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Author Topic: [MODDING] General modding questions thread  (Read 153655 times)

Shonai_Dweller

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #555 on: August 11, 2020, 11:00:08 pm »

So, how make cow woman milkable? When I try to add syndrome, they are all time sentient (so, not milkable) or all time non-sentient (so, cannot work, eat, be nobles et cetera). It must work by counter trigger: milked cow woman is sentient, when she can be milked - non-sentient (and wild cow women are sentient all time, so I will add this syndrome to alcohol templates). If I remember right, MILK_COUNTER exist only if bigger than 0.
...
Someone with writing patterns almost identical to your own was banned (twice) from this forum. An obsession with milking animal people was one of his quirks. Best to leave it, I think.
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #556 on: August 12, 2020, 07:01:35 am »

Coulda sworn I'd already asked this, but since IG I haven't, has anything changed in the transition from 44 to 47 that would affect my creature mods?
Here's my notes on 44 to 47 update:
Spoiler (click to show/hide)

Can do pet petting, to the humanoids.
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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

Eric Blank

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #557 on: August 12, 2020, 03:02:42 pm »

So, how make cow woman milkable? When I try to add syndrome, they are all time sentient (so, not milkable) or all time non-sentient (so, cannot work, eat, be nobles et cetera). It must work by counter trigger: milked cow woman is sentient, when she can be milked - non-sentient (and wild cow women are sentient all time, so I will add this syndrome to alcohol templates). If I remember right, MILK_COUNTER exist only if bigger than 0.
Since the counter triggers don't work, you'll have to settle for a self-transfomation interaction into a different unintelligent caste, with a 3-months long reuse timer, that lasts for one month.

These requests are really weird to most people and borderline breaching forum guidelines on pornographic content. Molesting the animal people is not appropriate, whether it's ogres or harpies or cow women. When I make such content, I don't post about it publicly, as a general rule you probably shouldn't either. Last time we had a mod that explicitly made sexual content and openly discussed it on the forums, (adding genitals, inappropriate interactions (like milking the women) etc.) Toady demanded it be taken down or the author would be banned. The new succubus mod doesn't have big tiddies anymore.

If you want to continue making this content, you should do it as a side project you never publish/discuss on the forums and practice your modding techniques separately/publicly request help on different matters. That's what I do.
« Last Edit: August 12, 2020, 03:04:13 pm by Eric Blank »
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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.

XxHyde840xX

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #558 on: August 22, 2020, 12:30:37 pm »

Hey folks, been a while since I've been on the forums. I've recently gotten into modding and have decided that the best way to try my hand at reactions, was to do a couple things I wanted to change in terms of gameplay, namely Rock Bins and Rock Beds. After comparing some older and newer reference material, I've come up with something that I think should work. If anyone could take the time to look it over that would be great. I've also included some notes and questions.

Code: [Select]
[REACTION:MAKE_ROCK_BIN]
[NAME:make rock bin] Finally, something else to do with all that bloody stone laying around!
[ADVENTURE_MODE_ENABLED] *I want these to be for use in BOTH fort/adv modes.*
[BUILDING:CRAFTSMAN:CUSTOM_N] Should be "n" for use in workshop.
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:NONE] *Do I need to define the INORGANIC token? Would replacing with NONE be better?*
[WORTHLESS_STONE_ONLY] Should I remove this token? *Not sure how it will affect quality.*
[PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][EMPTY] *Not sure about this line either due to the references below dotted line.*
[PRODUCT_TOKEN:bin] *Not sure if i need this line or not.*
[SKILL:STONECRAFTING] Or is it {STONE_CRAFT}

[REACTION:MAKE_ROCK_BED]
[NAME:make rock bed] A wondrous stone bed, fit for a dwarf. Requires leather for pillow and blankets. Mmmmm...comfy.
[ADVENTURE_MODE_ENABLED]
[BUILDING:MASON:CUSTOM_SHIFT_D] Should be "Shift + d" for use in workshop.
[REAGENT:A:2:BOULDER:NO_SUBTYPE:INORGANIC:NONE]
[WORTHLESS_STONE_ONLY]
[REAGENT:B:1:TANNED_HIDE:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][EMPTY]
[PRODUCT_TOKEN:bed]
[SKILL:MASONRY]

I know it's alot of questions but I also was wondering:

If I'm understanding correctly, I need to add these reactions to reaction_other.txt & add [PERMITTED_REACTION:replaceme] to entity_default.txt?

Would it be worth it to make a reaction_custom.txt folder?

How would I format this for ease of install with LNP/Meph Launcher. Is there a "standardized" mod format?
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eightball8776

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #559 on: August 22, 2020, 12:42:50 pm »

So, I've started to mod additional secrets into the game. I've gotten it to the point where gods can give their followers the new secrets. However, none of my secrets are spreading beyond the initial learners. Is there any way to make it so more people can learn these secrets during worldgen?
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #560 on: August 22, 2020, 04:56:56 pm »

Hey folks, been a while since I've been on the forums. I've recently gotten into modding and have decided that the best way to try my hand at reactions, was to do a couple things I wanted to change in terms of gameplay, namely Rock Bins and Rock Beds. After comparing some older and newer reference material, I've come up with something that I think should work. If anyone could take the time to look it over that would be great. I've also included some notes and questions.
SKILL:STONECRAFT .
If you remove the worthless-only, the reaction will use metal ores also.
Gotta have INORGANIC as far as I know.
Don't need to specify EMPTY on the produced item; it's an input filter.

Some examples
Spoiler (click to show/hide)

Perhaps the used leather could appear as leather BANDS on the finished bed?
   [IMPROVEMENT:90:bed_product_id_name:BANDS:GET_MATERIAL_FROM_REAGENT:thatleathername:NONE]
product token sets the id for the item for the improvement command.
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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

XxHyde840xX

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #561 on: August 22, 2020, 06:28:33 pm »

Thanks for the reply! Appreciate the help. Also, nifty idea on using the leather like that. I was just going to make it a rock-eating reaction with a purpose but figured it might be a bit unbalanced just spamming single stones for beds. That's where the leather came in, I figure it gives it some balance, as well as provides a nifty alternative to the standard wooden-bed. And since it's stone, I can't imagine it being comfortable without a bit of padding. I didn't even think to use the leather as an improvement though.

Also appreciate the reference material! If i end up using it in anything I publish down the line I'll make sure to toss a shout your way.
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The Leviathan Armory & Emporium
https://dffd.bay12games.com/file.php?id=15182

Matrim_Cauthon

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #562 on: August 26, 2020, 02:57:19 pm »

Stupid question time...

Where exactly are the reactions for smelting Iron from ore kept?


Edit: It's hardcoded isn't it? and controlled by the Metal_Ore tag
« Last Edit: August 26, 2020, 03:07:24 pm by Matrim_Cauthon »
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Putnam

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #563 on: August 27, 2020, 10:18:51 pm »

yes, it's just METAL_ORE

Hetsin

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #564 on: September 01, 2020, 06:17:37 pm »

Is there anything an [ITEM:WEAPON] can do that a [ITEM:TOOL] can't?

According to the wiki, the only token differences seem to be a lack of multiattack tokens. Is there an easy way to confirm that tools would be unaffected by multiattack tokens or are they omitted because it's assumed all [ATTACK]s are affected by them, like the [ATTACK_PREPARE_AND_RECOVER] token?
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #565 on: September 02, 2020, 04:48:26 am »

Is there anything an [ITEM:WEAPON] can do that a [ITEM:TOOL] can't?
Hmm... WEAPON appears in arena menus, and in squad equipment choosing menus? Do tools have sheathe/unsheathe in adventure mode?
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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

Hetsin

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #566 on: September 02, 2020, 03:33:40 pm »

Is there anything an [ITEM:WEAPON] can do that a [ITEM:TOOL] can't?
Hmm... WEAPON appears in arena menus, and in squad equipment choosing menus? Do tools have sheathe/unsheathe in adventure mode?
I didn't think of testing these attributes. The only things that I couldn't seem to do were assigning as squad equipment in fortress mode and choose it as initial adventurer equipment. You can draw/strap a knife in arena mode, so I assume you can in adventurer mode. So what I think is that WEAPONs are exclusively used for the military or adventurers, which is slightly annoying since you have finer control over material usage with tools. Thanks Tomi.
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ZM5

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #567 on: September 04, 2020, 01:29:31 am »

Is there anything an [ITEM:WEAPON] can do that a [ITEM:TOOL] can't?
Hmm... WEAPON appears in arena menus, and in squad equipment choosing menus? Do tools have sheathe/unsheathe in adventure mode?
I didn't think of testing these attributes. The only things that I couldn't seem to do were assigning as squad equipment in fortress mode and choose it as initial adventurer equipment. You can draw/strap a knife in arena mode, so I assume you can in adventurer mode. So what I think is that WEAPONs are exclusively used for the military or adventurers, which is slightly annoying since you have finer control over material usage with tools. Thanks Tomi.
TOOLs also seem to wear out a loooot faster than weapons do.

DeKaFu

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #568 on: September 06, 2020, 10:37:36 am »

I have a (hopefully) simple question.

Is there any way to cause creatures with feathers to drop feather items when butchered that isn't simply increasing their body size?

I'd like to make it so some smaller (than an ostrich) birds can be butchered for their feathers, without necessarily making them all the size of an ostrich. Ideally their other butchering returns (meat, organs, etc.) would stay the same as default.

Is this possible?
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #569 on: September 06, 2020, 08:10:22 pm »

Is there any way to cause creatures with feathers to drop feather items when butchered that isn't simply increasing their body size?
I'd like to make it so some smaller (than an ostrich) birds can be butchered for their feathers, without necessarily making them all the size of an ostrich. Ideally their other butchering returns (meat, organs, etc.) would stay the same as default.
Hmm.. not with extra_butcher_object, that drops only one.
Maybe with teeth count? Some creatures litter(known bug) the surroundings with teeth when one tooth is supposed to go flying.

I'd go with: extra reaction to process the SuperBird skull into thirty SuperBird feathers. Or EBO featherbundle_toy, or their leather, processed into individual feathers.
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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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