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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419432 times)

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1515 on: December 22, 2010, 12:57:13 am »

If we get very, very very lucky, then with the egg update, we will be able to select castes by age, and with that we can make tadpoles turn into frogs...

The Scout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1516 on: December 22, 2010, 01:00:45 am »

I'll just have all children be chestbursters with a small chance of becoming a facehugger which grows forever. Maybe I'll make it grow really fast in the first 2 years, maybe to the size of a runner, then make it grow about half as fast.
Got a very large workshop to make a material call flesh. Can I make everything be made of this material and make all aliens use a custom job to make everything out of it?
Edit: Every post, your there to delay it and make me rage about how you always delay my posts.
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1517 on: December 22, 2010, 01:11:16 am »

Quote
Got a very large workshop to make a material call flesh. Can I make everything be made of this material and make all aliens use a custom job to make everything out of it?

No custom jobs, although there are a few that aren't used for anything, and could be renamed (MAGIC_NATURE/DRUID springs to mind).

HOWEVER, you can't change skills associated with existing jobs, so you'd have to do a bunch of custom reactions.  Also, you can't disable the default buildings, so, no. 

You can, however, add most of the can_whatever tags to the flesh material, so they'll be able to use the material in existing reactions.  I think you'd have to let them make it in BAR, BOULDER, and WOOD forms for them to use it for everything.
« Last Edit: December 22, 2010, 01:12:50 am 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)

The Scout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1518 on: December 22, 2010, 01:14:36 am »

I can disable those jobs. That single 9x9 workshop shall do everything. Make the material and turn it into stuff. Any suggestions on armor, or will natural armor be good? Any optional stuff to make it cooler and more alien like?
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1519 on: December 22, 2010, 01:20:31 am »

WAIT!Wait just a second...

MAGIC_NATURE/DRUID is still in game? I thought that was removed all together? So I can have my adventure mode reactions use the magic skill? Party time!

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1520 on: December 22, 2010, 01:22:56 am »

Still there.  Used it in both my illithid mod and my Zelda modmod.

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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)

The Scout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1521 on: December 22, 2010, 01:24:43 am »

A bunch of druid aliens? There has to be some way to change the name. I'm not sharing a job with elves.
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1522 on: December 22, 2010, 01:30:51 am »

PROFESSION_NAME and CASTE_PROFESSION_NAME.  If you're doing away with as much of the other professions as possible you can use almost anything.  Here are the easily modable professions.  Druid isn't on the list, but I think maybe DRUID works?  Can't remember.

Anywho, I'm off to bed.
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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)

The Scout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1523 on: December 22, 2010, 01:32:54 am »

Is there anyway to make sprites for creatures?
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1524 on: December 22, 2010, 02:32:39 am »

Draw them!
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The Scout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1525 on: December 22, 2010, 02:36:05 am »

Draw them!
Wasteland mod has no tough tissue.
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1526 on: December 22, 2010, 03:01:59 am »

D_E: You've more than mentioned that population ratios don't have noticeable impact during worldgen yet this is not my experience at all. I have antman entities which originally had queen:1, drone:1, worker:5, soldier:5 and during world gen plenty of the spawned civs died out for not having both queens and drones. To fix this I upped the maximum starting civ number so that at least a couple of civs had breeding pairs. I mention this because you say your Gerudo entities worked which surprises me greatly.
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Haymaker

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1527 on: December 22, 2010, 05:29:52 pm »

To get myself introduced to DF modding, I made a custom human race with castes and caste specific colors. Made an entity so they can be a civilization, gave few custom weapons and there. I think I can dig deeper and that leaves me with questions!

FIRST OF ALL! How to make a person bald? Do I create new hair tissue, set the lenght to zero or simply remove the hair token entirely? (I do really like to see the descriptions saying Shiny bald, smooth bald.. etc etc)

Now, is it possible to make weapons use non metals only? I was thinking of creating slingshots to act as only ranged weapons of my first race!
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1528 on: December 22, 2010, 08:37:48 pm »

D_E: You've more than mentioned that population ratios don't have noticeable impact during worldgen yet this is not my experience at all. I have antman entities which originally had queen:1, drone:1, worker:5, soldier:5 and during world gen plenty of the spawned civs died out for not having both queens and drones. To fix this I upped the maximum starting civ number so that at least a couple of civs had breeding pairs. I mention this because you say your Gerudo entities worked which surprises me greatly.

I believe it happened during the site changeover, before the hamlets etc went in I too killed plenty of races by giving them bad pop ratios.

I didn't know this had changed until I started modding Knight Otu's Zelda mod: I looked at the Gerudo creature in that mod and went "Ha!  2800:1 gender ratio, no WAY that's gonna work... Wait.  It works."  Their entity spawns one civ with a starting population of 100, and I don't think I've ever seen a male gerudo in-game, but they expand no problem.

Mono-gender and genderless races are still limited to their starting pop size.

I haven't tested the phenomena extensively, possibly things get thrown off if you have a high fraction of genderless creatures, but I'd be kinda surprised.
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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 #1529 on: December 22, 2010, 09:44:50 pm »

hmmmm am comfused i changed the skin types (white, dark, tan,etc) into things like red,bright red,dark red,ect anyways they are only using normal red
Spoiler (click to show/hide)
           and in arena mod they dont have the name hell boy they use HELL_BOY instead for some reeason
EDIT i cany figure out how to add a tail to this thing,help?
« Last Edit: December 22, 2010, 09:59:15 pm by mcdonaldjord »
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