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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429792 times)

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1620 on: December 28, 2010, 09:06:22 pm »

You can't. They're hardcoded. Additionally, you can't point to the forge with a new reaction either.
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Urist McScoopbeard

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1621 on: December 28, 2010, 09:20:26 pm »

well that kinda sucks. to the custom building and reactions AWAAAAAAAAAY!!!

...i guess
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kyle902

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1622 on: December 29, 2010, 12:06:51 am »

I added [REACTION_CLASS:FLUX] to shale but it's not working.

Any idea's?
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1623 on: December 29, 2010, 03:33:50 am »

So I noticed that these night creatures come with [HABIT tags. Do they only work for night creatures? If I put USE_ANY_MELEE_WEAPON on a normal creature, would they start using weapons when they just walked around in fortress mode?

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1624 on: December 29, 2010, 05:00:05 am »

The HABIT tags work for anything that has a lair. The only things confirmed to work with lairs are night creatures and megabeasts (non-civ historical figures, ie infamous named wild animals, can also take up lairs on occasion, but I'd hazard a guess that the nature of such lairs - typically a cave - are hardcoded, and nobody knows if habits are handled on those creatures or not).
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1625 on: December 29, 2010, 05:09:11 am »

So I can't make tiger men walk aboud with weapons... Dam.

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1626 on: December 29, 2010, 05:12:08 am »

habit, by my wildest guess, determine what kinda stuff could be found in the lair. Food loving creature bring home food. Kinda like that stuff.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

BodyGripper

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1627 on: December 30, 2010, 01:18:07 pm »

And then another question. How do you make humans have a steel skin? (or other inorganic stuff) I've taken some things out of the material list (can't tell which, it's on the other pc) but I don't really think it works well (the creature still gets bruised and teared skin things.
Add this to them:
   [TISSUE:STEEL]
      [TISSUE_NAME:steel:steel]
      [TISSUE_MATERIAL:INORGANIC:STEEL]
      [MUSCULAR]
      [FUNCTIONAL]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:3]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]

Similar question:  What if I want something to have metal scales?  Would it basically be the same?  Also, are the muscular, functional, and structural tags necessary?  From what I've seen, scales and skin don't have them.
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Thundercraft

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1628 on: December 30, 2010, 01:55:23 pm »

[Edit: nevermind...]
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1629 on: December 30, 2010, 02:16:37 pm »

Similar question:  What if I want something to have metal scales?  Would it basically be the same?  Also, are the muscular, functional, and structural tags necessary?  From what I've seen, scales and skin don't have them.
The same and no. You can always try and draw your own conclusion.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1630 on: December 30, 2010, 02:22:03 pm »

Add this to them:
(...)
Similar question:  What if I want something to have metal scales?  Would it basically be the same?  Also, are the muscular, functional, and structural tags necessary?  From what I've seen, scales and skin don't have them.

Note that the tokens above won't result in a creature actually using the tissue. If you're using a body detail plan, the easiest thing to do is replace the applicable tissue with the new one (SKIN:FAT:MUSCLE:BONE:CARTILAGE becomes STEEL:FAT:MUSCLE:BONE:CARTILAGE, for instance).
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CaptainKobold

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1631 on: December 30, 2010, 05:27:00 pm »

I've heard that you cannot create caste specific graphics and I imagine greater minds than mine have already tried, but I noticed something curious.  Subterranean Animal Peoples can be given separate graphics, but are listed under the same entity.  Does that mean the entity file could point toward different races to basically allow varied castes/graphics?  As an example, could [Creature:DWARF], [CREATURE: KOBOLD], [CREATURE: ELF], etc all be put in the same entity and create one massive civilization?  It could well be that this is stupid and wrong, but I figured it was worth asking.

Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1632 on: December 30, 2010, 06:08:09 pm »

You could make castes as races, yeah. They would give random births through (to random races), you cannot control that.
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Rumrusher

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1633 on: December 30, 2010, 06:12:16 pm »

You could make castes as races, yeah. They would give random births through (to random races), you cannot control that.
and if you want a mutlicult fort you are better off getting Dfusion and using the friendship/Embark
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CaptainKobold

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1634 on: December 30, 2010, 06:54:54 pm »

Alright.  Thanks guys!
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