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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430336 times)

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1365 on: December 16, 2010, 05:35:55 am »

Well thats annoying. I looked on the wiki and it lacks a lot of detail on the subject, so I assumed it was a flat number, rather then a milestone. Any idea where I can find details on the subject?

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1366 on: December 16, 2010, 09:20:55 am »

Well thats annoying. I looked on the wiki and it lacks a lot of detail on the subject, so I assumed it was a flat number, rather then a milestone. Any idea where I can find details on the subject?
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Hydrall

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1367 on: December 16, 2010, 01:16:00 pm »

We really should start collecting all of this stuff we figure out into a page on the wiki, since it is deplorably empty in terms of body plans and such...
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Hydrall

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1368 on: December 16, 2010, 02:50:30 pm »

So I've hit another snag. Is it possible to how can I make creatures have strange body structures- For example, hair/feathers on their legs and arms but not on their torsos, or vice versa?

Apologies for the doublepost. >_<

Edited because nothing is impossible in DF if you can figure it out.
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Angle

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1369 on: December 16, 2010, 04:25:46 pm »

Anybody know the building tag for the siege workshop, to be used in a Reaction? I can't find it on the wiki.
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1370 on: December 16, 2010, 05:47:40 pm »

So I've hit another snag. Is it possible to how can I make creatures have strange body structures- For example, hair/feathers on their legs and arms but not on their torsos, or vice versa?

Apologies for the doublepost. >_<

Edited because nothing is impossible in DF if you can figure it out.

Dwarves already do this with their facial hair.

Add a new body detail plan like this:
Code: [Select]
[BODY_DETAIL_PLAN:LEG_HAIR_TISSUE_LAYERS]
[BP_LAYERS:BY_CATEGORY:LEG_LOWER:HAIR:1]
[BP_LAYERS:BY_CATEGORY:LEG_UPPER:HAIR:1]
Then add that detail plan to dwarves like this:
Code: [Select]
[BODY_DETAIL_PLAN:LEG_HAIR_TISSUE_LAYERS]
I think that should work, unfortunately can't test it right now.
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Hydrall

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1371 on: December 16, 2010, 06:41:08 pm »

Hmm, I can't tell if it worked... I don't think it did, though. It's not appearing in the physical description...
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1372 on: December 16, 2010, 07:44:45 pm »

It won't do unless you include some appearance colour modifiers like this:
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:LEG_LOWER:HAIR]
[TL_COLOR_MODIFIER:BROWN:1:BLACK:1]
[TLCM_NOUN:leg hairs:PLURAL]

[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
                [APP_MOD_NOUN:hair:SINGULAR]

That should give you something like this:
Quote
It's fairly dense leg hairs are black.
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Seriyu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1373 on: December 16, 2010, 07:49:22 pm »

Is it possible to make something ignite with ambient heat?

For instance, I have two fluids, oil, and more flammable booze that ignite at 10070 urist (the heat of a warm tile is 10075 urist) and yet when I put it on a warm tile, it doesn't ignite, even with time.

The specheat of both is above 2000. Is that particularly slow? I was under the impression booze ignited pretty much instantly, and I didn't change it's specheat.

Hydrall

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1374 on: December 16, 2010, 07:52:11 pm »

Yes, it worked! Thank you very much!

I already got the civ working, so now to see how well it works...
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1375 on: December 17, 2010, 07:26:31 pm »

Him folks, me again with more annoying questions.

Anybody know if there is a way to make a creature able to survive in magma, but not in water? I noticed all magma creatures had the [NOBREATH] tag, most likly because [AQUATIC] dosn't allow for under magma breathing, so they need it to live, right? But with [NOBREATH] you can't drown in water either, so is it possible to make a creature unable to survive in water, but at home in magma?

Nihilist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1376 on: December 17, 2010, 08:07:55 pm »

Him folks, me again with more annoying questions.

Anybody know if there is a way to make a creature able to survive in magma, but not in water? I noticed all magma creatures had the [NOBREATH] tag, most likly because [AQUATIC] dosn't allow for under magma breathing, so they need it to live, right? But with [NOBREATH] you can't drown in water either, so is it possible to make a creature unable to survive in water, but at home in magma?

Any idea what waters normal tempurature is? if its lower than room or underground temp(10040 U) you could give it a high [COLDDAM:] point, say an Urist under roomtemp. Then it would eventually freeze to death in water, unless it was heated.
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1377 on: December 17, 2010, 08:22:54 pm »

If I were able to get specific temperatures, I would be VERY happy to live with this method. I sort of like that more then the 'drowining in water' one. It seems cool that this specific creature would require walm climates, so I'm up for that.

Not only does this provide a solution, but goes GREAT for flavor, so thank you very much.

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1378 on: December 17, 2010, 08:30:27 pm »

Note that unlike [AQUATIC], creatures dont care about [COLDDAM] tag when consider pathing.
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1379 on: December 17, 2010, 08:33:11 pm »

Meh, the creature in question wasn't going to see much water as it is, just making sure people don't find a wat to move there magma shark into a lake... I'm happy to have it freeze to death over time. Makes it seem more like it can't survive for long outside of it's natural enviorment.
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