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Author Topic: [DISCUSSION] 0.31.01 modding experience thread  (Read 16253 times)

Funk

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #15 on: April 01, 2010, 05:12:07 pm »

add werewolfs to adventurer mode as paly now.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Greenbane

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #16 on: April 01, 2010, 05:18:51 pm »

Someone find Sphr! ;D
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Sean Mirrsen

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #17 on: April 01, 2010, 05:47:13 pm »

For creature variations, I suspect the two given ones are actually hardcoded. They don't get saved anywhere, and there're clearly not enough details in the template defs for the new creatures to work, therefore the game alters them on the fly with needed details.

I still say my method is superior. Slower, but superior. I just need to make it work with the new version now.
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Fault

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #18 on: April 01, 2010, 05:56:31 pm »

I found this in the mineral raws...

Code: [Select]
[INORGANIC:SLADE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:slade][DISPLAY_COLOR:0:0:1][TILE:176]
[ITEM_SYMBOL:'*']
[DEEP_SURFACE]
[IS_STONE]
[DISPLAY_COLOR:0:0:1]
[SOLID_DENSITY:200000]
[IMPACT_YIELD:4000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_ELASTICITY:100]
[COMPRESSIVE_YIELD:4000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:4000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:4000000]
[TORSION_FRACTURE:5000000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:4000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:4000000]
[BENDING_FRACTURE:5000000]
[BENDING_ELASTICITY:100]

IT SEEMS MIGHTY MYSTERIOUS

I wonder how its [DEEP] tags could be used for modding...

Nikov

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #19 on: April 01, 2010, 06:00:14 pm »

3:1 Male to Female Ratio.

Spoiler (click to show/hide)

That was easy.

I'm not sure how this change will affect worldgen populations of dwarves as I pretty much dove right in, but currently my fort of 11 has only three females and the entire migration wave this summer was male. I'm actually quite liking this new caste system. Now all we need is for someone to mod in descriptions of busts and hips like how we currently have detail regarding nose shapes.
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Fault

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #20 on: April 01, 2010, 06:12:49 pm »

that can be accomplished with a lot less redundancy.


Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[POP_RATIO:3333]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[POP_RATIO:10000]

Deon

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #21 on: April 01, 2010, 06:30:12 pm »

For creature variations, I suspect the two given ones are actually hardcoded. They don't get saved anywhere, and there're clearly not enough details in the template defs for the new creatures to work, therefore the game alters them on the fly with needed details.

I still say my method is superior. Slower, but superior. I just need to make it work with the new version now.

I've found out that it's just a method which is later used in specific creature raws.
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Nikov

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #22 on: April 01, 2010, 06:31:45 pm »

that can be accomplished with a lot less redundancy.


Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[POP_RATIO:3333]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[POP_RATIO:10000]



I like my way better. LESS SPOILERS BEING BROADCAST TO THE WHOLE FORUM.
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Slappy Moose

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #23 on: April 01, 2010, 06:37:52 pm »

I removed [DO_NOT_CULL], [DEMAND_MAX:#] and [MANDATE_MAX:#] from every noble in the entity_default raw. Hopefully, this means nobody will make a mandate or ask for stupid stuff, and I can tell me soldier to kill anybody.

If anybody knows a way to influence how many dwarves arrive as immigrants, and if it is possible to turn off that "your fort is too dangerous, no immigrants made the journey" message, I would be grateful.
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Fault

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #24 on: April 01, 2010, 06:42:07 pm »

LESS SPOILERS BEING BROADCAST TO THE WHOLE FORUM.

oh sorry, I thought that a forum about examining the inner workings of the game and altering them to your own needs would be OK with spoilers.

besides, what does talking about population density spoil?

GregHayes

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #25 on: April 01, 2010, 06:56:29 pm »

I removed [DO_NOT_CULL], [DEMAND_MAX:#] and [MANDATE_MAX:#] from every noble in the entity_default raw. Hopefully, this means nobody will make a mandate or ask for stupid stuff, and I can tell me soldier to kill anybody.

If anybody knows a way to influence how many dwarves arrive as immigrants, and if it is possible to turn off that "your fort is too dangerous, no immigrants made the journey" message, I would be grateful.

Pretty sure [DO_NOT_CULL] just marks it as an important position and thus keeps the holder from being removed from the history files.

In actual productive things, I've been experimenting with the positions. This gives the heir to the dwarven throne a separate position. The throne remains hereditary - upon the king's death, the current crown prince will inherit and his heir will become the new crown prince. If the throne is unavailable for some reason - for example, if it has been occupied by an inconvenient demon - the MONARCH_HEIR position will trace the royal house and allow the current heir to inherit the throne whenever it becomes available again. You could use this to make things like warrior princes, or require yourself to provide rooms for the baron's heir if you're a masochist:

Code: [Select]
[POSITION:MONARCH]
[NAME_MALE:king:kings]
[NAME_FEMALE:queen:queens]
[NUMBER:1]
[SPOUSE_MALE:king consort:kings consort]
[SPOUSE_FEMALE:queen consort:queens consort]
[SUCCESSION:BY_POSITION:MONARCH_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:MONARCH_HEIR]
[NAME_MALE:crown prince:crown princes]
[NAME_FEMALE:crown princess:crown princesses]
[NUMBER:1]
[SPOUSE_MALE:princess consort:princesses consort]
[SPOUSE_FEMALE:prince consort:princes consort]
[SUCCESSION:BY_HEIR]
[PRECEDENCE:2]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:5]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_BEDROOM:5000]
[REQUIRED_DINING:5000]
[REQUIRED_TOMB:5000]

Another experiment that's turned out well, I think, this uses the caste system to create an Inherent Gift magic system - one out of every one hundred dwarves is born with magical powers, in this case, the ability to control fire. Inherent Gift is not my particular favorite way of running a magic system, but it has its uses and this has potential. Still, I don't really know enough about modding special abilities in the new version to do much with it yet. Whatever happened to the material breath weapons?

Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BABYNAME:dwarven baby girl:dwarven baby girls]
[CHILDNAME:dwarven girl:dwarven girls]
[POP_RATIO:100]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[BABYNAME:dwarven baby boy:dwarven baby boys]
[CHILDNAME:dwarven boy:dwarven boys]
[POP_RATIO:100]
[CASTE:FEMALE MAGE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BABYNAME:dwarven baby girl:dwarven baby girls]
[CHILDNAME:dwarven girl:dwarven girls]
[FIREBREATH]
[FIREIMMUNE]
[POP_RATIO:1]
[CASTE:MALE MAGE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[BABYNAME:dwarven baby boy:dwarven baby boys]
[CHILDNAME:dwarven boy:dwarven boys]
[FIREBREATH]
[FIREIMMUNE]
[POP_RATIO:1]

Finally, an attempt to use the new minor animalman civ mechanic to create roving bands of human, elven, and dwarven bandits:
Code: [Select]
[ENTITY:BANDITS]
[LAYER_LINKED]
[CREATURE:HUMAN]
[CREATURE:ELF]
[CREATURE:DWARF]
[TRANSLATION:HUMAN]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:RARE]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[USE_ANY_PET_RACE]
[USE_ANIMAL_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[FRIENDLY_COLOR:1:0:1]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[SUBSELECT_SYMBOL:SITE:VIOLENT]
[MAX_STARTING_CIV_NUMBER:100] all irrelevant right now
[START_GROUP_NUMBER:10]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_FUN:SHUN]
[ETHIC:TORTURE_ANIMALS:SHUN]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_EXILE]
[ETHIC:LYING:ACCEPTABLE]
[ETHIC:VANDALISM:ACCEPTABLE]
[ETHIC:TRESPASSING:ACCEPTABLE]
[ETHIC:THEFT:ACCEPTABLE]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[AMBUSHER]
[VARIABLE_POSITIONS:ALL]
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profit

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #26 on: April 01, 2010, 06:56:46 pm »

I am having a bad time getting reaction_others to work.

This works as it is original:
Code: [Select]
[REACTION:MAKE_PLASTER_POWDER]
[NAME:make plaster powder]
[BUILDING:KILN:CUSTOM_SHIFT_P]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:GYPSUM]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:PLASTER][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[FUEL]
[SKILL:SMELT]
This does not even after a regen.
Code: [Select]
[REACTION:MAKE_POWDER]
[NAME:make powder]
[BUILDING:KILN:CUSTOM_Q]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:GYPSUM]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:PLASTER][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[FUEL]
[SKILL:SMELT]

Apparently there is something hard coded still to prevent the addition of new jobs in.
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soul4hdwn

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #27 on: April 01, 2010, 06:57:14 pm »

If anybody knows a way to influence how many dwarves arrive as immigrants, and if it is possible to turn off that "your fort is too dangerous, no immigrants made the journey" message, I would be grateful.

wealth determines how many come in, then how many deaths happens determines if they even come or not, the announcement you gotten is because there were a good handful of deaths happened a season or two ago.
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Slappy Moose

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #28 on: April 01, 2010, 07:41:58 pm »

If anybody knows a way to influence how many dwarves arrive as immigrants, and if it is possible to turn off that "your fort is too dangerous, no immigrants made the journey" message, I would be grateful.

wealth determines how many come in, then how many deaths happens determines if they even come or not, the announcement you gotten is because there were a good handful of deaths happened a season or two ago.

I entirely understand why they come and why they do not, what I need to know is if there are new tags that can modify these things. I've tried all sorts of direct methods to creating dwarves via smelter reactions, but those experiments never worked.  There is also no way to make dwarves bypass the child and baby stages, nor is there a way to force women to get pregnant.

So, my only resort is to make more immigrants arrive.
« Last Edit: April 01, 2010, 07:45:59 pm by Slappy Moose »
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Zaneg Thazor: Armok Reincarnate Story http://www.bay12games.com/forum/index.php?topic=19291.msg196691#msg196691

[Healthcare Update Thread] Personally, I can't wait for doctors to get possessed and start surgically attaching axes to champion soldier's arms.

RPharazon

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #29 on: April 01, 2010, 08:15:55 pm »

I am having a bad time getting reaction_others to work.
Apparently there is something hard coded still to prevent the addition of new jobs in.


It's not just reaction_others. Even normal reactions in the smelter don't work, not the non-default ones at least. By all means, the reactions I've made so far should work, but they don't show up on the smelter menu screen, even though I have all the materials, and the error log shows that they're not being rejected outright.

It's as if the game refuses to let you use them.
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