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Author Topic: Modding questions thread.  (Read 20021 times)

Rip0k

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Re: Modding questions thread.
« Reply #255 on: December 22, 2010, 05:17:45 pm »

Thanks man...now I understand how stupid my thinking was.. ;P I really need to study the wiki some more...

EDIT: OK I'm even more confused now. When I added the code I was trying to mod it shows on "create" list, but when I made it to look more like Rephikul's It's not there. ;/
well, I was tired last night and maybe I'm missing something obvious. I'll keep on playing with this some more, but any help would be appreciated.


EDIT2: I just generated the new world and the reaction works. I's there a way to make it work with my old world?
« Last Edit: December 23, 2010, 06:00:29 am by Rip0k »
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blutack

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Re: Modding questions thread.
« Reply #256 on: December 23, 2010, 04:13:16 pm »

how would you go about stopping the game from pausing on its own such as when there is a forgotten beast or warm/damp stone.
i searched the sub-forum and couldn't find this question, but sorry if this has been asked before several times.
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Vucar Fikodastesh

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Re: Modding questions thread.
« Reply #257 on: December 23, 2010, 04:55:54 pm »

Open data/init/announcements.txt and follow the instructions inside.
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Magentawolf

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Re: Modding questions thread.
« Reply #258 on: December 23, 2010, 11:29:15 pm »


EDIT2: I just generated the new world and the reaction works. I's there a way to make it work with my old world?

Only if you modify an existing reaction in the '\data\save\regionX\raw' folder. If you create a completely new one, you must have a new world for it to function.
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blutack

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Re: Modding questions thread.
« Reply #259 on: December 26, 2010, 10:11:13 pm »

i did what you said and its working perfectly, except that i cant seem to stop seiges coming up with the "a vile force of darkness" message. any help would be appreciated
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lowbart

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Re: Modding questions thread.
« Reply #260 on: January 22, 2011, 02:22:26 pm »

Can I mod/hack forgotten beasts out of a current savegame? I don't care about cheating because their poisonous gas and [TRAPAVOID] are that annoying. I just want to get rid of them so I can capture some crundles.
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mwanafalsafa

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Re: Modding questions thread.
« Reply #261 on: January 22, 2011, 04:03:07 pm »

So because of FPS issues I have my population capped at around 50. As I understand it this is too small a population to trigger a siege. Is there any way to mod the game to lower the population needed to trigger sieges?
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Sutremaine

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Re: Modding questions thread.
« Reply #262 on: January 22, 2011, 08:20:15 pm »

Can I mod/hack forgotten beasts out of a current savegame?
Use dfliquids to obsidianise them. It's easiest to create magma on their tile and then water on the tile above, but if you have no free space then three tiles of each either side of the FB will work. Might need a couple of attempts if they're moving around while you're trying to do this.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

rephikul

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Re: Modding questions thread.
« Reply #263 on: January 23, 2011, 12:36:45 am »

So because of FPS issues I have my population capped at around 50. As I understand it this is too small a population to trigger a siege. Is there any way to mod the game to lower the population needed to trigger sieges?
go to raw\objects\entity_default.txt, down at entity:devil and reduce all PROGRESS_TRIGGER parameters by 1.
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Thundercraft

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Re: Modding questions thread.
« Reply #264 on: March 08, 2011, 01:46:58 am »

Can anyone tell me where to find details on the structure of files in the Save folder? I've looked on the wiki and done some searches on the forum, but came up with nothing.

Editing the raw files is one thing. But I'd like to be able to edit files like site-25.dat and world.sav, which seem to be encoded in some compressed format. ...Or is doing what I'm asking impossible?
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kisame12794

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Re: Modding questions thread.
« Reply #265 on: March 08, 2011, 12:31:09 pm »

where do you find the "Clowns" in the raws i want to make them trapable and trainable.
war "Clowns" anyone?
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Sutremaine

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Re: Modding questions thread.
« Reply #266 on: March 08, 2011, 12:37:40 pm »

They're not, for that exact reason.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Sphalerite

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Re: Modding questions thread.
« Reply #267 on: March 08, 2011, 12:44:03 pm »

Can anyone tell me where to find details on the structure of files in the Save folder? I've looked on the wiki and done some searches on the forum, but came up with nothing.

Editing the raw files is one thing. But I'd like to be able to edit files like site-25.dat and world.sav, which seem to be encoded in some compressed format. ...Or is doing what I'm asking impossible?

The format of the save game files is still largely a mystery.  Part of it has been worked out, the raws for world-specific procedurally generated creatures are fairly easy to decode.  The rest of the save file is in a format known only to Toady.

You can start with this page to see what's been figured out so far:

http://df.magmawiki.com/index.php/User:Rick/Save_research
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Jeoshua

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Re: Modding questions thread.
« Reply #268 on: March 08, 2011, 12:53:14 pm »

That goes double for me on the question if some on the more annoying procedurally generated things can be removed.  I can plan a defense against trolls.  I can plan traps to kill goblins.  I can even make elven death-traps... but how do you plan agianst something that's so completely random that it shouldn't even exist? Panda-mans is one thing but a tentacled horror with pink feathers and dust breath just doesn't jibe well with my sense of fantasy-reality, you know?
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kisame12794

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Re: Modding questions thread.
« Reply #269 on: March 08, 2011, 03:18:12 pm »

so the "clowns" arn't able to be messed with?
if so bummer:(
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