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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 420373 times)

Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2940 on: May 30, 2011, 09:14:12 pm »

I'm going to use a sample from Genesis mod to help me ask this.

[ATTACK:EDGE:5000:1950:slash:slashes:NO_SUB:1300

What do all of the things I have bolded mean?

The 5000 is contact area.  If I understand it correctly it's the amount of area struck by the weapon.  Like how big the end of a warhammer is for example.  Not entirely sure how this effects bladed weapons, but I'm almost certain it does.

 the 1950 is penetration.  I believe that is only used with edged weapons.  It's the size of the weapon's point.  The larger the point the easier to hit organs or chop limbs like a sword or axe. The smaller the point the better it is at penetrating through armor and hard materiels like a spear or arrow.


1300 is the velocity multiplier.  I'm not sure exactly how that works, but generally a higher number is a harder hit.  It probably represents something like the leverage that can be applied to the weapon.  I think that 1000 is "normal" with no additions or subtractions, but I don't have a source on that.

(Another thought that can be applied to the velocity multiplier is that it is how much the user's velocity factors into a strike.  Making a charge inflict more damage.  But these are two different thoughts and I'm not sure anybody tested which one it actually is, or if it is both of them.  I think it's the first one myself, but I added this for the sake of completeness.)


The numbers in ammo are identical in meaning to other weapons.  Though they tend to have a much smaller size and penetration.

« Last Edit: May 30, 2011, 09:26:56 pm by Greiger »
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Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2941 on: May 30, 2011, 10:54:49 pm »

Why isn't my creature shwoing up in the arena?
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Garbles

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2942 on: May 31, 2011, 08:22:09 am »

Why isn't my creature shwoing up in the arena?
Spoiler (click to show/hide)

[NOPAIN][NOFEAR][NOPAIN]

Mayhaps the extra NOPAIN is messing things up?

Make sure the file is properly labeled too. The file should be named "creature_whatever" and should begin with "creature_whatever". If they're not the same, everything goes to poop.
« Last Edit: May 31, 2011, 08:29:05 am by Garbles »
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Talanic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2943 on: May 31, 2011, 09:28:22 am »

In a custom workshop, can you make the product of a reaction show up on a tile other than the one where the dwarf is standing?
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katana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2944 on: May 31, 2011, 10:09:22 am »

Why isn't mine showing up in the arena?

Code: [Select]
[OBJECT:CREATURE]

[CREATURE:SPIDER_CAVE_TANK]
[DESCRIPTION:A large spider commonly domesticated by dwarves. It has strong skin and a painful bite.]
[NAME:tank spider:tank spiders:tank spider]
[CASTE_NAME:tank spider:tank spiders:tank spider]
[CREATURE_TILE:'☼'][COLOR:7:0:0]
[PETVALUE:500]
[PET]
[WEBIMMUNE]
[NO_SLEEP]
[CHILD:1]
[COMMON_DOMESTIC]
[TRAINABLE]
[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOFEAR][NOEAT][NODRINK]
[POPULATION_NUMBER:3:50]
[GRASSTRAMPLE:0]
[PREFSTRING:toughness]
[NOBONES]
[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS_TANKSPIDER]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:3500]
[BODY_SIZE:1:0:15000]
[BODY_SIZE:2:0:65000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:130]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:130]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:130]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen tank spider venom]
[STATE_ADJ:ALL_SOLID:frozen tank spider venom]
[STATE_NAME:LIQUID:tank spider venom]
[STATE_ADJ:LIQUID:tank spider venom]
[STATE_NAME:GAS:boiling tank spider venom]
[STATE_ADJ:GAS:boiling tank spider venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:tank spider bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
[SYN_IMMUNE_CREATURE:DWARF:ALL]
[SYN_INJECTED]
[CE_PAIN:SEV:115:PROB:100:START:5:PEAK:10:END:20]
[ATTACK:STING:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[ATTACK_FLAG_CANLATCH]
[ALL_ACTIVE]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
[TL_COLOR_MODIFIER:METALLIC:1]
[TLCM_NOUN:chitin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:RED:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]

(And in b_detail_plan_default):
Code: [Select]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS_TANKSPIDER]
[ADD_MATERIAL:IRON:CHITIN_TEMPLATE]
[ADD_MATERIAL:FAT:FAT_TEMPLATE]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]
[ADD_MATERIAL:EYE:EYE_TEMPLATE]
[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]
[ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE]
[ADD_MATERIAL:LUNG:LUNG_TEMPLATE]
[ADD_MATERIAL:HEART:HEART_TEMPLATE]
[ADD_MATERIAL:LIVER:LIVER_TEMPLATE]
[ADD_MATERIAL:GUT:GUT_TEMPLATE]
[ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE]
[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]
[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]
[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]
[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2945 on: May 31, 2011, 10:13:09 am »

Besides this apparent typo

Code: [Select]
[ADD_MATERIAL:IRON:CHITIN_TEMPLATE]

(remember that IRON is currently the label, CHITIN_TEMPLATE is the material)

it's probably due to the same thing as above: make sure your files are named and labelled correctly.
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katana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2946 on: May 31, 2011, 10:23:52 am »

How would I have the creature have chitin with the strength of iron?
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Eldrick Tobin

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2947 on: May 31, 2011, 12:43:15 pm »

In a custom workshop, can you make the product of a reaction show up on a tile other than the one where the dwarf is standing?

While you can specify where the civvie is standing (good thing if you make part impassable), I don't think there is any kind of "material drop point on the tile"
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Random_Physics_Nerd

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2948 on: May 31, 2011, 12:52:46 pm »

I would like to make a chair creature.

I can handle the tissues and the item drop, but I can't exactly understand how to actually construct the creature's body.

If somebody could help me with just that part that would be awesome.

Or an explanation other than the one from the wiki( that I've read 5 times and still don't quite get) would also be acceptable.
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mars7a

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2949 on: May 31, 2011, 03:04:37 pm »

I tried putting each animal man into their own individual civ, but they still are unplayable in Adventurer Mode. Advice?
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Talanic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2950 on: May 31, 2011, 04:10:09 pm »

In a custom workshop, can you make the product of a reaction show up on a tile other than the one where the dwarf is standing?

While you can specify where the civvie is standing (good thing if you make part impassable), I don't think there is any kind of "material drop point on the tile"

Sadness.  I wanted to create a workshop that blocked access vertically, to be built into a hall that it only barely filled, which would have the work point on the left side and the product on the right.

Why?  Because the product would be a substance that would boil away, inflicting a syndrome, and the shop itself would shield the dorf performing the reaction. 
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DuncanFrost

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2951 on: May 31, 2011, 04:18:21 pm »

Hi, I built this custom creature as a way of testing out the modding system. However there's a few problems-

1) The gem in the center of its chest should be made out of diamond, but it reports as being steel instead. What am I doing wrong?
2) The gas that gets released by the creature is supposed give you a syndrome that stops you from using your hands. Victims still get the syndrome but there doesn't seem to be any effects. Did I mess something up?
3) The gem is embedded in the upper body. This means you should be able to gouge it out with wrestling, right? So why can't I do that when I grab their body with my hands?

e: Haha i'm dumb, I forgot to put the raw in

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« Last Edit: May 31, 2011, 04:29:25 pm by DuncanFrost »
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2952 on: May 31, 2011, 04:27:23 pm »

How would I have the creature have chitin with the strength of iron?
I did that pretty effectively with scale by adding this to the creature entry.

Code: [Select]
[SELECT_MATERIAL:SCALE]
[MATERIAL_VALUE:3]
[ITEMS_ARMOR]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[IMPACT_YIELD:542500]
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319]
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73]
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189]
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:5000]

Just replace the top select materiel with the chitin and you should be golden.
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Eldrick Tobin

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2953 on: May 31, 2011, 06:22:37 pm »

Hi, I built this custom creature as a way of testing out the modding system. However there's a few problems-

1) The gem in the center of its chest should be made out of diamond, but it reports as being steel instead. What am I doing wrong?
2) The gas that gets released by the creature is supposed give you a syndrome that stops you from using your hands. Victims still get the syndrome but there doesn't seem to be any effects. Did I mess something up?
3) The gem is embedded in the upper body. This means you should be able to gouge it out with wrestling, right? So why can't I do that when I grab their body with my hands?

e: Haha i'm dumb, I forgot to put the raw in

Spoiler (click to show/hide)

1) I think the ALL is replacing ALL layers as Steel without regard to anything else being specified. Might have to specify what all layers of the layers it has are steel and which are diamond. Yes that's a Lazy But More Work response. I don't personally have a clue outside of that work around.

2) You're aiming at limbs but it can't aim at limbs? I think grasp counts as a limb not an organ. Relevant stuff from the df wiki:
"An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs."

3)The Gem is listed as the heart so it should be deep in, can one yank out a heart? I've never checked to see if any Temple of Doom action is possible. The wiki's wrestling page makes no mention of the heart but it may just be incomplete.
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Eldrick Tobin
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mars7a

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2954 on: May 31, 2011, 08:58:20 pm »

I tried putting each animal man into their own individual civ, but they still are unplayable in Adventurer Mode. Advice?

Any advice? Do I have to rename each entity?
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