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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419397 times)

GaxkangtheUnbound

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1095 on: November 23, 2010, 04:17:24 pm »

Well, I've figured out that creating plants doesn't work well at all.
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LordBistian

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1096 on: November 23, 2010, 05:10:23 pm »

I have a few questions about modding;

1. Are we able to remove skin,flesh,organs and fat to create an artificial, skeletal creature? Or is there any other way to force-undead a creature?
2. I modded a dragon to spawn normally and breathe necrotic gas. But somehow it never spawns. What tokens determine whether a creature spawns?
3. What would you do to make an acid, having it ignite at 0° or having a syndrome which causes blisters and pain?
4. Condensed Syndrome Gas on the floor, will it have effect on creatures walking past it?

Thanks in advance for any answers :3
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GaxkangtheUnbound

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1097 on: November 23, 2010, 05:38:53 pm »

Quote from: LordBistian
Are we able to remove skin,flesh,organs and fat to create an artificial, skeletal creature? Or is there any other way to force-undead a creature?
From what I've seen, [REMOVE_MATERIAL:SKIN], [REMOVE_MATERIAL:FAT] work when applied under   [BODY_DETAIL_PLAN:STANDARD_MATERIALS], so there should be a way to remove organs without killing a creature.
Quote from: LordBistian
I modded a dragon to spawn normally and breathe necrotic gas. But somehow it never spawns. What tokens determine whether a creature spawns?
Dragons require a [POPULATION_NUMBER:(AMT)] and a [FREQUENCY:(AMT)] tag to spawn properly.
Quote from: LordBistian
What would you do to make an acid, having it ignite at 0° or having a syndrome which causes blisters and pain?
Well, this would do it for the syndrome part. The creature affected would melt anyways.
      [SYNDROME]
         [SYN_NAME:dragon acid]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_CONTACT]
         [SYN_INHALED]      
         [CE_BLISTERS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200]
         [CE_PAIN:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200]
Quote from: LordBistian
Condensed Syndrome Gas on the floor, will it have effect on creatures walking past it?
Indeed.
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1098 on: November 23, 2010, 05:42:20 pm »

Dragons require a [POPULATION_NUMBER:(AMT)] and a [FREQUENCY:(AMT)] tag to spawn properly.

They shouldn't explicitly require either of those things if I'm remembering correctly.

Make sure they have LARGE_ROAMING.
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GaxkangtheUnbound

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1099 on: November 23, 2010, 05:45:50 pm »

Dragons require a [POPULATION_NUMBER:(AMT)] and a [FREQUENCY:(AMT)] tag to spawn properly.

They shouldn't explicitly require either of those things if I'm remembering correctly.

Make sure they have LARGE_ROAMING.
Maybe that's why my "slaves" aren't appearing properly. . .
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LordBistian

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1100 on: November 23, 2010, 06:01:51 pm »

So, does a creature require a heart?
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KaguroDraven

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1101 on: November 23, 2010, 06:08:40 pm »

If someone had the free time would it be possible for them to make a few mods for me? My attempts tend to lead to crashes or nothing happening. I'm really just looking for three things. Werewolves as a civ, a new type of wolf monster that has bones of slade, Dread Wolves, to fuck with you in fortress or adventure mode, and the ability to mine slade and use it to make armor and weapons.
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1102 on: November 23, 2010, 06:18:07 pm »

So, does a creature require a heart?

Only if it has blood.
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Lancensis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1103 on: November 23, 2010, 06:44:16 pm »

Is it possible to make a reaction require the Knapping skill in Fortress Mode? And if so, what steps would I have to take to ensure Dwarves could preform that labour?
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1104 on: November 23, 2010, 11:27:27 pm »

So, does a creature require a heart?
They dont. Heart itself does nothing, it's the major artery that's latter attached to it which's critical. my adventurers have more then once got non-functioning heart without much issues.
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LordBistian

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1105 on: November 24, 2010, 12:39:11 pm »

o_o

Mister Skeleton Mastadon is now invincible shit.
Appearently, no blood and flesh makes it unkillable.
Or possibly I need a major artery?
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1106 on: November 24, 2010, 12:51:19 pm »

Heart itself does nothing

So I'm guessing the CIRCULATION tag is obsolete, then?

o_o

Mister Skeleton Mastadon is now invincible shit.
Appearently, no blood and flesh makes it unkillable.
Or possibly I need a major artery?


It's not unkillable so long as it has body and head bodyparts. Severing the upper body, lower body or head will result in death regardless of whether the creature needs them or not. Of course, if it's big enough, removing the parts might be a little tricky...
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Internet Kraken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1107 on: November 24, 2010, 04:11:52 pm »

So I was looking at the new features added with this update. First thing I noticed were natural skills. It's about time Toady added something like this to the game. I don't have any questions about that though. What I do have a question about is the habits. Specifically, the habit USE_ANY_MELEE_WEAPON. Does this mean that a creature with this habit will always have a melee weapon? Or does it simply attempt to acquire a melee weapon whenever possible?
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1108 on: November 24, 2010, 04:16:16 pm »

I'd guess the latter, as I don't think we have full item tracking yet. It'd be interesting to see how such a capability plays out in the future (minotaurs stealing legendary weapons and such).
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1109 on: November 24, 2010, 05:13:33 pm »

Quote from: LordBistian
Are we able to remove skin,flesh,organs and fat to create an artificial, skeletal creature? Or is there any other way to force-undead a creature?
From what I've seen, [REMOVE_MATERIAL:SKIN], [REMOVE_MATERIAL:FAT] work when applied under   [BODY_DETAIL_PLAN:STANDARD_MATERIALS], so there should be a way to remove organs without killing a creature.
Hmm, I'd try starting with the bronze colossus and replacing bronze with bone. That would be the easiest bone golem.
Maybe one could make a fun [CREATURE_VARIATION:ANIMAL_PERSON]  template for undeading. Something with   [CV_CONVERT_TAG] and the abovementioned material removals.

If someone had the free time would it be possible for them to make a few mods for me? My attempts tend to lead to crashes or nothing happening. I'm really just looking for three things. Werewolves as a civ, a new type of wolf monster that has bones of slade, Dread Wolves, to fuck with you in fortress or adventure mode, and the ability to mine slade and use it to make armor and weapons.
Genesis mod has werewolf civ with castes of varying size and ferocity. We have double-strength bones for badass beasts. Demonic cats to bite your ankles annoyingly.
« Last Edit: November 24, 2010, 05:16:13 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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