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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419553 times)

Lancensis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1455 on: December 21, 2010, 03:56:21 pm »

What would be the best way to show a difference between an automatic ranged weapon and a semi-auto or single shot weapon? Adjust the damage to make up for the rate of fire?

That's basically all you can do. If you have the ammo produced in a stack of one, via reaction, that should get you your single shot weapon. Other than that, you're reduced to making the weapon incredibly heavy to slow your dwarves.
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mcdonaldjord

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1456 on: December 21, 2010, 05:52:40 pm »

ok i want to try and copy/paste the human entity so i have 2, if i change the name and [ENTITY:PLAINS]
it will work right? (does it matter what you change [ENTITY:PLAINS] too?)
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1457 on: December 21, 2010, 05:58:32 pm »

Yes, it will work if you have the [ENTITY:PLAINS], and you can change the origenal entity all you like.

mcdonaldjord

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1458 on: December 21, 2010, 06:01:19 pm »

so i dont have to change [ENTITY:PLAINS]?
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1459 on: December 21, 2010, 06:06:03 pm »

No, you can make an exact copy and change the name from PLAINS to WHAT_EVER_YOU_WANT

Although, If I recall, then by using the same race for more then one entity, it will only show one entity on embark, but they will both be there. A good way to make theifs and pirates hidden is to make them humans, and therefor players will not know if there going to get muggers raiding the fortress.

!!crundle!!

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1460 on: December 21, 2010, 06:07:43 pm »

Would it be possible to make milk alcoholic/drinkable?


if so, how?
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Hydrall

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1461 on: December 21, 2010, 06:08:23 pm »

Hmm... Would two Entities of humans fight?

If so, could I just make a few hundred copies of ENTITY:PLAINS and thus have several human civs duking it out?
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1462 on: December 21, 2010, 06:12:34 pm »

Would it be possible to make milk alcoholic/drinkable?


if so, how?

Yes, and by making it alcoholic, it becomes drinkable. You need to make the creature that you plan to milk give alcohole, instead of normal milk, then call it milk.

Hmm... Would two Entities of humans fight?

If so, could I just make a few hundred copies of ENTITY:PLAINS and thus have several human civs duking it out?

Yes, especialy if you mess with the ethics. I think humans currently fight amounst themselves though. There is the human 'creature' and members of that creature come together to form a 'civilisation' in a common model, that is the 'entity', so in truth entitys don't fight, but instances of these entitys, the civilisations, do.

Deviled

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1463 on: December 21, 2010, 06:14:13 pm »

Hmm... Would two Entities of humans fight?

If so, could I just make a few hundred copies of ENTITY:PLAINS and thus have several human civs duking it out?
You need to change the Entity tag, and I think you need to change the ethics to get them to fight.
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Hydrall

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1464 on: December 21, 2010, 06:14:47 pm »

Would it be possible to make milk alcoholic/drinkable?


if so, how?

Yes, and by making it alcoholic, it becomes drinkable. You need to make the creature that you plan to milk give alcohole, instead of normal milk, then call it milk.

Hmm... Would two Entities of humans fight?

If so, could I just make a few hundred copies of ENTITY:PLAINS and thus have several human civs duking it out?

Yes, especialy if you mess with the ethics. I think humans currently fight amounst themselves though. There is the human 'creature' and members of that creature come together to form a 'civilisation' in a common model, that is the 'entity', so in truth entitys don't fight, but instances of these entitys, the civilisations, do.


No, as far as I know it's only interspecial warfare right now. I could be wrong.
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After seven days and seven nights, God said "Screw this!" and abandoned the fortress.

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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1465 on: December 21, 2010, 06:19:38 pm »

Realy? I swear I have seen human civs duke it out in legends, but I could very well be wrong.

In that case, multiple human entitys would be a very good idea!

mcdonaldjord

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1466 on: December 21, 2010, 06:26:56 pm »

ok am trying to make it so one of this guys hand is made out of [INSERT_THING_HERE] but am not sure how...any ways heres the creature is you need it
Spoiler (click to show/hide)
« Last Edit: December 21, 2010, 06:39:19 pm by mcdonaldjord »
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1467 on: December 21, 2010, 06:50:42 pm »

EDIT:  Short answer is you need to change what tissues get added to the hand, since tissues control what materials are there.

You need to use a different body than HUMANOID, because HUMANOID includes arms and hands.

I'd suggest using HUMANOID_ARMLESS (So change [BODY:HUMANOID:etc:etc to [BODY:BODY:HUMANOID_ARMLESS:etc:etc) and then make your own arms.

For example:
Code: [Select]
(in a body file)
[BODY:HELL_3PARTARMS]
[BP:RUA:right upper arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:HELL_ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HELL_HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
That marks his right lower arm and right hand with a different category than the default ones.  Now they can have a new tissue added.

In your creature def:
Code: [Select]
...
   [PREFSTRING:stature]
   [BODY:HUMANOID_ARMLESS:HELL_3PARTARMS: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]
   [TISSUE:STONE_TISSUE] <- declare stone tissue
[TISSUE_NAME:stone:stone]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN] <- or whatever
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:20] <- or something
[CONNECTS]
[TISSUE_SHAPE:LAYER]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[TISSUE_LAYER:BY_CATEGORY:HELL_ARM_LOWER:STONE_TISSUE] <- apply stone tissue to lower arm
[TISSUE_LAYER:BY_CATEGORY:HELL_HAND:STONE_TISSUE] <- apply stone tissue to hand
...
« Last Edit: December 21, 2010, 06:54:12 pm by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

mcdonaldjord

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1468 on: December 21, 2010, 06:54:37 pm »

oooooooooooo thank you :D
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1469 on: December 21, 2010, 07:06:09 pm »

Quick question guys. If I have an under ground civ, and make them item theifs/baby snatchers/aggressive in general, will they still show up? Can I make an underground species attack me on season?
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