POWDER_MISC_PLANT:POD_SWEET:NONE:NONE]
   [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
   [PRODUCT_TO_CONTAINER:D]
   [SKILL:MILLING]

Basically I'd like it to use 10 bags of Dwarven Sugar and then put the resulting powder back in those bags, but I keep getting errorlog messages about how it doesn't recognize POWDER_MISC_PLANT
« Last Edit: April 27, 2020, 06:24:01 pm by Germanicus »
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Iä! RIAKTOR!

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #492 on: April 27, 2020, 08:18:17 pm »

Hey, sorry for this dumb question, but how would I go about using Dwarven Sugar in a reaction? I can't figure out which material token to use for that.

[REACTION:MAKE_GUNPOWDER_SUGAR_SALTPETER]
   [NAME:make saltpeter/sugar gunpowder]
   [BUILDING:QUERN:NONE]
   [BUILDING:MILLSTONE:NONE]
   [REAGENT:A:150:BAR:NONE:COAL:NO_MATGLOSS]
   [REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][CONTAINS:D][BAG][PRESERVE_REAGENT]
   [REAGENT:D:10:POWDER_MISC_PLANT:POD_SWEET:NONE:NONE]
   [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
   [PRODUCT_TO_CONTAINER:D]
   [SKILL:MILLING]

Basically I'd like it to use 10 bags of Dwarven Sugar and then put the resulting powder back in those bags, but I keep getting errorlog messages about how it doesn't recognize POWDER_MISC_PLANT
Sugar powder does not need coal, I have some pyrotechnical experience with it. You must not just mix powders, but smelt them and mill this alloy (without milling this chunk/bar will be more like smoke grenade), so you need two reactions. Reagent choosing in your reaction is wrong: there are no powder-misc-plant, exist only POWDER_MISC item type, after it PLANT_MAT:POD_SWEET.
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Germanicus

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #493 on: April 27, 2020, 09:37:47 pm »

Hey, sorry for this dumb question, but how would I go about using Dwarven Sugar in a reaction? I can't figure out which material token to use for that.

[REACTION:MAKE_GUNPOWDER_SUGAR_SALTPETER]
   [NAME:make saltpeter/sugar gunpowder]
   [BUILDING:QUERN:NONE]
   [BUILDING:MILLSTONE:NONE]
   [REAGENT:A:150:BAR:NONE:COAL:NO_MATGLOSS]
   [REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][CONTAINS:D][BAG][PRESERVE_REAGENT]
   [REAGENT:D:10:POWDER_MISC_PLANT:POD_SWEET:NONE:NONE]
   [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
   [PRODUCT_TO_CONTAINER:D]
   [SKILL:MILLING]

Basically I'd like it to use 10 bags of Dwarven Sugar and then put the resulting powder back in those bags, but I keep getting errorlog messages about how it doesn't recognize POWDER_MISC_PLANT
Sugar powder does not need coal, I have some pyrotechnical experience with it. You must not just mix powders, but smelt them and mill this alloy (without milling this chunk/bar will be more like smoke grenade), so you need two reactions. Reagent choosing in your reaction is wrong: there are no powder-misc-plant, exist only POWDER_MISC item type, after it PLANT_MAT:POD_SWEET.

Thanks for the info!
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KassaK

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Hi,

I'm learning how to mod things in DF and I dont understand the tile system for custom building.

First param "stage" it's ok (from 0 to 3) but :

Quote from Wiki : "the 2nd parameter is the row number, and each subsequent parameter is a character number (or literal character enclosed in 'quotes')"

I'm using the LazyNewbPack and a tileset.

So if I want my 3*3 workshop look like :

Chest - Chest - Chest
Empty - Chair - Empty
Table - Table - Table

What I have to do to find wich characters I have to set in my custom building txt ?

Thanks !
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