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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 432209 times)

Talanic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2865 on: May 26, 2011, 05:55:51 pm »

This is basically quoting Knight Otu from another thread.  Add a reaction that makes only that weapon, from only that material.  Adapting his answer from the other thread (where he showed how to make bone swords):

[REACTION:MAKE_WEAPON_OF_MATERIAL]
   [NAME:make that weapon]
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_B]
   [REAGENT:A:1:BAR:NO_SUBTYPE:INORGANIC:<YOURMETALHERE>]
   [PRODUCT:100:1:WEAPON:<YOURWEAPONHERE>:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:<SKILL>] - note that this line is important if you want it to have any quality assigned.

Then add [PERMITTED_REACTION:MAKE_WEAPON_OF_MATERIAL] to the entity file under the civ you want to actually make this weapon.

That should do the trick.
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Talanic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2866 on: May 26, 2011, 08:00:08 pm »

Okay.  Now I have another - a pair, actually.

1.  How might I make a plant not actually grow anywhere but be considered to exist?

2.  Can I make a reaction that consumes anything that is made of wood?  I'd prefer it it accepts any item OTHER than logs.
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Reelyanoob

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2867 on: May 26, 2011, 08:10:03 pm »

I did this for my Synthetics mod. Ethanol for example, is a "plant" but does not grow anywhere:

Code: [Select]
[PLANT:CHEM_ETHANOL]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen ethanol]
[STATE_NAME_ADJ:LIQUID:ethanol]
[STATE_NAME_ADJ:GAS:boiling ethanol]
[PREFIX:NONE]
[MATERIAL_VALUE:10]
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
[WINTER][WET][DRY][BIOME:SUBTERRANEAN_WATER][UNDERGROUND_DEPTH:1:1]

The tags in the last line are only used to make it appear for sale at embark (as barrels of the liquid). The "extract" can still be produced via a custom reaction if the last line is removed, it's defined as underground so that dwarves will have access to it. Note that the "plant" lacks most of the normal stuff like Structural and Seed materials. They're not needed. Basically the entire "plant" entry is just a placeholder.


2. You'd have to do a separate reaction for each object type
« Last Edit: May 26, 2011, 08:38:46 pm by Reelyanoob »
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Talanic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2868 on: May 26, 2011, 08:49:30 pm »

Thanks.  I'm still running into trouble with my mod, alas. 

I'm trying to make a special kind of wood that's only available to a single entity - they're supposed to be a twisted form of elves, and I want them to only use this wood to make all their weapons and armor, as it's as good as steel.  The idea was to make spiderwood grow nowhere and give them a reaction that allowed them to produce it (similar to the reactions I've seen to make sure that a species has access to specific metals). 

The wood itself:


Spoiler (click to show/hide)

The reaction:

Spoiler (click to show/hide)

So far, no dice.  I want to make it out of wood so that players can't smelt it once they capture it.  So, am I barking up a dead-end tree?  Is there a better way to do this?
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Reelyanoob

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2869 on: May 26, 2011, 09:31:17 pm »

When deciding what a civ has access to, the game doesn't appear to care whether you have a reaction to create a plant product - it goes off whether it thinks the plant is 'growable' (as in my ethanol plant needing the final line). Seems like reactions only make metals/alloys available. Try and define you wood as INORGANIC, rather than a plant.
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Montague

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2870 on: May 27, 2011, 07:46:57 pm »

I've got a worldgen question...

I'm trying to figure out how to gen a more uniform temperature for my region. I want cold or temperate forests with no oceans. I figured out the forest no ocean part, but no matter how I adjust the min/max temperatures, I set it at 30/30 and I get damn warm jungles and tundra toward the north or south. I raise the temp, I lose some tundra and start getting scorching bioms. I lower the temp enough and I still get lovely tropical rainforests bordering freezing tundra. The top and bottom 25% of the map seems hellbent on being freezing or warm.

I get that this must be some new hard-coded thing now since 40d, but is there any sort of work around to get somewhere where I want to be? Its annoying having 50% of a smaller region being either jungle or tundra/glaciers.
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2871 on: May 27, 2011, 07:49:41 pm »

I'm pretty sure it's possible using the weights, but I don't know specifically how to go about it.    So don't give up hope!  Somebody more knowledgeable with worldgen params may have an answer soon!
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The Scout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2872 on: May 27, 2011, 08:31:50 pm »

Code: [Select]
[CREATURE:NECROMORPHS]
        [DESCRIPTION:A hideous monsters, made from the bodies of the dead.]
        [NAME:necromorph:necromorphs:necromorph]
        [CREATURE_TILE:'N'][COLOR:0:0:0]
        [PREFSTRING:horribleness]
        [LARGE_PREDATOR]
        [BIOME:ALL_LAND]
        [POPULATION_NUMBER:50:100]
        [CLUSTER_NUMBER:20:60]
        [PRONE_TO_RAGE:50]
        [GRASS_TRAMPLE:100]
        [NO_SLEEP][NO_EAT][NO_DRINK]
        [CANOPENDOOR]
        [ALL_ACTIVE]
        [HOMOTHERM:10040]
        [NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOTHOUGHT]
        [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
        [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
        [CASTE:SLASHER]
                  [CASTE_NAME:slasher:slashies:slasher]
                  [POP_RATIO:1000]
        [CASTE:LEAPER]
                  [CASTE_NAME:leaper:leapies:leaper]
                  [POP_RATIO:100]
        [CASTE:PUKER]
                  [CASTE_NAME:puker:pukies:puker]
                  [POP_RATIO:300]
        [CASTE:BRUTE]
                  [CASTE_NAME:brute:brutes:brute]
                  [POP_RATIO:10]
        [CASTE:SPITTER]
                  [CASTE_NAME:spitter:spitters:spitter]
                  [POP_RATIO:250]
        [CASTE:CHILDREN]
                  [CASTE_NAME:child:children:child]
                  [POP_RATIO:5000]
        [CASTE:CRAWLIES]
                  [CASTE_NAME:crawlie:crawlies:crawlie]
                  [POP_RATIO:2500]       
        [CASTE:EXPLODERS]
                  [CASTE_NAME:NYAN:NYANS:NYAN]
                  [POP_RATIO:500]
        [CASTE:POPBABIES]
                  [CASTE_NAME:baby:babies:baby]
                  [POP_RATIO:2000]
        [SELECT_CASTE:SLASHER]
         [SELECT_ADDITIONAL_CASTE:PUKER]
         [SELECT_ADDITIONAL_CASTE:SPITTER]
         [SELECT_ADDITIONAL_CASTE:CHILDREN]
                  [BODY:HUMANOID_2ARMS:2EYES:MOUTH]
What am I supposed to do to make them bleed, but not die? And use basic stuff like that.
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2873 on: May 28, 2011, 10:30:14 am »

What am I supposed to do to make them bleed, but not die? And use basic stuff like that.
instead of giving them blood which will always bleed out eventually, add some liquid-containing sacs to their body and call the liquid "blood". The "blood" will seep out when the sac get damaged but they'll never actually die from blood loss I think
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2874 on: May 28, 2011, 10:33:39 am »

Yeah, that's right. The best plan would probably be to create a leaking dummy tissue for blood (see the cave blob entry to get an idea of what I mean) and then apply it via TISSUE_LAYER_UNDER to some nigh-universal tissue (skin or muscle would probably be best).
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593shaun

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2875 on: May 28, 2011, 10:39:07 am »

How do you make a creature made of wood?
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2876 on: May 28, 2011, 10:44:13 am »

Figure out how creature mats and tissues work first (if you don't know already), then either just import the basic wood template and use it as a tissue or create a new tissue with TISSUE_MATERIAL:PLANT_MAT:(specific species of tree you want):WOOD.
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The Scout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2877 on: May 28, 2011, 10:51:11 am »

How do I make a creature have spikes for arms, and make them slash and impale with them?

And my javelin gun.
[ATTACK:EDGE:1:10:impale:impales:NO_SUB:100000]
What I want it to do, is impale a limb, and maybe rip it off. But all I get it this.
The flying iron javelin strikes Beak Dog 1 in the lower body, tearing the fat and bruising the muscle and bruising the guts!

The template.
Spoiler (click to show/hide)

The creature RAWs.
Spoiler (click to show/hide)
« Last Edit: May 28, 2011, 11:09:59 am by The Scout »
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2878 on: May 28, 2011, 02:51:29 pm »

Ranged attacks always use "strike/strikes," overriding the verb given in the attack def.

As far as the creature attack goes, here is an example

Bodypart:
Code: [Select]
[BODY:SPIKE_ARMS]
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:R_SPK:right spike:STP][CON:RUA][RIGHT][CATEGORY:SPIKE]
[DEFAULT_RELSIZE:200]
[BP:L_SPK:left spike:STP][CON:LUA][LEFT][CATEGORY:SPIKE]
[DEFAULT_RELSIZE:200]


in the creature def:
Code: [Select]
[BODY:HUMANOID_ARMLESS:SPIKE_ARMS:etc]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[TISSUE_LAYER:BY_CATEGORY:SPIKE:BONE]
[TISSUE_LAYER:BY_CATEGORY:SPIKE:BONE]
...
[ATTACK:SLASH:BODYPART:BY_CATEGORY:SPIKE]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slice:slices]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_VELOCITY_MODIFIER:160]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK:STAB:BODYPART:BY_CATEGORY:SPIKE]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:stab:stabs]
[ATTACK_CONTACT_PERC:1]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_VELOCITY_MODIFIER:160]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]

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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)

FaultyLogic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2879 on: May 28, 2011, 03:39:03 pm »

Are custom creatures able to be placed in the object testing arena?
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