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Author Topic: [DISCUSSION] 0.31.01 modding experience thread  (Read 16246 times)

profit

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #30 on: April 01, 2010, 08:54:23 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.
I found out why!

We have to edit the entity file and add the reactions to the mountainhome creature.

I have it working and my mod is done now =)

If you want an example you can see it in my Stone Annihilator mod here -> http://dffd.wimbli.com/file.php?id=1957
« Last Edit: April 01, 2010, 08:55:56 pm by profit »
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Mods and the best utilities for dwarf fortress
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RPharazon

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #31 on: April 01, 2010, 09:10:15 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.
I found out why!

We have to edit the entity file and add the reactions to the mountainhome creature.

I have it working and my mod is done now =)

If you want an example you can see it in my Stone Annihilator mod here -> http://dffd.wimbli.com/file.php?id=1957

Oh seriously? That's insanely odd.

How about making wood as a product? The material tag keeps barfing out that neither PLANT nor WOOD are valid material tags.
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Untelligent

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #32 on: April 01, 2010, 09:28:45 pm »

Important new tag for creature modders:


If anyone has trouble with... "unusual" creatures falling over despite having a stance bodypart, check the creature's body bits. If it doesn't have a brain or other THOUGHT body part, this tag may be of use:

[NO_THOUGHT_CENTER_FOR_MOVEMENT]
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Untelligent

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #33 on: April 01, 2010, 09:46:13 pm »

Spoiler (click to show/hide)

It took me a succession of four grand master swordsmen to kill 28 or so of the things. None of the enemies died except via bleeding to death. I may have made the fruit too hardcore.

The alternate blood seems to be working, though, given the large pool of lime juice accumulating in the arena.
« Last Edit: April 01, 2010, 09:48:02 pm by Untelligent »
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

profit

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #34 on: April 01, 2010, 09:48:44 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.
I found out why!

We have to edit the entity file and add the reactions to the mountainhome creature.

I have it working and my mod is done now =)

If you want an example you can see it in my Stone Annihilator mod here -> http://dffd.wimbli.com/file.php?id=1957

Oh seriously? That's insanely odd.

How about making wood as a product? The material tag keeps barfing out that neither PLANT nor WOOD are valid material tags.

I am not 100% sure but I think there needs to be one more identifier passed to wood..  You cant have just wood you need LOCAL_PLANT_MAT:WOOD  Which the LOCAL_PLANT_MAT would be the type of wood such as cedar or tower-cap. Which it gets from the plant raw file.

*Edit: My bad,  the LOCAL_PLANT_MAT passes many variables to the wood to give it properties. Without it the wood cannot exist.   I will see if i can make a reaction that works with it, but I don't think its likely.


« Last Edit: April 01, 2010, 09:58:09 pm by profit »
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hughesdylan

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #35 on: April 02, 2010, 12:18:53 am »

Spoiler (click to show/hide)

It took me a succession of four grand master swordsmen to kill 28 or so of the things. None of the enemies died except via bleeding to death. I may have made the fruit too hardcore.

The alternate blood seems to be working, though, given the large pool of lime juice accumulating in the arena.

Holy god. This has to be the most dwarfy thing ive seen all day, and thats saying something. Kudos to you for creating the Dwarven Kingdom of Loathing.
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DuncanFrost

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #36 on: April 02, 2010, 01:50:39 am »

At last! The new version!

I've been trying to mod in human-clones who basically explode if you cut them. So far I've garnered... blood that explodes when you pick it up, briefly coating you in boiling blood. Can someone help? :)

Here's what I'm using for the blood - basically just modified blood with the SPEC_HEAT and MAT_FIXED_TEMP upped a bunch. I'm not sure what they do, though, so it's entirely probably that I'm doing something wrong. :p

Code: [Select]
[MATERIAL_TEMPLATE:HOTBLOOD_TEMPLATE]
[STATE_COLOR:ALL_SOLID:CARMINE]
[STATE_NAME:ALL_SOLID:frozen hotblood]
[STATE_ADJ:ALL_SOLID:frozen hotblood]
[STATE_COLOR:LIQUID:CARMINE]
[STATE_NAME:LIQUID:hotblood]
[STATE_ADJ:LIQUID:hotblood]
[STATE_COLOR:GAS:CARMINE]
[STATE_NAME:GAS:boiling hotblood]
[STATE_ADJ:GAS:boiling hotblood]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:5000000]
[IGNITE_POINT:1]
[MELTING_POINT:2]
[BOILING_POINT:3]
[HEATDAM_POINT:9999999]
[COLDDAM_POINT:500000]
[MAT_FIXED_TEMP:2]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[BLOOD_MAP_DESCRIPTOR]

And here's the creature itself:

Code: [Select]
[CREATURE:TESTHUMAN]
[DESCRIPTION:A medium-sized creature prone to great being-tested-upon.]
[NAME:testhuman:testhumans:testhuman]
[CASTE_NAME:testhuman:testhumans:testhuman]
[CREATURE_TILE:'U'][COLOR:4:0:0]
[INTELLIGENT]
[CANOPENDOORS]
[BENIGN]
[PREFSTRING:stature]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:HOTBLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:NECK]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[MAXAGE:60:120]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE_SPEECH:human_male.txt]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:70:0:90:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
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Rumrusher

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #37 on: April 02, 2010, 02:08:36 am »

wait so only the pick up blood is can't these mutants knick themselves and toss their blood or use it to make bloodblades that burn and infect with each cut?

I'm searching for the infection tags or raws to see if I can create a bio-nuke that are not only fun to use on goblins but to wipe out a fort if I want to.
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Alfador

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #38 on: April 02, 2010, 02:11:05 am »

Oho. The new raws mean the fox mod will take significantly more work... but postponing it all this time means I'm not going to be doing the work for the second time, meaning I'll be that much more motivated to actually complete it, especially since I'm now assured the raws probably won't change in a non-compatible way after this point.
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Fault

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #39 on: April 02, 2010, 02:25:22 am »

So I've been trying to mod in new underground civs (drow, deep dwarves, etc...)... but does anyone know if underground civs will actually appear as built structures in the underworld of if they'll just spawn off the edge like invaders?

like, say I create a civ set to use the underground as its biome, and set it to build cities... could I find a village built underground if I start in the right location?

NW_Kohaku

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #40 on: April 02, 2010, 09:30:30 am »

FUN FACTS!

I've been experimenting for my still-experimental mod, and found some neat things... Skeletons and flesh and all that junk are caste-moddable.  Just copy-paste all that standard dwarf body stuff into the caste sections (that means it's there for both males and females), and subsequent castes can have whatever wacky body shape you can impliment.  (When I tried to breed giant cave spiders and dwarves, then mate their offspring with serpentmen and minotaurs, they called me MAD! Well, who's got a mutant army NOW?!  BWAAAHAHAHA!)

Incidentally, it's a BAD idea to try to leave the regular body stuff back in the "all castes" section, then put in the different skeleton on a specific caste, thinking that the skeleton in the caste level will override the "all castes" skeleton, which would only behave as a default. 

I wound up with several "normal" dwarves, and then, when I had my serpentine dwarves, they had several pages of additional limbs.

Spoiler (click to show/hide)

Quite humorously, there is a second "upper body", which has two heads and two lower bodies (including the ones already on the body normally)...

All told, it tallies up to 3 heads, 2 upper bodies, 3 lower bodies, 6 upper arms, 8 lower arms (yes, more lower arms than upper arms, I guess they split at the elbow, or something), 10 hands, and 3 tails...  Somehow, all I can imagine is an image of Vishnu or something.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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Rimbecano

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #41 on: April 02, 2010, 09:35:27 am »

A few questions:

Has anybody figured out how the numbers for material properties in the raws are derived from their actual physical properties? It seems that, just as with temperature, DF uses its own internal units for these properties rather than the units that data is generally given in.

I'm trying to mod Titanium in as a product of alchemy on lead and giant olm eyes (or something of the like), which leads me to my second question:

Does anyone know of a way to influence what products from an animal show up on the embark screen (when products from that animal show up in the first place)? Cow, elephant, and cave crocodile products seem to always include "prepared eyes", but giant olm products never seem to, and I can't figure what part of the raw entry influences that. If not I'll probably have to experiment with some other body part or some other animal as a reagent.

Also, does anyone know the specific syntax for specifying a given body part of a given animal as a reagent? I tried "[REAGENT:B:1:NONE:NONE:EYE:GIANT_OLM][UNROTTEN]", among other things, but the game complains in the error log about that.

Also, the Alchemist's shop has been replaced by the Soap Maker's shop, but the Alchemy labor is still there. Does that mean it's an unused free labor for custom shops?
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Charmander

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #42 on: April 02, 2010, 09:52:07 am »

Has anybody figured out how the numbers for material properties in the raws are derived from their actual physical properties? It seems that, just as with temperature, DF uses its own internal units for these properties rather than the units that data is generally given in.

I can take a stab at this, I guess.

Spoiler (click to show/hide)

I won't be surprised if any of that's wrong, but I'm about 95% sure on the elasicity calculations. I'm guessing they're unitless, although I don't get the division by 10. Probably just for calculation ease or something.

Also I might have made mistakes in regards to the modulussesses.
« Last Edit: April 02, 2010, 09:53:58 am by Charmander »
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GregHayes

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #43 on: April 02, 2010, 10:45:54 am »

Does anybody know what tags a position must have/not have to be available on embark? I've been trying to give the humans a "knight" noble they embark under, who's a combination of expedition leader and military commander, but he consistently fails to appear in the nobles screen, even when I send a normal expedition leader and upgrade him to the knight, or have the knight be appointed by him.

Code: [Select]
[POSITION:KNIGHT_LEADER]
[NAME:knight:knights]
[SITE]
[SQUAD:10:soldier:soldiers]
[NUMBER:1]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[RULES_FROM_LOCATION]
[REPLACED_BY:EXPEDITION_LEADER]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[RESPONSIBILITY:BUILD_MORALE]
[REPLACED_BY:COUNT]
[PRECEDENCE:100]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:4:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
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NW_Kohaku

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Re: [DISCUSSION] 0.31.01 modding experience thread
« Reply #44 on: April 02, 2010, 11:05:28 am »

By the way, as a reminder, guys, we need to start putting the results of our experiments up on the wiki, so that all of us aren't tripping over each other's re-invention of the wheel.

I'm putting up my caste experiments on the wiki now.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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