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Author Topic: Modding questions thread.  (Read 20025 times)

Poltifar

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Re: Modding questions thread.
« Reply #30 on: June 07, 2008, 12:01:00 pm »

thanks Deon, yeah I meant caravan, sorry
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<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Deon

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Re: Modding questions thread.
« Reply #31 on: June 08, 2008, 05:34:00 am »

The main problem with 2h sword is its minimum size required.
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Devath

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Re: Modding questions thread.
« Reply #32 on: June 24, 2008, 04:52:03 pm »

Question about body stuffs. Are there any requirements to make a creature live? Like, say, the fact that it might need a head and a circ organ to generate and not die instantly? What are the system's innate requirements?

In addition can you attach a bodypart to multiple other bodyparts? In other words, can the same bodypart be attached to nine others, or something like that?
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"Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup." - Unknown

Deon

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Re: Modding questions thread.
« Reply #33 on: June 24, 2008, 05:13:45 pm »

The second question will be answered first: yes, you can and no you can't.
I mean you can't specify different bodyparts it's attached to, i.e. head and upperbody, but if you have it attached to a specific bodypart which is present as multiple units the part will attach to each one (example: 5toes are 5 toes which are attached to STANCE, and as long as a humanoid has 2 feet (2 STANCE bodyparts) he has double "5toes" organ).

An answer for the first question:
Creatures without [NOTHOUGHT] should have [BRAIN] somewhere in their body or they'll drop everything and will crawl around.
Creatures without [NOBREATHE] should have [BREATHE] somewhere in their body or they will suffocate.

I'm not sure about creatures without [NOBLEED],  should they have [CIRCULATION] somewhere in their body or not, however it's easy to test (remove heart from humans and start as human  adventurer).

These are the most obvious things about this.
« Last Edit: June 24, 2008, 05:15:25 pm by Deon »
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Devath

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Re: Modding questions thread.
« Reply #34 on: June 24, 2008, 09:21:32 pm »

Ah, then my idea was slightly more complicated than I thought...
Also, hypothetically, in the construction of a creature, could I totally omit the upper and lower body types and still make it work?
« Last Edit: June 24, 2008, 09:27:39 pm by Devath »
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Sean Mirrsen

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Re: Modding questions thread.
« Reply #35 on: June 25, 2008, 12:45:20 am »

If you completely omit vital organs, and the creature is made so it can't die from blood loss or asphyxia, the creature will be genuinely immortal.
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Game Two, Discontinued at World 1.

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Deon

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Re: Modding questions thread.
« Reply #36 on: June 25, 2008, 03:20:22 am »

Sean is totally right, if you don't have vital organs which can be destroyed (explode in gore etc.) I don't think of a usual way to kill such creature.
you'll have to encase it in ice/obsidian. It's a pity we don't have a tag (something like [HIBERNATION], i don't know :)) for creature to allow it to survive the "encasement". It'll be really fun to dig into obsidian to find an ancient fire scarab in it =).
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Sean Mirrsen

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Re: Modding questions thread.
« Reply #37 on: June 25, 2008, 07:00:35 am »

Urist, Miner, cancels Dig: Interrupted by Great Balls of Fire.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Nonanonymous

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Re: Modding questions thread.
« Reply #38 on: June 25, 2008, 09:02:28 pm »

Started up with a civ in Fortress mode, and noticed they had no seeds available in the start menu.  They have the indoor farming tag, do they need to have and use [START_BIOME:MOUNTAIN] to get the right seeds or could it be something else?
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Surma

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Re: Modding questions thread.
« Reply #39 on: June 25, 2008, 09:11:59 pm »

Does the plant have the [BIOME:SUBTERRANEAN_WATER] tag? That's the only thing the underground plants have in common other than the [wet][dry] tags, which wouldn't affect the ability to bring them on embark.

edit: re-read your question, and realized I misread what you modded.  Yes, it seems they need the [START_BIOME:MOUNTAIN] tag.
« Last Edit: June 25, 2008, 09:30:14 pm by Surma »
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Nonanonymous

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Re: Modding questions thread.
« Reply #40 on: June 25, 2008, 10:28:07 pm »

They have the [START_BIOME:MOUNTAIN], but they also have [START_BIOME:ANY_TROPICAL_FOREST] and [START_BIOME:ANY_SAVANNA].  I was trying to come up with a solution to the number of mods I'm using which cram multiple civs into the mountains, but I guess only having one start biome for each is the best option.  I'm going to have to gen a new world to see any of these changes take place, aren't I?
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Deon

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Re: Modding questions thread.
« Reply #41 on: June 26, 2008, 01:49:08 am »

Strat_biome shows the "primary" biome of your civ (I think if you have several, it's a random selection from them), your civilization will have only plants/trees avaliable in that biome (that's why dwarves on embark screen have tower caps only).
If you wish them to start in different biome with indoor farming you should make another underground plant which has the biome your civ uses.
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Makrond

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Re: Modding questions thread.
« Reply #42 on: June 27, 2008, 06:09:34 am »

I have a question: is it possible to make raw adamantine and admantine strands from nothing using reactions_standard? If not, how can it be done (if at all)?
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Jay

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Re: Modding questions thread.
« Reply #43 on: June 27, 2008, 11:59:14 am »

Adamantine wafers are simple enough.
Add this to your reactions_standard.txt and generate a new world:
Code: [Select]
[REACTION:MAKE_ADAMANTINE]
[NAME:make adamantine]
[SMELTER]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]
Raw adamantine is the same way: replace the PRODUCT line above with this:
Code: [Select]
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:RAW_ADAMANTINE]I haven't tested that, but it should work in theory.
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Makrond

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Re: Modding questions thread.
« Reply #44 on: June 28, 2008, 08:21:32 am »

Yeah, I've got those exact entries. Wafers work fine, but for some reason the option to make raw adamantine won't show up. I'll gen a new world, just to make sure, but I have a feeling it won't work.
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