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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431152 times)

Lofn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #390 on: June 19, 2010, 09:06:57 pm »

Your best bet is to either create an identical copy of the SKIN_TEMPLATE material and tissue, with the TAN_MAN reaction class line removed, and apply them to animals that you don't want to use for leather.
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rgon842

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #391 on: June 19, 2010, 10:19:35 pm »

So, I'm trying to replicate the diskworld trolls, basically a humanoid made fully of stone.

I want all tissues other than teeth to be stone, and the teeth should be diamond.

what's the best way to do this?

* Japa tried reading through the thread, but it's all so confusing.

You could try this:

Code: [Select]
[CREATURE:TROLL_DISCWORLD]
[DESCRIPTION:A huge humanoid monster made of stone. Its teeth are made of clear diamonds.]
[NAME:troll:trolls:troll]
[CASTE_NAME:troll:trolls:troll]
[CREATURE_TILE:255][COLOR:2:0:0]
[CHILD:10][BABY:1][MULTIPLE_LITTER_RARE]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[LARGE_ROAMING][DIFFICULTY:2]
[POPULATION_NUMBER:5:10]
[BUILDINGDESTROYER:2]
[LIKES_FIGHTING]
[LARGE_PREDATOR]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[CAN_LEARN][SLOW_LEARNER]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_BUTCHERABLE]
[CANNOT_UNDEAD]
[NOFEAR]
[EVIL][NOBONES]
[GRASSTRAMPLE:20]
[PREFSTRING:mouth shinies]
[BODY:HUMANOID_SIMPLE:2HEAD_HORN:2TUSKS:GENERIC_TEETH]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:ROCK]
[TISSUE_NAME:gabbro:NP]
[TISSUE_MATERIAL:INORGANIC:GABBRO]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:ROCK]
[TISSUE:DIAMOND_TEETH]
[TISSUE_NAME:clear diamond:NP]
[TISSUE_MATERIAL:INORGANIC:DIAMOND_CLEAR]
[STRUCTURAL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:TOOTH:DIAMOND_TEETH]
[TISSUE_LAYER:BY_CATEGORY:TUSK:DIAMOND_TEETH]
[TISSUE_LAYER:BY_CATEGORY:HORN:DIAMOND_TEETH]
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:20:0:250000]
[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]
[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:MAIN]
[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:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:TGORE:BODYPART:BY_CATEGORY:TUSK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[EQUIPS]
[CANOPENDOORS]
[ALL_ACTIVE]
[ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:GABBRO]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]


This should make trolls whose bodies are made from stone (gabbro, to be precise), and horns, tusks, and teeth made from clear diamond. It has genders, and is able to reproduce (the details we'll leave to the imagination  ;D).

By the way, since the clear diamond entry in the raws use STONE_TEMPLATE as a base material, it might not be effective for biting, since the [MAX_EDGE] for stone is 4000 (compare to 10000 for iron). You might want to add the tag to clear diamonds inside the inorganic_stone_gem.txt file.

P.S. This troll might be hard to kill, since it has NO_THOUGHT_CENTER_FOR_MOVEMENT], just like a bronze colossus. Might want to test them in the arena just in case.

EDIT: Argh, forgot to add the ITEMCORPSE tag on it, wouldn't have worked without it.
« Last Edit: June 19, 2010, 10:22:00 pm by rgon842 »
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wolflance

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #392 on: June 20, 2010, 03:47:12 am »

Newbie's newb questions on equipment modding:

Armor Token
1. COVERAGE:100   <<< What does this do? Can the value exceed 100?
2. Can UPSTEP, UBSTEP and LBSTEP be present on helmet?
3. What does "STRUCTURAL_ELASTICITY_WOVEN_THREAD" and "STRUCTURAL_ELASTICITY_CHAIN_METAL" mean? What did they do ingame?


Weapon Token
[ATTACK:BLUNT:1000:10:lash:lashes:NO_SUB:5000]

Refer to weapon token above, what does the values 1000, 10 and 5000 mean respectively?

Edit:

Extra Question - Can I mod in two different items with the same name? (See below)

[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]
[NAME:battle axe:battle axes]

[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE_SUPER]
[NAME:battle axe:battle axes]
« Last Edit: June 20, 2010, 04:33:38 am by wolflance »
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Lofn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #393 on: June 20, 2010, 04:16:48 am »

Newbie's newb question on equipment modding:

http://df.magmawiki.com/index.php/DF2010:Armor_token

Refer to weapon token above, what does the values 1000, 10 and 5000 mean respectively?

Quote from: the raws
The format is ATTACK:EDGE/BLUNT:contact area:penetration size:verb2nd:verb3rd:noun:velocity multiplier
Penetration size currently only matters for edged attacks.

Extra Question - Can I mod in two different items with the same name? (See below)

So long as the actual definition name, ie. the ITEM_WEAPON_X part, is unique, yes.
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wolflance

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #394 on: June 20, 2010, 04:27:30 am »

Thanks for the quick reply.
On the wiki page, the explanation of token is

[Coverage influences how often contaminants get through clothes and temperature effects]

Which I don't really understand. Does an item with really high COVERAGE value can block contaminants (whatever it is) as well as heat-insulating?

So if I make a full set of COVERAGE:1000(Not sure if this is possible) items, my dwarfs can swim in magma?
Can I design a gas mask by adjusting the COVERAGE value?

Edit:
The wiki does not contain information/explaination about the STRUCTURAL_ELASTICITY_ token either.
« Last Edit: June 20, 2010, 04:34:18 am by wolflance »
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Lofn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #395 on: June 20, 2010, 04:43:17 am »

Thanks for the quick reply.
On the wiki page, the explanation of token is

[Coverage influences how often contaminants get through clothes and temperature effects]

Which I don't really understand. Does an item with really high COVERAGE value can block contaminants (whatever it is) as well as heat-insulating?

So if I make a full set of COVERAGE:1000(Not sure if this is possible) items, my dwarfs can swim in magma?
Can I design a gas mask by adjusting the COVERAGE value?

Edit:
The wiki does not contain information/explaination about the STRUCTURAL_ELASTICITY_ token either.

I don't believe it is heat-insulating, but then, there is almost nothing known for sure about how bloody heat works in 2010.  Coverage itself is a percentage, I think, so putting it above 100 would be fairly pointless.  I have no idea about the STRUCTURAL_ELASTICITY tokens but I assume they have to do with edged/blunt attacks.
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Flaede

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #396 on: June 20, 2010, 09:10:40 am »

can't believe I missed this one. Commenting so I don't lose it again.

Browsing this thread has already helped my understanding of the new raws quite a bit.
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Simmura McCrea

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #397 on: June 20, 2010, 09:13:40 am »

Would anyone be able to help me play Goblin Fortress? I've modded in 40d, but 0.31 confuses me. I'd guess the [CIV_CONTROLLABLE] tag would need to be moved to goblins, but is there any other stuff I'd need to do to make it work? Also, a reaction to make rock from, say, ashes and bones would be kinda cool.
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Internet Kraken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #398 on: June 20, 2010, 10:45:33 am »

Question:

Does the [NOSKIN] tag still work in DF2010? I'm trying to limit which creatures can be used to make leather stuff (cows, etc.) but I'm still seeing dog and cat leather items in the embark screen.

As far as I know, it should work. I had to give my Octopre's the bone tissue for their mouths to work properly, but giving them the [NOBONES] tag stopped them from producing bones at the butcher. So I'd think [NOSKIN] would also work.

However, I recall there being a tag that prevented a creature from producing leather. I can't remember what it was though.
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Rose

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #399 on: June 21, 2010, 10:33:48 pm »

So, I'm trying to replicate the diskworld trolls, basically a humanoid made fully of stone.

I want all tissues other than teeth to be stone, and the teeth should be diamond.

what's the best way to do this?

* Japa tried reading through the thread, but it's all so confusing.

You could try this:

Code: [Select]
[CREATURE:TROLL_DISCWORLD]
[DESCRIPTION:A huge humanoid monster made of stone. Its teeth are made of clear diamonds.]
[NAME:troll:trolls:troll]
[CASTE_NAME:troll:trolls:troll]
[CREATURE_TILE:255][COLOR:2:0:0]
[CHILD:10][BABY:1][MULTIPLE_LITTER_RARE]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[LARGE_ROAMING][DIFFICULTY:2]
[POPULATION_NUMBER:5:10]
[BUILDINGDESTROYER:2]
[LIKES_FIGHTING]
[LARGE_PREDATOR]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[CAN_LEARN][SLOW_LEARNER]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_BUTCHERABLE]
[CANNOT_UNDEAD]
[NOFEAR]
[EVIL][NOBONES]
[GRASSTRAMPLE:20]
[PREFSTRING:mouth shinies]
[BODY:HUMANOID_SIMPLE:2HEAD_HORN:2TUSKS:GENERIC_TEETH]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:ROCK]
[TISSUE_NAME:gabbro:NP]
[TISSUE_MATERIAL:INORGANIC:GABBRO]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:ROCK]
[TISSUE:DIAMOND_TEETH]
[TISSUE_NAME:clear diamond:NP]
[TISSUE_MATERIAL:INORGANIC:DIAMOND_CLEAR]
[STRUCTURAL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:TOOTH:DIAMOND_TEETH]
[TISSUE_LAYER:BY_CATEGORY:TUSK:DIAMOND_TEETH]
[TISSUE_LAYER:BY_CATEGORY:HORN:DIAMOND_TEETH]
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:20:0:250000]
[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]
[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:MAIN]
[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:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:TGORE:BODYPART:BY_CATEGORY:TUSK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[EQUIPS]
[CANOPENDOORS]
[ALL_ACTIVE]
[ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:GABBRO]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]


This should make trolls whose bodies are made from stone (gabbro, to be precise), and horns, tusks, and teeth made from clear diamond. It has genders, and is able to reproduce (the details we'll leave to the imagination  ;D).

By the way, since the clear diamond entry in the raws use STONE_TEMPLATE as a base material, it might not be effective for biting, since the [MAX_EDGE] for stone is 4000 (compare to 10000 for iron). You might want to add the tag to clear diamonds inside the inorganic_stone_gem.txt file.

P.S. This troll might be hard to kill, since it has NO_THOUGHT_CENTER_FOR_MOVEMENT], just like a bronze colossus. Might want to test them in the arena just in case.

EDIT: Argh, forgot to add the ITEMCORPSE tag on it, wouldn't have worked without it.

thanks, I'll see what I can do with this.
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nogibator

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #400 on: June 22, 2010, 01:05:50 am »

hey guys, if i delete all workshops from civ entry and then add their custom modded duplicates, will that break artifacts?
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afoninv

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #401 on: June 22, 2010, 01:14:38 am »

hey guys, if i delete all workshops from civ entry and then add their custom modded duplicates, will that break artifacts?

Hmm, there are no standard workshops in entity file... what were you going to delete?
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wolflance

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #402 on: June 22, 2010, 04:58:26 am »

Sorry if I interrupted the previous answer section, just some quick questions:

Is it possible to modify labor(s) other than woodcutting and mining, so that it requires some other tool to function?

For example, harvesting plants require sickle, Butcher require butcher knife, etc.
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afoninv

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #403 on: June 22, 2010, 05:16:09 am »

Sorry if I interrupted the previous answer section, just some quick questions:

Is it possible to modify labor(s) other than woodcutting and mining, so that it requires some other tool to function?

For example, harvesting plants require sickle, Butcher require butcher knife, etc.

Hm, no, I believe it is impossible as of yet, at least for standard labors and tasks. Some tricks can be done to tweak some labors, like removing METAL_ORE tag from stone ores (so that they can not be smelted via standard reactions), then adding custom smelting reactions to smelter which use not only stone ore itself but something like bellows or furnace mask (as a preserved reagent); or do something similar with weapon production by removing ITEMS_WEAPON from metals and adding some custom workshop reactions which use a hammer too... but that's not elegant and only works with a few things, and custom reactions do not give quality items, and overall it has too much problems and limitations.

So, a quick answer is 'no'.
« Last Edit: June 22, 2010, 05:21:41 am by afoninv »
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goge

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #404 on: June 22, 2010, 01:59:22 pm »

I've been playing with this idea and I don't know if it is possible.  I've been trying to do some research but because these are so new there isn't much info out there.

Steam Powered Engine
to construct requires a pipe, large screw[in place of piston], block, and something to make the pressure vessel part.
to run takes 1 or 2 bucket of water, 1 fuel, and outputs power like a waterwheel for 1/8th to 1/4 of a season.

can we create workshops the produce power?  can we determine for how long and how much power?

just let me know if its possible to create power and I'll do the legwork.
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